Combat: Difference between revisions

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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 (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.
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.


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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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.
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 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.
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.


== Trivia ==
== Trivia ==