Combat: Difference between revisions
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added info from podcast about shield and enemy deflection mechanics
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Mysticalia (talk | contribs) m (added info from podcast about shield and enemy deflection mechanics) |
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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.
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
=== 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.
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.
=== 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.
==Monsters==
{{Main|Monsters}}
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