Editing Combat
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When a ranged weapon runs out of ammo, its card shrinks and its image is dimmed, becoming unselectable for the rest of the fight. |
When a ranged weapon runs out of ammo, its card shrinks and its image is dimmed, becoming unselectable for the rest of the fight. |
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Shields are only effective when visibly equipped (i.e. when using one-handed weapons){{CiteVideo|author=Tel's Tales|title=Tales from the Shores - Episode 3 - FenSamuel Q&A|url=https://www.youtube.com/watch?v=iGEv5PfbEoo|timestamp=35:28|date=4 January 2025|site=YouTube}}. However, the game is currently unable to display |
Shields are only effective when visibly equipped (i.e. when using one-handed weapons){{CiteVideo|author=Tel's Tales|title=Tales from the Shores - Episode 3 - FenSamuel Q&A|url=https://www.youtube.com/watch?v=iGEv5PfbEoo|timestamp=35:28|date=4 January 2025|site=YouTube}}. However, the game is currently unable to display dynamic stat changes in combat to fully verify this claim. |
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=== Auto-retaliate === |
=== Auto-retaliate === |
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During combat, the attacker and their target will deal damage to each other with every attack. The maximum hit will depend on the level of the attacker and, in the case of the player, the strength of their weapon. This is then reduced by the target's deflection rating matching the damage type of the attack. The exact damage dealt will then be rolled between the player's minimum and maximum hits after adjusting for deflection. |
During combat, the attacker and their target will deal damage to each other with every attack. The maximum hit will depend on the level of the attacker and, in the case of the player, the strength of their weapon. This is then reduced by the target's deflection rating matching the damage type of the attack. The exact damage dealt will then be rolled between the player's minimum and maximum hits after adjusting for deflection. |
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Anecdotal evidence strongly suggests that, like players, monsters also have their own deflection stats. This is evident when an overlevelled player deals damage to an underlevelled monster, as their damage will be greater than what they would normally deal to a monster of similar level. The reverse is also true when fighting monsters above the player's level, albeit less noticeably, as overlevelled monsters are gated by the player's combat profession level. |
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There is currently no way to view a monster's deflection ratings in-game. |
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Apart from elemental immunities and vulnerabilities, monster deflection stats are flat values{{CiteVideo|author=Tel's Tales|title=Tales from the Shores - Episode 3 - FenSamuel Q&A|url=https://www.youtube.com/watch?v=iGEv5PfbEoo|timestamp=30:37|date=4 January 2025|site=YouTube}} and likely also depend on their combat level, with their weak element having a lower value than the rest, and their immunity element being functionally 100% reduction. There is currently no way to view a monster's deflection ratings in-game. |
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=== Movement === |
=== Movement === |
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If the player is significantly higher levelled than the monster they are fighting, they will incur an '''easy battle penalty''' on their earned experience, ranging from 1.378% to 99.888% with increasing level difference. |
If the player is significantly higher levelled than the monster they are fighting, they will incur an '''easy battle penalty''' on their earned experience, ranging from 1.378% to 99.888% with increasing level difference. |
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==Monsters== |
==Monsters== |
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{{Main|Monsters}} |
{{Main|Monsters}} |