Melee combat: Difference between revisions

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25 bytes added ,  18:43, 16 November 2021
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favilink mutations, fix capitalization
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m (favilink mutations, fix capitalization)
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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; [[Flurry]] however make use of all available weapons wielded in any slot ([[Stinger (Poisoning Venom)|Stingers]] 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; [[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).


[[Stinger (Poisoning Venom)|Stingers]] 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 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.


[[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.


[[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 [[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%).


[[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 despite qualifying as short blades are specifically excluded from Jab's effect, as are all other natural short blades.


A [[Bilge Sphincter]] has a static 15% chance to attack.
A [[Bilge Sphincter]] has a static 15% chance to attack.
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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 [[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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= 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 <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:
* 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.
* 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).
* 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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