Editing Combat
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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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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}} |
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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. The combat level of passive monsters is always equal to its unlock level, and players will require a weapon with a minimum strength rating of the monster's <math>Combat Level + 20</math> to fight. Weapons below this strength rating may not be selected. Passive monsters have no elemental vulnerabilities and cannot physically damage the player. Certain passive monsters will list an elemental immunity, however this is irrelevant as the player's damage is always converted to {{AttackStyle|impact}} regardless of the actual element of the weapon chosen. |
Passive monsters may be fought as an offline activity and combat is initiated in a similar way to that of active monsters. The combat level of passive monsters is always equal to its unlock level, and players will require a weapon with a minimum strength rating of the monster's <math>Combat Level + 20</math> to fight. Weapons below this strength rating may not be selected. Passive monsters have no elemental vulnerabilities and cannot physically damage the player. Certain passive monsters will list an elemental immunity, however this is irrelevant as the player's damage is always converted to {{AttackStyle|impact}} regardless of the actual element of the weapon chosen. |
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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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{{Update history| |
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{{UH| |
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* {{ |
* {{Update list|update=2024-12-03|date=3 December 2024}} |
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** Auto-retaliate no longer cancels player pathing. |
** Auto-retaliate no longer cancels player pathing. |
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* {{ |
* {{Update list|update=2024-11-27|date=27 November 2024}} |
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** Players now automatically swap to a melee weapon when running out of ranged ammo and automatically retaliate monsters. |
** Players now automatically swap to a melee weapon when running out of ranged ammo and automatically retaliate monsters. |
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* {{ |
* {{Update list|update=2024-11-12||date=12 November 2024}} |
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** Slight combat balancing adjustment so fighting low level foes isn't so overpowered. |
** Slight combat balancing adjustment so fighting low level foes isn't so overpowered. |
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** Remove bogus stats from passive monster cards. |
** Remove bogus stats from passive monster cards. |
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** Fixed 'divide by zero' error showing up during combat. |
** Fixed 'divide by zero' error showing up during combat. |
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* {{ |
* {{Update list|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. |
** Fixed bug where some players were occasionally getting stuck in combat. |
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* {{ |
* {{Update list|update=2024-11-06#Game_launch|date=6 November 2024}} |
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** Combat was included in the first public early-access release of the game. |
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** Added to game. |
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}} |
}} |
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==References== |
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{{Reflist}} |
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{{Game mechanics}} |
{{Game mechanics}} |