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