Difference between revisions of "Combat"

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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.
 
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.
 +
  
 
==Combat Controls==
 
==Combat Controls==
More information on [[Keyboard Controls|Controls]] here.
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Refer to: [[Keyboard Controls|Controls]]
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==Combat Maths Basics==
 
==Combat Maths Basics==
Every player & creature has an attack strength (also known as AS), and a defense. The higher your attack strength and defense, the better. If the defender's defense is significantly higher than the attacker's AS, the defender will take a minimum of damage.
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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.
  
Your attack strength is derived a combination of the +AS enchantment on your weapon, the skill you have in using the weapon, tactics if you are wielding a fighter weapon and the stats of your character. You defense is derived from what armour you are wearing.
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Your attack strength is derived from a combination of:
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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.  
  
===Weapon & damage types, and how stats influence bonus damage===
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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.
High stats give damage bonuses to attacks. Which stat gives the bonus depends on the weapon skill employed. Extra damage when using a mace for example is derived purely from your strength, while bonus damage when using a foil is derived purely from dexterity. Longswords, for example, get stat-damage bonuses from both dexterity and strength.
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The following table shows how your strength and dexterity stats influence bonus weapon damage, bonus attack strength as well as what type of damage each weapon family does.
 
  
maces            90% str / 10% dex  (bludgeoning)
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==Damage Types and Stat Dependent Damage Optimisation==
polearms        90% str / 10% dex  (mostly slashing)
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===Damage Types===
axes            75% str / 25% dex  (slashing)
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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:
long swords      50% str / 50% dex  (slashing)
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* Undead: vulnerable to bludgeoning damage
unarmed          50% str / 50% dex  (bludgeoning, slashing, piercing)
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* Hellspawn: vulnerable to slashing damage
short swords    25% str / 75% dex  (mostly slashing)
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* Dragons: vulnerable to piercing damage
ranged          25% str / 75% dex  (piercing)
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foils          100% dex            (piercing)
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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.
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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]]
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==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'.
 
  
The move is executed when it is bound to an F-key and the appropriate key combination is pressed (see [[Keyboard Controls]]). Each move uses a full bar of 'rage'. Current rage can be seen by pressing #. The bar is white when it is full.
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== Special Rage Attacks==
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See [[Combat Abilities]].
  
The special moves, for each skill, are:
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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).
  
'''Longswords : FLURRY'''<br>
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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.
Performs 3-5 swings (thus attacks) in one, hitting targets adjacent to you randomly.
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'''Maces : THUNDERCLAP'''<br>
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===Criticals===
The target and the adjacent squares all suffer a shockwave, confusing all target enemies.
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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.
  
'''Axes : CLEAVE'''<br>
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Note: using a tinted weapon will decrease the chance of criticals being inflicted.
The target's Attack Strength, Defense and Magic Resistance become temporarily reduced, thus making the target substantially weaker.<br>
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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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===Parry and Riposte===
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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Rogues using foils can parry and riposte.
  
'''Unarmed : QUIVERING PALM'''<br>
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For detailed information on this, refer to the Foil weapon skill subsection in the [[Rogue|Rogue]] page.
Target goes into 'complete shock'. For the next 5 seconds, there is a 50% chance that each landed blow will be a critical, up to a maximum of 3 critical hits.<br>
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(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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===Dodge===
Player versus player: target's weapon is unequipped and the target is not allowed to re-equip for 5 seconds.<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.  
Player versus monster: melee monster have their Attack Strength halved and magic using monsters are 50% less likely to cast for 5 seconds.
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'''Shortswords : SLICE AND DICE'''<br>
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Most magics have a low chance of also being dodged.
Performs 3 successive attacks on the target.
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'''Ranged : POINT-BLANK HEAD-SHOT'''<br>
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===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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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.
  
==Other Notes==
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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.
  
===Dual Wield===
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===Unarmed Combat===
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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A character gains attitional bouses when fighting unarmed. For many this is the best way to do melee combat.
  
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.
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For detailed information on this, refer to [[Miscellaneous_Skills#Unarmed|Unarmed]].
  
===Parry and Riposte===
 
Players with high skill in foils will be at first able to parry attacks (ie, deflect them) and later to perform a riposte (where the damage is inflicted back on the attacker), and ultimately will be able to perform a DISARM.  Parry and riposte occur automatically, while disarm is a special move that requires a full rage bar to be used.
 
  
===Dodge===
 
Characters with high dexterity have a small chance to dodge physical attacks entirely; the higher the dexterity, the higher the chance to dodge. Magic cannot be dodged.
 
  
===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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