Combat: Difference between revisions

476 bytes added ,  30 December 2024
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Players may click on the ground during combat to move, which manually overrides auto-retaliation.
 
=== Damage ===
{{Main|Damage}}
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 in 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.
 
=== Movement ===
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=== Attack Speed ===
{{Main|Weapon attack speed}}
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 [[Weapon attack speed|attack speed]] is the sum of both its animation and global cooldown durations.
 
=== Death ===
{{Main|Death}}
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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