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[[File:Combat actions interface.png|thumb|The combat actions interface.]]
[[File:Combat actions interface.png|thumb|The combat actions interface.]]
[[File:Combat choose first attack interface.png|thumb|Choose your first attack!]]
[[File:Combat choose first attack interface.png|thumb|Choose your first attack!]]
'''Combat''' is a mechanic in [[Brighter Shores]] in which one or multiple [[player character]]s fight against [[monsters]] or each other. Currently two styles of combat exist, [[melee]] and [[ranged]], with melee being the predominant combat style used. Players can equip [[weapon]]s and [[armor]] to make themselves stronger, and [[potion]]s to heal or buff themselves. Gaining combat levels will increase their max health, damage and deflect rating, allowing them to use stronger equipment and unlocking stronger monster [[variant]]s with increased rewards.
'''Combat''' is a mechanic in [[Brighter Shores]] in which several [[player character]]s fight [[monsters]] (PvE or PvM) or each other (PvP, to be released). Currently two styles of combat exist, [[melee]] and [[ranged]], with melee being the predominant combat style used. Players can equip [[weapon]]s and [[armor]] to make themselves stronger, and [[potion]]s to heal or buff themselves. Gaining combat levels will increase their max health, damage and deflect rating, allowing them to use stronger equipment and unlocking stronger monster [[variant]]s with increased rewards.


The current combat [[profession]]s available to the player, one per [[Episodes|episode]], are as follows.
The current combat [[profession]]s available to the player, one per [[Episodes|episode]], are as follows.
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Movement is allowed during combat, albeit with a reduced movement speed. However, players may not interact with other objects, scenery, dropped items, or reorganize their [[backpack]] in any way. Once combat has been initiated, they must end the encounter either by winning, dying, or escaping with the [[Immunity]] spell.
Movement is allowed during combat, albeit with a reduced movement speed. However, players may not interact with other objects, scenery, dropped items, or reorganize their [[backpack]] in any way. Once combat has been initiated, they must end the encounter either by winning, dying, or escaping with the [[Immunity]] spell.


After every weapon hit, a white indicator will appear on its card indicating the duration of its attack animation, after which all weapons will be darkened and placed on a global cooldown. The duration of this global cooldown is dependent on the weapon that was used to perform the previous hit. Switching weapons during the global cooldown will ensure the next hit is performed with the new weapon without delay. Since a hit occurs at the end of the attack animation, a weapon's attack speed is the sum of both its animation and global cooldown durations.
After every weapon hit, a white indicator will appear on its card indicating the duration of its attack animation, after which all weapons will be darkened and placed on a global cooldown (GCD). The duration of this GCD is dependent on the weapon that was used to perform the previous hit. Switching weapons during the GCD will ensure the next hit is performed with the new weapon without delay. Since a hit occurs at the end of the attack animation, a weapon's attack speed is the sum of both its animation and GCD durations.


Reaching 0 hitpoints in combat will cause the player to [[Death|die]] and respawn in the [[Hopeport]] infirmary. Other than inconvenience, there appear to be no other consequences.
Reaching 0 hitpoints in combat will cause the player to [[Death|die]] and respawn in the [[Hopeport]] infirmary. Other than inconvenience, there appear to be no other consequences.
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Normal monsters have vulnerabilities and/or immunities to certain elemental [[Attack Style|attack style]]s, as displayed on their card. Monsters are immune to its own elemental attack style, and it is generally inadvisable to fight a monster with a weapon matching its elemental immunity.
Normal monsters have vulnerabilities and/or immunities to certain elemental [[Attack Style|attack style]]s, as displayed on their card. Monsters are immune to its own elemental attack style, and it is generally inadvisable to fight a monster with a weapon matching its elemental immunity.


Passive monsters may be fought as an offline activity and combat is initiated in a similar way to that of active monsters. However, passive monsters require weapons above a certain strength rating to fight, and players may not select any weapons below this strength rating.
Passive monsters may be fought as an AFK activity and combat is initiated in a similar way to that of active monsters. However, passive monsters require weapons above a certain strength rating to fight, and players may not select any weapons below this strength rating.


Certain monsters are one-time bosses fought as part of [[quests]], which are of greater difficulty. Most bosses boast increased HP compared to normal monsters, and some have access to area of effect attacks as indicated by orange highlighted tiles and a blue cast bar above their combat panel. Currently, quest bosses do not have any elemental vulnerabilities or immunities.
Certain monsters are one-time bosses fought as part of [[quests]], which are of greater difficulty. Most bosses boast increased HP compared to normal monsters, and some have access to AoE attacks as indicated by orange highlighted tiles and a blue cast bar above their combat panel. Currently, quest bosses do not have any elemental vulnerabilities or immunities.


== Trivia ==
== Trivia ==
*[[Special attacks]] are intended to be a feature of the combat system, and are scheduled to be released some time during Early Access.
*[[Special attacks]] were intended to be a feature of the combat system, but have not yet been released with Early Access launch.
*[[PvP]] is an upcoming combat feature that will allow player characters to fight each other. Currently it is scheduled to be released some time during Early Access.
*[[PvP]] is an upcoming combat feature that will allow player characters to fight each other. Currently it is scheduled to be released some time during Early Access.


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