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==
More information on [[Keyboard Controls]] here.
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Refer to: [[Keyboard Controls|Controls]]
  
===Melee Combat Controls===
 
An attack is performed by holding CTRL, then pressing the arrow key for the direction you wish to attack in.
 
  
===Special Moves===
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==Combat Maths Basics==
To perform a special move (see below for special move details) use CTRL-ALT-direction.
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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.
  
===Ranged Combat Controls===
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Your attack strength is derived from a combination of:
Attacking with a bow, crossbow or sling consitutes ranged combat. Ranged combat uses auto-targeting.
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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 attack:
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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.
*press CTRL-UP
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To change targets, use either:
 
*CTRL-LEFT & CTRL-RIGHT
 
*SHIFT-a & SHIFT-s
 
*CTRL-a & CTRL-s
 
  
===Combat Spellcasting Controls===
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==Damage Types and Stat Dependent Damage Optimisation==
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.
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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
  
You can cast the spell bound to F2 by using CTRL-SHIFT-arrow.
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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.
  
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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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]]
  
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.
 
 
==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]].
  
== Special Moves==
 
  
For weapon users 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 a full bar of 'rage'. Rage is indicated by a yellow bar that grows over your character's head when attacking or being hit. The bar is white when it is full.
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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 3-5 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 : THUNDERCLAP'''<br>
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Note: using a tinted weapon will decrease the chance of criticals being inflicted.
The target and the adjacent squares all suffer a shockwave. This is a 50% chance of being stunned (held for mobs and sleep for players) and 25% chance of confusion (4 seconds for player and indefinite for mobs).
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'''Axes : CLEAVE'''<br>
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===Parry and Riposte===
The target's Attack Strength, Defense and Magic Resistance become temporarily reduced, thus making the target substantially weaker.<br>
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Rogues using foils can parry and riposte.
Cleave move also makes the target 'Wounded' whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.
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'''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. This works on magic-immune monsters!
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'''Unarmed : QUIVERING PALM'''<br>
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===Dodge===
Target goes into 'complete shock'.  The next 3 attacks landed on him will have a 50% chance of being a critical.<br>
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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.  
(This only works when you're wearing all 'unarmoured' gear and using an 'unarmed' weapon, or your bare hands.)
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'''Foils : DISARM'''<br>
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Most magics have a low chance of also being dodged.
Player versus player: target is not allowed to re-equip for 5 seconds.<br>
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Player versus monster: monster has its Attack Strength halved for 5 seconds.
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'''Shortswords : SLICE AND DICE'''<br>
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===Movement===
Performs 3 successive attacks on the target.
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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.
  
'''Ranged : POINT-BLANK HEAD-SHOT'''<br>
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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.
Extra damage, and also makes the target 'Wounded' whereby they bleed 5% of their health for 5 seconds (25% total) and during this time cannot heal. Bleeding/wounding will not kill mobs.
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==Other Notes==
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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.
  
===Dual Wield===
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For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].
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.
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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.
 
  
===Parry and Riposte===
 
 
===Dodge===
 
  
===Armour Weights===
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{{Navigation Skills}}
See the page on [[Items]] for more information on armour.
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[[Category:Skills]]

Latest revision as of 14:43, 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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