Melee combat: Difference between revisions

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{{As Of Patch|2.0.201.49}}{{tocright}}
{{As Of Patch|2.0.201.49}}{{tocright}}


Melee combat is a common form of fighting in [[{{gamename}}]]. Players and other creatures can attack one another with fists, [[weapons]], [[items]], or other [[:Category:Natural Weapons|natural weapons]]. Almost any item in the entire game can be wielded by a creature and used for melee fighting. Items that aren't specifically designed to be used as melee weapons use the [[Cudgel]] skill, have a default [[PV]] of {{PV}}4, and a default [[damage]] of {{Heart}}1d2.
Melee combat is a common form of fighting in [[{{gamename}}]]. Players and other creatures can attack one another with fists, [[weapons]], [[items]], or other [[:Category:Natural Weapons|natural weapons]]. Almost any item in the entire game can be wielded by a creature and used for melee fighting. Items that aren't specifically designed to be used as melee weapons use the {{f|Cudgel}} skill, have a default [[PV]] of {{PV}}4, and a default [[damage]] of {{Heart}}1d2.


= Overview =
= Overview =
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{| class="wikitable"
{| class="wikitable"
! style="height: 4em; padding: 1em; min-width: 10em;" | Accuracy
! style="height: 4em; padding: 1em; min-width: 10em;" | Accuracy
| style="height: 4em; padding: 1em;" | Accuracy is not a stat that appears on the character's stat sheet, but it is important to combat calculations. Accuracy equals <code>1d20</code> plus the character's agility [[Attributes#Attribute_Modifiers|modifier]] and any special to-hit bonuses on the weapon. (The {{favilink|amber-tipped staff}} is an example of a weapon with a to-hit bonus.)
| style="height: 4em; padding: 1em;" | Accuracy is not a stat that appears on the character's stat sheet, but it is important to combat calculations. Accuracy equals <code>1d20</code> plus the character's Agility [[Attributes#Attribute_Modifiers|modifier]] and any special to-hit bonuses on the weapon. (The {{favilink|amber-tipped staff}} is an example of a weapon with a to-hit bonus.)
|-
|-
! style="height: 4em; padding: 1em; min-width: 10em;" | [[PV]]<br>(penetration value)
! style="height: 4em; padding: 1em; min-width: 10em;" | [[PV]]<br>(penetration value)
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By base, the primary hand and weapons wielded at least in part with them is the attack that is guaranteed to be made by a creature when bump-attacking; the offhand has only a 15% chance to make an attack by base.
By base, the primary hand and weapons wielded at least in part with them is the attack that is guaranteed to be made by a creature when bump-attacking; the offhand has only a 15% chance to make an attack by base.


The [[Dual Wield]] tree increases the chance of offhand attacks made with the regular offhand only (and certain additional offhand slots that exclude mutated limbs and robotic arms - see [[Offhand]]). [[Flurry]], however, makes use of all available weapons wielded in any slot ({{favilink id|Stinger|plural}} being an exception due to technically not being true weapons).
The {{f|Multiweapon Fighting}} skills increases the chance of offhand attacks made with the regular offhand only (and certain additional offhand slots that exclude mutated limbs and robotic arms - see [[Offhand]]). {{f|Flurry}}, however, makes use of all available weapons wielded in any slot ([[Stinger]]s being an exception due to technically not being true weapons).


{{favilink id|Stinger|plural}} have a 20% chance of hitting whenever a regular melee attack is made; however, other limbs will never hit when the "Sting" action the mutations grant is used.
[[Stinger]]s have a 20% chance of hitting whenever a regular melee attack is made; however, other limbs will never hit when the "Sting" action the mutations grant is used.


{{favilink|Helping hands|Helping hands}} and weapons wielded in them have a static 8% to attack, which is not modified by the Dual Wield tree.
{{favilink|Helping hands|Helping hands}} and weapons wielded in them have a static 8% to attack, which is not modified by {{f|Multiweapon Fighting}}.


[[Jab]] doubles the chance of offhand attacks made with [[Short Blade|short blades]], except when the short blade is wielded by helping hands.
{{f|Jab}} doubles the chance of offhand attacks made with [[Short Blade|short blades]], except when the short blade is wielded by helping hands.


Attacks made with weapons wielded in {{favilink|Multiple Arms}} slots (or made with the bare hands provided by it) are unaffected by [[Dual Wield]]: their base chance for attacking is determined solely by the mutation level; they are however affected by [[Jab]] and wielding a two-handed weapon so the weapon is held with one hand from Multiple Arms and one regular off hand will result in Dual Wield's chance being used (and if one hand is from Multiple Arms and the other is the primary hand, the chance of attacking with the weapon will be 100%).
Attacks made with weapons wielded in {{favilink|Multiple Arms}} slots (or made with the bare hands provided by it) are affected by {{f|Multiweapon Fighting}}.


{{favilink|Horns}} have a 20% chance to attack when bump-attacking, boosted to 100% when using [[Charge]], and are eligible for [[Jab]].
{{favilink|Horns}} have a 20% chance to attack when bump-attacking, boosted to 100% when using {{f|Charge}}, and are eligible for {{f|Jab}}.


A [[Bilge Sphincter]] has a static 15% chance to attack.
A [[Bilge Sphincter]] has a static 15% chance to attack.
If an offhand weapon should ever have over a 100% chance to attack, it is guaranteed to attack once for each 100% and may also make an additional attack based on how much is left over. For instance, a character with [[Offhand Strikes]], [[Ambidexterity]], and [[Jab]] who is offhand wielding a short blade will have a 110% chance to attack with it. This guarantees one attack, and there is an additional 10% chance to immediately attack again.{{Code Reference | class = Combat | method = FireEvent | case = "PerformMeleeAttack"}} This bonus does not apply to primary weapons, which always attack exactly once.


== Hit Roll ==
== Hit Roll ==
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Certain scenarios result in guaranteed or near-guaranteed successful hit rolls against a target:
Certain scenarios result in guaranteed or near-guaranteed successful hit rolls against a target:
* If the target is [[stuck]] or [[overburdened]], the target's DV is automatically reduced to <code>-10</code>, which can effectively guarantee success with all attack hit rolls against them.
* If the target is [[stuck]] or [[overburdened]], the target's DV is automatically reduced to <code>-10</code>, which can effectively guarantee success with all attack hit rolls against them.
* Targets affected by the attacker's [[Hook and Drag]] are automatically hit by the attacker when the attacker moves.
* Targets affected by the attacker's {{f|Hook and Drag}} are automatically hit by the attacker when the attacker moves.
* If the attacker has latched on to the target (an effect unique to {{favilink | madpole |plural}} and {{favilink | leather whip | plural}}), the attacker is guaranteed to hit the target.
* If the attacker has latched on to the target (an effect unique to {{favilink | madpole |plural}} and {{favilink | leather whip | plural}}), the attacker is guaranteed to hit the target.


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AV is calculated by adding together all of the following values. Your AV value (not including additional AV from shield block) can also be seen in-game on the sidebar or overlay bar.
AV is calculated by adding together all of the following values. Your AV value (not including additional AV from shield block) can also be seen in-game on the sidebar or overlay bar.
* The AV value of all of the character's equipped armor (not counting shields).
* The AV value of all of the character's equipped armor (not counting shields).
* Additional AV from sources such as the [[Calloused]] skill or the [[Density_(cooking_effect)|density]] effect.
* Additional AV from sources such as the {{f|Calloused}} skill or the [[Density_(cooking_effect)|density]] effect.
* The AV value of one equipped shield if the attack is determined to be blocked by that shield.
* The AV value of one equipped shield if the attack is determined to be blocked by that shield.


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* +4 bonus penetration if the enemy is [[asleep]].
* +4 bonus penetration if the enemy is [[asleep]].
* +1 bonus penetration to swarmer attackers for each additional swarmer enemy that surrounds their opponent.
* +1 bonus penetration to swarmer attackers for each additional swarmer enemy that surrounds their opponent.
* Additional bonus penetration from the [[Charge]], [[Lunge]], [[Long Blade Proficiency]], [[Improved Aggressive Stance]], [[Shank]], or [[Slam]] skills.
* Additional bonus penetration from the {{f|Charge}}, {{f|Lunge}}, {{f|Long Blade Proficiency}}, {{f|Improved Aggressive Stance}}, {{f|Shank}}, or {{f|Slam}} skills.


=== Penetration Rolls ===
=== Penetration Rolls ===
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= Critical Hits =
= Critical Hits =
{{main|Critical hit}}
{{main|Critical hit}}
If the initial <code>1d20</code> roll that is part of the attacker's [[#Hit_Roll|hit roll]] is a natural 20 (or if the weapon has the [[masterwork]] mod and the Hit Roll is a natural 19 or 20), the attack is considered a critical hit. Critical hits have the following special qualities:
If the initial {{Dice tooltip | 1d20}} roll that is part of the attacker's [[#Hit_Roll|hit roll]] is a natural 20 (or if the weapon has the [[masterwork]] mod and the Hit Roll is a natural 19 or 20), the attack is considered a critical hit. Critical hits have the following special qualities:
* A critical hit always hits the target, even if the total Hit Roll is not greater than the target's DV.
* A critical hit always hits the target, even if the total Hit Roll is not greater than the target's DV.
** This ensures that any attacker always has at least a 5% of hitting the opponent and applying on-hit effects.
** This ensures that any attacker always has at least a 5% chance of hitting the opponent and applying on-hit effects.
* The cap on strength's bonus to penetration is increased by 1 for this attack.
* The cap on strength's bonus to penetration is increased by 1 for this attack.
* Additional special effects occur based on the weapon type (for more information, refer to the [[critical hit]] page).
* Additional special effects occur based on the weapon type (for more information, refer to the [[critical hit]] page).