Combat maneuvers: Difference between revisions
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Attack is as accurate as most maneuvers, and is equally suited to puncture, slice, and impact weapons.<br /> |
Attack is as accurate as most maneuvers, and is equally suited to puncture, slice, and impact weapons.<br /> |
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Attack temporarily penalizes all defenses, but is equally suited to evasion, parry, and shield defenses.<br /> |
Attack temporarily penalizes all defenses, but is equally suited to evasion, parry, and shield defenses.<br /> |
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NOTE: The Attack command has changed so that it actually issues potentially any combat maneuver below that is relevant to the weapon held. It also chooses an attack type that is neutral in nature meaning it does not potentially choose the "best" attack but one that brings you back into into a normalized state of combat related to your fatigue, balance, and position. |
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See [[Roundtime#Weapon_minimum_roundtimes|Roundtime]] for specific weapon minimum attainable roundtimes per attack type. |
See [[Roundtime#Weapon_minimum_roundtimes|Roundtime]] for specific weapon minimum attainable roundtimes per attack type. |
Revision as of 20:47, 18 February 2016
Syntax
ATTACK HELP: lists uses of verb, including alternate or RP syntax if any (like with slap and swing)
Attack launches an attack against an enemy.
ATTACK Attack enemy already engaged, or default to new.
ATTACK <enemy> Attack indicated enemy.
ATTACK HELP Basic HELP
ATTACK HELP FULL Expanded HELP
ATTACK HELP LIST This will list other valid combat options
ATTACK HELP FULL: gives information about the attack, such as speed, fatigue use, and accuracy
*** Detailed Information ***
Attack is a damage dealing maneuver.
Attack tends to be a moderately fatiguing maneuver. Attacking again too soon can make this worse.
Attack tends to be balance building.
Attack is a reasonably paced maneuver, but heavy or unbalanced weapons can slow the attack further.
Attack is as accurate as most maneuvers, and is equally suited to puncture, slice, and impact weapons.
Attack temporarily penalizes all defenses, but is equally suited to evasion, parry, and shield defenses.
NOTE: The Attack command has changed so that it actually issues potentially any combat maneuver below that is relevant to the weapon held. It also chooses an attack type that is neutral in nature meaning it does not potentially choose the "best" attack but one that brings you back into into a normalized state of combat related to your fatigue, balance, and position.
See Roundtime for specific weapon minimum attainable roundtimes per attack type.
Maneuver Table
verb | type | fatigue | balance | speed | accuracy | most suited | least suited | least pen. def. | most pen. def. |
---|---|---|---|---|---|---|---|---|---|
Attack | damage | 3 - moderately fatiguing | 4 - balance building | 3 - reasonably paced | 2 - accurate as most | equal | equal | equal | equal |
Thrust | damage | 2 - somewhat fatiguing | 4 - balance building | 3 - reasonably paced | 2 - accurate as most | puncture | slice | parry | evasion |
Lunge | damage | 5 - extremely fatiguing | 2 - unbalancing | 5 - very slow | 3 - more accurate than most | puncture | slice | parry | evasion/shield |
Slice | damage | 2 - somewhat fatiguing | 4 - balance building | 3 - reasonably paced | 2 - accurate as most | slice | puncture | parry | evasion/shield |
Chop | damage | 5 - extremely fatiguing | 2 - unbalancing | 4 - slow | 3 - more accurate than most | slice | puncture | equal | equal |
Sweep | AoE damage? | 5 - extremely fatiguing | 1 - very unbalancing | 4 - slow | 3 - more accurate than most | slice/impact | puncture | evasion | parry/shield |
Feint | debuff | 1 - barely fatiguing | 5 - very balance building | 1 - very quick | 1 - less accurate than most | slice/impact | puncture | parry | evasion |
Jab | damage | 3 - moderately fatiguing | 5 - very balance building | 1 - very quick | 1 - less accurate than most | puncture | slice | parry | evasion/shield |
Draw | debuff | 5 - extremely fatiguing | 5 - very balance building | 2 - quick | 3 - more accurate than most | equal | equal | evasion | parry |
Slam | damage | 4 - very fatiguing | 2 - unbalancing | 3 - reasonably paced | 2 - accurate as most | impact | slice | equal | equal |
Pummel | damage | 2 - somewhat fatiguing | 3 - balance neutral | 2 - quick | 1 - less accurate than most | impact | slice | evasion/parry | shield |
Bash | damage | 5 - extremely fatiguing | 2 - unbalancing | 4 - slow | 3 - more accurate than most | impact | puncture | shield | parry |
Parry | defensive | 1 - barely fatiguing | 3 - balance neutral | 2 - quick | parry | evasion/shield | |||
Dodge | defensive | 1 - barely fatiguing | 3 - balance neutral | 2 - quick | evasion | parry/shield | |||
Block | defensive | 1 - barely fatiguing | 3 - balance neutral | 2 - quick | shield | parry/evasion | |||
Weave | tactical | 5 - extremely fatiguing | 2 - unbalancing | 3 - reasonably paced | 2 - accurate as most | equal | equal | evasion | shield |
Circle | tactical | 3 - moderately fatiguing | 4 - balance building | 3 - reasonably paced | 2 - accurate as most | equal | equal | equal | equal |
Bob | tactical | 1 - barely fatiguing | 5 - very balance building | 3 - reasonably paced | 2 - accurate as most | equal | equal | evasion | parry/shield |
Grapple | tactical | 2 - somewhat fatiguing | 0 - extremely unbalancing | 3 - reasonably paced | 3 - more accurate than most | equal | equal | equal | equal |
Tackle | tactical | 5 - extremely fatiguing | 3 - balance neutral | 1 - very quick | 1 - less accurate than most | equal | equal | equal | equal |
Shove | tactical | 2 - somewhat fatiguing | 2 - unbalancing | 3 - reasonably paced | 3 - more accurate than most | equal | equal | evasion | parry/shield |
Punch | brawling | 2 - somewhat fatiguing | 4 - balance building | 1 - very quick | 2 - accurate as most | impact | slice | equal | equal |
Claw | brawling | 2 - somewhat fatiguing | 4 - balance building | 2 - quick | 2 - accurate as most | slice | impact | evasion | parry/shield |
Gouge | brawling | 3 - moderately fatiguing | 4 - balance building | 1 - very quick | 1 - less accurate than most | puncture | slice | evasion | parry/shield |
Kick | brawling | 2 - somewhat fatiguing | 2 - unbalancing | 2 - quick | 3 - more accurate than most | impact | slice | parry/shield | evasion |
Elbow | brawling | 3 - moderately fatiguing | 4 - balance building | 1 - very quick | 2 - accurate as most | impact | slice | evasion | parry/shield |
Slap | brawling | 3 - moderately fatiguing | 4 - balance building | 1 very quick | 1 - less accurate than most | impact | puncture/slice | evasion | parry/shield |
Bite | brawling | 3 - moderately fatiguing | 2 - unbalancing | 2 - quick | 2 - accurate as most | puncture | impact | parry/shield | evasion |
Butt | brawling | 2 - somewhat fatiguing | 2 - unbalancing | 1 - very quick | 3 - more accurate than most | impact | slice | shield | evasion |
Swing | damage | 2 - somewhat fatiguing | 4 - balance building | 3 - reasonably paced | 2 - accurate as most | impact | puncture | evasion/shield | parry |
Knee | brawling | 2 - somewhat fatiguing | 2 - unbalancing | 2 - quick | 3 - more accurate than most | impact | slice | shield | evasion |
Table columns in order are:
Verb used to do the maneuver.
Type of maneuver it is.
How much fatigue it uses. Attacking again too soon can make this worse.
To what extent in gains/loses balance.
The length of the roundtime for the attack.
The accuracy of the maneuver.
The damage stat that this attack most favors.
The damage stat that this attack least favors.
Attacks temporarily penalize all defenses, but some less than others: the first collumn is the least penalized
And the second is the most penalized defense(s).
Throwing Weapons
Most weapons can be thrown in addition to their normal combat moves. Weapons which appraise as either Light Thrown or Heavy Thrown are better suited for this purpose and will have higher accuracy.
- THROW: Moderately damaging attack with normal chances for weapons to lodge.
- HURL: Incredibly damaging maneuver for thrown weapons with a guaranteed chance to lodge for all types of weapons (even blunts).
- LOB: Lightly damaging, fast attack for thrown weapons that has 0% chance to lodge with all types of weapons.
Charged Maneuvers
Charged Maneuvers are several new commands that take a certain amount of time to "charge up" in between the command being typed and the action is executed. The maneuver will fail if you are in RT, disabled, or out of range when it triggers.
There is a small chance that the melee maneuver may trigger for offhand as well, but it is low.
Activated via the MANEUVER [WEAPON SPECIFIC TYPE] command.
Ranged
- MANEUVER POWERSHOT: Any weapon that teaches Bows, Slings, Crossbows. Incredibly accurate, moderate damage bonus. Does not take AIM into account, and cannot be used with any special maneuvers (poach, snipe, etc). Enhanced damage.
Melee
- MANEUVER CLEAVE: Edged Weapons. Moderate damage bonus. About 3x the damage of DRAW, with an OF bonus.
- MANEUVER RUSH: Edged Weapons. Moderate damage bonus. About 3x the damage of DRAW, with an OF bonus. (Note this is the same as CLEAVE but on a different timer.)
- MANEUVER CRASH: Blunts. Great damage bonus.
- MANEUVER IMPALE: Polearms. Exceptional damage bonus, ?ignores armor?.
- MANEUVER TWIRL: Staves. Exceptional damage bonus.
- MANEUVER PALMSTRIKE: Brawling (Ungrappled). Incredible accurate, moderate damage bonus, shorter cooldown.
- MANEUVER SUPLEX: Brawling (Grappled). Incredibly accurate, great damage bonus, knocks enemy over.
- MANEUVER DOUBLESTRIKE: Dual Wielding one-handed weapons. Moderately accurate, great damage bonus, 2 attacks.