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Combat: Difference between revisions

From Melvor Idle
→‎Combat Mechanics: added Damage Types section with link to the main Damage Types Page
m (Removed some redundant information I accidentally added)
Tag: visualeditor-switched
(→‎Combat Mechanics: added Damage Types section with link to the main Damage Types Page)
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Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].
Where: <math> \left \lfloor x \right \rfloor </math> is the [https://en.wikipedia.org/wiki/Floor_and_ceiling_functions floor function].


=== Stun (Freeze) ===
===Stun (Freeze)===
{{Main|Reference=Combat Debuff}}
{{Main|Reference=Combat Debuff}}
Stun, also known as freeze, is a status effect that can be inflicted by both players and [[monsters]]. Stun can be applied for a number of turns by a [[Special Attacks|special attack]] or a normal attack by the player if the {{ItemIcon|Fighter Amulet}} is equipped. When an attack applies stun the current attack of the target is interrupted, including special attacks that are in progress. If the target is already stunned, it will not be applied again. When stunned, a stun timer counts down with a period equivalent to the target's attack speed. On completion of the timer the number of stun turns is decreased by one, and the status is removed if the resulting amount is zero. In addition to not being able to attack while stunned, a character cannot evade any attacks.
Stun, also known as freeze, is a status effect that can be inflicted by both players and [[monsters]]. Stun can be applied for a number of turns by a [[Special Attacks|special attack]] or a normal attack by the player if the {{ItemIcon|Fighter Amulet}} is equipped. When an attack applies stun the current attack of the target is interrupted, including special attacks that are in progress. If the target is already stunned, it will not be applied again. When stunned, a stun timer counts down with a period equivalent to the target's attack speed. On completion of the timer the number of stun turns is decreased by one, and the status is removed if the resulting amount is zero. In addition to not being able to attack while stunned, a character cannot evade any attacks.
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When the player hits with a normal attack, the game calculates how much damage the player actually does by rolling a number between their minimum hit and maximum hit for the chosen combat style and then applying post-roll modifiers.
When the player hits with a normal attack, the game calculates how much damage the player actually does by rolling a number between their minimum hit and maximum hit for the chosen combat style and then applying post-roll modifiers.


====Post-Roll Modifiers====
Some effects are applied after the damage roll is done. The main two are enemy Damage Reduction and [[Player Modifiers]] that affect damage to all monsters or to a subset of monsters such as Slayer Monsters or Boss Monsters. These modifiers can increase the player's damage beyond their listed maximum hit.
Some effects are applied after the damage roll is done. The main two are enemy Damage Reduction and [[Player Modifiers]] that affect damage to all monsters or to a subset of monsters such as Slayer Monsters or Boss Monsters. These modifiers can increase the player's damage beyond their listed maximum hit.


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<math>\text{Damage Taken} = \left \lfloor \text{Base Damage} \times \left ( 1 - \frac{\text{Damage Reduction %}}{100} \right ) \right \rfloor</math>
<math>\text{Damage Taken} = \left \lfloor \text{Base Damage} \times \left ( 1 - \frac{\text{Damage Reduction %}}{100} \right ) \right \rfloor</math>
==== Damage Types ====
{{Main|Reference=Damage Types}}
Most weapons and enemies in the game deal Normal Damage, but there are other types of damage that a player or monster can deal. Each type of damage has its own form of damage negation. Equipping weapons that deal a certain damage type is required to enter combat with some monsters, particularly in the {{ITA}}[[Into the Abyss|Into the Abyss Expansion]]
{| class="wikitable"
|+
!Location
!Damage Type
!Resistance Type
|-
| Melvor Realm
| Normal Damage
| Damage Reduction
|-
| [[Strongholds]]
| Pure Damage
| Pure Resistance
|-
| {{ItA}} Abyssal Realm
| Abyssal Damage
| Abyssal Resistance
|}


==== Critical Hit ====
==== Critical Hit ====
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<math>\text{Evasion Rating} = \left \lfloor \left ( \text{Effective Level} + 9 \right ) \times \left ( \text{Magic Defence Bonus} + 64 \right ) \times \left ( 1 + \frac{\text{Evasion Modifier}}{100} \right ) \right \rfloor</math>
<math>\text{Evasion Rating} = \left \lfloor \left ( \text{Effective Level} + 9 \right ) \times \left ( \text{Magic Defence Bonus} + 64 \right ) \times \left ( 1 + \frac{\text{Evasion Modifier}}{100} \right ) \right \rfloor</math>


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