Difference between revisions of "Combat"

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Combat intro paragraph. Mention readying of weapons and armour and link to the items page.
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Combat is an essential part of EUO. Before entering combat, you will probably want to '''r'''eady your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage.
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==Combat Controls==
 
==Combat Controls==
===Melee Combat Controls===
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Refer to: [[Keyboard Controls|Controls]]
An attack is performed by holding CTRL, then pressing the arrow key for the direction you wish to attack in.
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===Special Moves===
 
To perform a special move (see below for special move details) use CTRL-ALT-direction.
 
  
===Ranged Combat Controls===
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==Combat Maths Basics==
Attacking with a bow, crossbow or sling consitutes ranged combat. Ranged combat uses auto-targeting.
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Every player and creature has an attack strength (AS), and a defense (Def). The higher your attack strength and defense, the better. If a defender's defense is significantly higher than an attacker's AS, that defender will take minimal damage.
  
To attack:
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Your attack strength is derived from a combination of:
*press CTRL-UP
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* the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists),
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* the skill you have in using the weapon used,
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* tactics if you are wielding a fighter weapon, and
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* the stats of your character.
  
To change targets, use either:
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Defense is straightforward; it is derived from the total defense of all armour being worn. However, note that the defense from light, medium and heavy armour is dependent on the class composition of a character. Refer to [[Class Skills]] for specific information about the armour types that each class can benefit from.
*CTRL-LEFT & CTRL-RIGHT
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*SHIFT-a & SHIFT-s
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*CTRL-a & CTRL-s
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===Combat Spellcasting Controls===
 
You can cast the spell bound to F1 by pressing shift, then the arrow key. Eg, bind An Mani to F1, then use shift-dir to cast An Mani on adjacent enemy targets.
 
  
You can cast the spell bound to F2 by using CTRL-SHIFT-arrow.
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==Damage Types and Stat Dependent Damage Optimisation==
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===Damage Types===
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Each weapon has a corresponding damage type: slashing, piercing, or bludgeoning. And with certain types of monsters being more susceptible to each particular damage type, using the right weapon can give you a significant advantage. The following are some monster susceptibilities:
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* Undead: vulnerable to bludgeoning damage
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* Hellspawn: vulnerable to slashing damage
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* Dragons: vulnerable to piercing damage
  
A good mage technique might be to bind Vas An Mani to F1 and Ort Grav to F2, then cast VAM quickly with SHIFT-direction and OG with CTRL-SHIFT-direction.
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===Stat Dependent Damage Optimisation===
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The damage dealt with a particular weapon is enhanced by certain stats. This damage bonus is dependent upon the particular weapon skill employed. For example, when using a mace-type weapon, the damage bonus is dependent on strength, while when using a foil-type weapon, the damage bonus is dependent on dexterity.
  
Even a fighter may benefit from these shortcuts. For example, if s/he knows the Mani spell, bind it to F1 and use shift-dir to heal self at any time. Since Mani only ever heals the caster, it doesn't matter in which direction it is cast when used with shift-dir.
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Refer to the following for more specific information on damage types and stat dependent damage optimisation:
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* Axes, Longswords, Maces, Polearms: [[Class_Skills#Fighter_Weapon_Skills|Fighter Weapon Skills]]
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* Foils, Ranged, Shortswords: [[Class_Skills#Rogue_Weapon_Skills|Rogue Weapon Skills]]
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* Unarmed, Staves: [[Miscellaneous_Skills#Miscellaneous_Weapon_Skills|Miscellaneous Weapon Skills]]
  
==Combat Maths Basics==
 
Every player & creature has an attack strength (also known as AS), and a defense. The higher the difference between the attacker's AS and the defender's defense, the more damage will be done.
 
 
Your attack strength is derived from your skill in the weapon you have readied. You defense is derived from what armour you are wearing.
 
  
 
==Combat and Skills==
 
==Combat and Skills==
See [[Class Skills]].
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Refer to [[Class Skills]] and [[Miscellaneous Skills]].
  
==Fighter (and Rogue) Special Moves==
 
  
For users of longswords, polearms, axes, maces, foils and unarmed who's skill in their weapon is 90% or greater, a new attack is available for use. Each of these combat skills has it's own 'special move'.
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== Special Rage Attacks==
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See [[Combat Abilities]].
  
The move is executed with CTRL-ALT-Direction. Each move uses 33% of your mana, and there is a short cool-off (a couple of seconds) required between consequetive specials.
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==Other Combat Notes==
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===Dual Wield===
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Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded (unless the character is a half-troll).
  
The special moves, for each skill, are:
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Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.
  
'''Longswords : FLURRY'''<br>
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===Criticals===
Performs up to 6 swings (thus attacks) in one, hitting targets adjacent to you randomly.
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When executing any attack based on a weapon skill, there is a small chance that attack will inflict a critical hit. A critical hit will inflict significantly greater damage than a regular hit.
  
'''Maces : STUN'''<br>
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Note: using a tinted weapon will decrease the chance of criticals being inflicted.
The target becomes stunned, and cannot attack for a short period of time.
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'''Axes : CLEAVE'''<br>
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===Parry and Riposte===
The target's Attack Strength & Defense become temporarily reduced, thus making the target substantially weaker.
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Rogues using foils can parry and riposte.
  
'''Polearms : BLOODBOLT'''<br>
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For detailed information on this, refer to the Foil weapon skill subsection in the [[Rogue|Rogue]] page.
The target suffers a regular hit, and a bolt of chain lighting strikes the target and other nearby enemies.
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'''Unarmed : QUIVERING PALM'''<br>
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===Dodge===
Target becomes stunned and blind. Length of stun is about half of that as Maces' stun.
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Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. There is also a buff that improves dodging capability.  
  
'''Foils : Disarm (PvP only)'''<br>
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Most magics have a low chance of also being dodged.
Target's weapon is unequipped and dropped on the ground.
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==Other Notes==
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===Movement===
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The speed at which a character moves (or flees) is dependent on two things:
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* The higher a character's dexterity is, the faster he or she will move.
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* The heavier the armour worn, the slower the character will move.
  
===Dual Wield===
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However, note that the movement penalties associated with certain armour categories effect certain classes to a lesser extent (and in some cases, they are even negated). Refer to [[Class Skills]] for class-specific information on armour types and movement.
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===Unarmed Combat===
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A character gains attitional bouses when fighting unarmed. For many this is the best way to do melee combat.
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For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].
  
===Parry and Riposte===
 
  
===Dodge===
 
  
===Armour Weights===
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{{Navigation Skills}}
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[[Category:Skills]]

Latest revision as of 13:43, 22 October 2021

Combat is an essential part of EUO. Before entering combat, you will probably want to ready your fighting equipment, stock up on some healing items such as yellow potions, healing spells or bandages, maybe gather some party-mates, and gather your courage.


Combat Controls

Refer to: Controls


Combat Maths Basics

Every player and creature has an attack strength (AS), and a defense (Def). The higher your attack strength and defense, the better. If a defender's defense is significantly higher than an attacker's AS, that defender will take minimal damage.

Your attack strength is derived from a combination of:

  • the +AS enchantment from items worn (note that the +AS on gloves do not count unless using bare fists),
  • the skill you have in using the weapon used,
  • tactics if you are wielding a fighter weapon, and
  • the stats of your character.

Defense is straightforward; it is derived from the total defense of all armour being worn. However, note that the defense from light, medium and heavy armour is dependent on the class composition of a character. Refer to Class Skills for specific information about the armour types that each class can benefit from.


Damage Types and Stat Dependent Damage Optimisation

Damage Types

Each weapon has a corresponding damage type: slashing, piercing, or bludgeoning. And with certain types of monsters being more susceptible to each particular damage type, using the right weapon can give you a significant advantage. The following are some monster susceptibilities:

  • Undead: vulnerable to bludgeoning damage
  • Hellspawn: vulnerable to slashing damage
  • Dragons: vulnerable to piercing damage

Stat Dependent Damage Optimisation

The damage dealt with a particular weapon is enhanced by certain stats. This damage bonus is dependent upon the particular weapon skill employed. For example, when using a mace-type weapon, the damage bonus is dependent on strength, while when using a foil-type weapon, the damage bonus is dependent on dexterity.

Refer to the following for more specific information on damage types and stat dependent damage optimisation:


Combat and Skills

Refer to Class Skills and Miscellaneous Skills.


Special Rage Attacks

See Combat Abilities.

Other Combat Notes

Dual Wield

Dual wield is the art of using two shortsword type weapons at the same time, one in each hand. Only the shortsword type of weapons can be dual wielded (unless the character is a half-troll).

Dual wielding results in slightly slower attacks, but you get the benefit of attacking twice as often, so generally more damage is being done anyway.

Criticals

When executing any attack based on a weapon skill, there is a small chance that attack will inflict a critical hit. A critical hit will inflict significantly greater damage than a regular hit.

Note: using a tinted weapon will decrease the chance of criticals being inflicted.

Parry and Riposte

Rogues using foils can parry and riposte.

For detailed information on this, refer to the Foil weapon skill subsection in the Rogue page.

Dodge

Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. There is also a buff that improves dodging capability.

Most magics have a low chance of also being dodged.

Movement

The speed at which a character moves (or flees) is dependent on two things:

  • The higher a character's dexterity is, the faster he or she will move.
  • The heavier the armour worn, the slower the character will move.

However, note that the movement penalties associated with certain armour categories effect certain classes to a lesser extent (and in some cases, they are even negated). Refer to Class Skills for class-specific information on armour types and movement.

Unarmed Combat

A character gains attitional bouses when fighting unarmed. For many this is the best way to do melee combat.

For detailed information on this, refer to Unarmed.



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