Combat: Difference between revisions
Automated creation |
expand Combat from a 2-line stub into a full page covering the 7 combat skills, shield/attack-style matchups, accuracy formula, and XP split |
||
| Line 1: | Line 1: | ||
'''Combat''' | '''Combat''' is Winds of Valen's core fighting system: seven skills that work together to decide how hard you hit, how well you survive, and what gear actually helps against a given enemy. | ||
== The Seven Combat Skills == | |||
Three skills deal damage, three defend against a specific attack style, and Health backs up all of them. | |||
{| class="wikitable sortable" | |||
! Skill !! Role !! Notes | |||
|- | |||
| [[Attack]] || Offensive (melee) || Trained by fighting in melee stance | |||
|- | |||
| [[Archery]] || Offensive (ranged) || Requires an equipped bow and arrows | |||
|- | |||
| [[Magic]] || Offensive (elemental) || Deals damage with elemental effects | |||
|- | |||
| [[Defence]] || Defensive || Resists '''Heavy''' attacks | |||
|- | |||
| [[Evasion]] || Defensive || Resists '''Quick''' attacks | |||
|- | |||
| [[Warding]] || Defensive || Resists '''Mystical''' attacks | |||
|- | |||
| [[Health]] || Survivability || Passively gains 25% of every combat skill's XP | |||
|} | |||
== Shields: Matching the Attack == | |||
Every attack falls into one of three styles, and each has a shield type that counters it. Equip the wrong shield and you're not getting the defensive benefit. | |||
{| class="wikitable sortable" | |||
! Attack Style !! Color !! Shield Family !! Example | |||
|- | |||
| Heavy || Red || Shield || [[File:T_SteelShield_Icon.png|30px]] [[Steel Shield]] | |||
|- | |||
| Quick || Green || Parry Shield || [[File:T_BronzeParryShield_Icon.png|30px]] [[Parry Shield]] | |||
|- | |||
| Mystical || Blue || Ward || [[File:T_AdeptWard_Icon.png|30px]] [[Adept Ward]] | |||
|} | |||
See {{ShieldList}} for the full shield lineup in each family. | |||
If an enemy's attacks are split evenly between two styles, either matching shield works, so pick whichever also covers your other stats. | |||
== Reading Enemy Weaknesses == | |||
Weapons also carry a physical damage type, '''Pierce''' or '''Slash''' (shown on every weapon's stat block), which armour resists separately from the Heavy/Quick/Mystical system above. The short version: check an enemy's defence stats and hit whichever number is lowest. | |||
* '''Piercing weapons''' exploit low '''Pierce Defence'''. | |||
* '''Slashing weapons''' exploit low '''Slash Defence'''. | |||
== Accuracy & Defence Rolls == | |||
Whether an attack lands comes down to comparing two rolls, your accuracy against the target's defence, both built the same way: | |||
{| class="wikitable" | |||
! Roll !! Formula | |||
|- | |||
| Max Accuracy || (Attack level + 8) × (Equipped Accuracy + 32) | |||
|- | |||
| Max Defence || (Defence level + 8) × (Equipped Defence + 32) | |||
|} | |||
The higher your effective level and gear stats relative to the target's, the more often your hits connect. | |||
== Experience == | |||
Combat XP splits every time you land a hit: | |||
* '''75%''' goes to whichever offensive skill you're using (Attack, Archery, or Magic). | |||
* '''25%''' goes to [[Health]], regardless of style. | |||
Total XP earned also scales with the enemy's level, higher-level enemies are worth more, with the scaling curve easing off past level 100. | |||
== Quick Reference == | |||
* Match your shield to the enemy's attack style '''before''' engaging, not mid-fight. | |||
* Target the enemy's lowest defence stat (Pierce or Slash) with the matching weapon type. | |||
* Account for travel and respawn time when estimating real XP/hour, not just per-hit numbers. | |||
[[Category:Skills]] | [[Category:Skills]] | ||