Melee combat: Difference between revisions

Jump to navigation Jump to search
m
update links
m (favilink mutations, fix capitalization)
m (update links)
 
(8 intermediate revisions by 4 users not shown)
Line 40: Line 40:
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; [[Flurry]] however make use of all available weapons wielded in any slot ({{favilink id|Stinger|plural}} being an exception due to technically not being true weapons).
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).


{{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 the Dual Wield tree.
Line 48: Line 48:
[[Jab]] doubles the chance of offhand attacks made with [[Short Blade|short blades]], except when the short blade is wielded by helping hands.
[[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 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 despite qualifying as short blades are specifically excluded from Jab's effect, as are all other natural short blades.
{{favilink|Horns}} have a 20% chance to attack when bump-attacking, boosted to 100% when using [[Charge]], and are eligible for [[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 ==
Line 67: Line 69:
* 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 ===
Line 116: Line 120:
=== 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>
Line 143: Line 147:
= 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% of hitting the opponent and applying on-hit effects.

Navigation menu