Editing Combat
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== Combat Mechanics == |
== Combat Mechanics == |
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Players may choose any of their currently equipped |
Players may choose any of their currently equipped weapons to initiate combat with a monster, and may swap to any of their equipped weapons between attacks during combat. However, they may not change any part of their loadout, including transmogs, nor organize their inventory, once combat has begun. The player is also unable to any spell other than [[Sense]] and [[Immunity]]. |
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On the |
On the weapon interface, there will be indicators displaying how effective your current gear will be against your selected target, indicated by one to three red or green arrows, or a blue equals sign. |
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Melee weapons have an attack range of one tile, whilst ranged weapons have a range of five tiles. Upon initiating combat, if necessary, the player will automatically move to within attacking range for the weapon they have chosen. |
Melee weapons have an attack range of one tile, whilst ranged weapons have a range of five tiles. Upon initiating combat, if necessary, the player will automatically move to within attacking range for the weapon they have chosen. |
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It is generally recommended to initiate combat against exclusively melee monsters with a ranged weapon to deal some free damage while the monster walks up to the player. However, it is recommended to always begin combat in melee when fighting monsters with ranged attacks, as they may land free hits on the player while the player is closing the gap after running out of ammo. |
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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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There is strong anecdotal evidence to suggest that shields are only effective when visibly equipped (i.e. when using one-handed weapons). 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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Players may click on the ground during combat to move, which manually overrides auto-retaliation. |
Players may click on the ground during combat to move, which manually overrides auto-retaliation. |
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=== Damage === |
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{{Main|Damage}} |
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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. |
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Monsters also have their own deflection stats{{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}}, 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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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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=== Attack Speed === |
=== Attack Speed === |
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{{Main|Weapon attack speed}} |
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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. 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. |
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=== Death === |
=== Death === |
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{{Main|Death}} |
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Reaching zero hitpoints in combat will cause the player to [[Death|die]] and respawn in the [[Hopeport]] infirmary. Other than inconvenience, there currently appear to be no other consequences. |
Reaching zero hitpoints in combat will cause the player to [[Death|die]] and respawn in the [[Hopeport]] infirmary. Other than inconvenience, there currently appear to be no other consequences. |
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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}} |
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=== Passive monsters === |
=== Passive monsters === |
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Passive monsters may be fought as an offline activity and combat is initiated in a similar way to that of active monsters. |
Passive monsters may be fought as an offline activity and combat is initiated in a similar way to that of active monsters. Passive monsters cannot physically harm the player, but require weapons with a minimum strength rating of the monster's <math>Combat Level + 20</math> to fight. Players may not select any weapons below this strength rating. The combat level of passive mobs is always equal to its unlock level. Presently, no passive monsters have any elemental vulnerabilities, although some will have an elemental immunity. As such it is recommended to use {{AttackStyle|impact}} weapons to maximise damage output against these monsters. |
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Fighting passive monsters below the highest tier available to the player, regardless of whether the player has unlocked it or not, will subject the player to the [[Experience#Passive activity penalty|passive activity penalty]]. |
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=== Bosses === |
=== Bosses === |
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==Update history== |
==Update history== |
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{{UH| |
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** Auto-retaliate no longer cancels player pathing. |
** Auto-retaliate no longer cancels player pathing. |
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** Slight combat balancing adjustment so fighting low level foes isn't so overpowered. |
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** Remove bogus stats from passive monster cards. |
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** Fixed 'divide by zero' error showing up during combat. |
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* {{UL|update=2024-11-06#First_bugfix||date=6 November 2024}} |
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** Fixed bug where some players were occasionally getting stuck in combat. |
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* {{UL|update=2024-11-06#Game_launch|date=6 November 2024}} |
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** Added to game. |
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==References== |
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{{Reflist}} |
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** Combat was included in the first public early-access release of the game. |
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{{Game mechanics}} |
{{Game mechanics}} |