Melee combat: Difference between revisions

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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 weapons use the [[Cudgel]] skill, have a default [[PV]] of {{PV}}4, and a default [[damage]] of {{Heart}}1d2.
{{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.


= Overview =
= Overview =


=== Combat attributes ===
== Combat attributes ==
The primary [[attributes]] that affect melee combat are agility and strength.
The primary [[attributes]] that affect melee combat are agility and strength.
* Agility affects one's accuracy, increasing the '''''to-hit''''' chance of striking an opponent.
* Agility affects one's accuracy, increasing the '''''to-hit''''' chance of striking an opponent.
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* Strength affects one's [[PV]], or ability to '''''penetrate''''' the defenses of a hit opponent, causing more damage.
* Strength affects one's [[PV]], or ability to '''''penetrate''''' the defenses of a hit opponent, causing more damage.


=== Offensive combat stats ===
== Offensive combat stats ==
{| class="wikitable"
{| class="wikitable"
! style="height: 4em; padding: 1em; min-width: 10em;" | Accuracy
! style="height: 4em; padding: 1em; min-width: 10em;" | Accuracy
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|}
|}


=== Defensive combat stats ===
== Defensive combat stats ==
{| class="wikitable"
{| class="wikitable"
! style="height: 4em; padding: 1em; min-width: 10em;" | [[DV]]<br>(dodge value)
! style="height: 4em; padding: 1em; min-width: 10em;" | [[DV]]<br>(dodge value)
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== Number of Attacks ==
== Number of Attacks ==
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 ([[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 the Dual Wield tree.
[[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%).
{{favilink|Horns}} have a 20% chance to attack when bump-attacking, boosted to 100% when using [[Charge]], and are eligible for [[Jab]].


{{missing info | Add some info about how the game determines the number of attacks you'll make (i.e. % chance for offhand weapons, etc.)
A [[Bilge Sphincter]] has a static 15% chance to attack.


All of the relevant info is already described in the [[Dual Wield]], [[Multiple Arms]], and [[Helping hands]] articles. It just should be summarized here.}}
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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* Physical effects, such as disarm, trip, or forced movement.
* Physical effects, such as disarm, trip, or forced movement.
* Special effects, such as the those caused by {{favilink | memory eater | plural}}, {{favilink | qudzu}}, {{favilink | stun rod | plural}}, {{favilink | gamma moth | plural}}, {{favilink | thirst thistle | plural}}, and many other creatures and items.
* Special effects, such as the those caused by {{favilink | memory eater | plural}}, {{favilink | qudzu}}, {{favilink | stun rod | plural}}, {{favilink | gamma moth | plural}}, {{favilink | thirst thistle | plural}}, and many other creatures and items.
While less common, there are also '''''on-penetration''''' effects. These do not occur on a successful hit, but instead also require a successful penetration. An example is the stat-draining effect of a {{favilink|life sap}} or {{favilink|stat sap}}.


=== Guaranteed Hits ===
=== Guaranteed Hits ===


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 [[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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** For non-vibro weapons, the base penetration bonus is equal to the weapon penetration value shown on the equipment screen in-game, minus 4. For example, if the weapon shows {{PV}}7, your base penetration bonus is 3. ''Typically this bonus is the same as your strength modifier (or your strength modifier + 1 for two-handed weapons), but it can be capped to a lower value depending on the weapon.''
** For non-vibro weapons, the base penetration bonus is equal to the weapon penetration value shown on the equipment screen in-game, minus 4. For example, if the weapon shows {{PV}}7, your base penetration bonus is 3. ''Typically this bonus is the same as your strength modifier (or your strength modifier + 1 for two-handed weapons), but it can be capped to a lower value depending on the weapon.''
** For [[:Category:Vibro_Weapons|vibro weapons]], the base penetration bonus is always equal to the defender's [[AV]].
** For [[:Category:Vibro_Weapons|vibro weapons]], the base penetration bonus is always equal to the defender's [[AV]].
* +1 bonus penetration if the weapon has the [[Sharp]] modification.
* +1 bonus penetration if the weapon has the [[sharp]] modification.
* +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.
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: {{Qud text|&amp;GStep 1b}} - If at least one '''''singlet''''' roll was greater than the target's AV, the attack penetrates one time (or one ''more'' time if this is a subsequent triplet). If all three '''''singlet''''' rolls were greater than the target's AV, reduce the PV value by 2, return to {{Qud text|&amp;gStep 1|unbolded}}, and perform another '''''triplet''''' of rolls to determine if the attack penetrates an additional time. ''(Continue this loop, reducing PV by 2 each time, until at least one '''''singlet''''' fails to roll higher than the target's AV.)''
: {{Qud text|&amp;GStep 1b}} - If at least one '''''singlet''''' roll was greater than the target's AV, the attack penetrates one time (or one ''more'' time if this is a subsequent triplet). If all three '''''singlet''''' rolls were greater than the target's AV, reduce the PV value by 2, return to {{Qud text|&amp;gStep 1|unbolded}}, and perform another '''''triplet''''' of rolls to determine if the attack penetrates an additional time. ''(Continue this loop, reducing PV by 2 each time, until at least one '''''singlet''''' fails to roll higher than the target's AV.)''


In summary, the attack is penetrates once for each '''''triplet''''' of rolls where at least one '''''singlet''''' was higher than the target's AV. <ref><code>XRL.Rules.Stat.RollDamagePenetrations()</code></ref>
In summary, the attack penetrates once for each '''''triplet''''' of rolls where at least one '''''singlet''''' was higher than the target's AV. <ref><code>XRL.Rules.Stat.RollDamagePenetrations()</code></ref>


If all three rolls in the first '''''triplet''''' are equal to or lower than the target's AV, the attack fails to penetrate at all.
If all three rolls in the first '''''triplet''''' are equal to or lower than the target's AV, the attack fails to penetrate at all.
If the attacker's Strength bonus is capped by their weapon, Step 1b becomes slightly different: instead of PV, it's the Strength bonus that is temporarily reduced by 2, and PV is only reduced if the bonus is now below the weapon's cap.  This means that very high Strength can have a limited positive effect on penetration rolls even if the weapon doesn't support it.


=== Damage Rolls ===
=== Damage Rolls ===


Melee physical damage is calculated by rolling the weapon damage times the total number of penetrations.  
Melee physical damage is calculated by rolling the weapon damage for each penetration and summing the result.  


For example, if an attacker penetrates two times with a {{favilink|steel mace}} ({{PV}}4 {{heart}}2d2), the total damage is <code>2d2+2d2</code>
For example, if an attacker penetrates two times with a {{favilink|steel mace}} ({{PV}}4 {{heart}}2d2), the total damage is <code>2d2+2d2</code>
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=== Example Attack Calculation ===
=== Example Attack Calculation ===
The creature being attacked is a {{favilink|snapjaw warlord}} with {{AV}}2 AV and {{DV}}9 DV. Our attacker is a {{favilink|salamander}} with 14 (-1) strength, 18 (+1) agility and its [[Bite (salamander)|bite]], a {{Heart}}1d3 axe with no strength cap and no base penetration, as its only weapon; this bite, due to the strength modifier of the salamander, has a PV of {{PV}}-1. The salamander rolls a 15 for its bite’s hit roll, and the hit roll gets a +1 bonus from the salamander’s agility modifier; 16 is higher than the snapjaw’s 9 DV, so the attack hits.
* Now the first triplet of penetration rolls occurs:
** The first singlet within the triplet rolls 6 out of 10, which becomes 4 after the -2 is applied, and 3 after the -1 PV from the bite is applied; 3 is higher than the 2 AV the snapjaw has.
** The next singlet rolls 10, which becomes 8 after the -2, prompting another roll, which is 6 and which after the -2 becomes 4, so the total is 12, and 11 after the -1 PV, which is more than the 2 AV.
** The final singlet in the triplet rolls 7, which becomes 5 due to the -2 and 4 due to the -1 PV, which is more than the 2 AV.
** All three singlets in the triplet exceeded the target’s AV, thus the attack penetrates at least once, and a new triplet is rolled with the -1 PV decreased to -3.


{{missing info | It might be helpful to add an example here.}}
* The second triplet occurs as follows:
** The first singlet rolls 7, which becomes 5 due to the -2 and 2 due to the -3 PV, which is not more than the 2 AV of the target.
** The second singlet rolls 9, which becomes 7 due to the -2 and 4 due to the -3 PV, which is more than the 2 AV of the target.
** The final singlet rolls 4, which becomes 2 due to the -2 and -1 due to the -3 PV, which is not more than the 2 AV of the target.
** Thus the attack penetrates an additional time, but not more.
 
As such, the attack penetrates twice, and the 1d3 of the bite is rolled twice; a 2 and a 3 are rolled, so the attack deals 2+3=5 damage.


= Critical Hits =
= Critical Hits =
 
{{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% of hitting the opponent and applying on-hit effects.
* 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).
* A critical hit performed specifically by the player (not any other creature) is guaranteed to penetrate at least one time and apply its damage, even if the [[#Penetration_Rolls|penetration roll]] fails.
* A critical hit performed specifically by the player (not any other creature) is guaranteed to penetrate at least one time and apply its damage, even if the [[#Penetration_Rolls|penetration roll]] fails.


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