Combat maneuvers: Difference between revisions

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There is a small chance that the melee maneuver may trigger for offhand as well, but it is low.
There is a small chance that the melee maneuver may trigger for offhand as well, but it is low.


Cooldown on charged maneuvers is 90 seconds for non-Barbarians. [[Barbarians]] who pass an [[Expertise]] check versus the critter's defenses will have the cooldown reduced randomly between 45 to 55 seconds.
Cooldown on charged maneuvers is 90 seconds for non-Barbarians. [[Barbarians]] who pass an [[Expertise]] check versus the critter's defenses will have the cooldown reduced randomly between 45 to 55 seconds. If you pass the expertise check to get reduced cooldown then you'll see the message "With expert skill you end the attack and maneuver into a better position."


Activated via the MANEUVER [WEAPON SPECIFIC TYPE] command.
Activated via the MANEUVER [WEAPON SPECIFIC TYPE] command.

Revision as of 21:12, 26 June 2021

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 non-ranged weapon held including brawling. 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 a normalized state of combat related to your fatigue, balance, and position. Use ATTACK LEFT to attack with a non-ranged/non-brawling weapon in your left hand.

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.
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. Items that don't appraise as either skill may still be thrown -- this is known as an improvised thrown weapon. If the improvised thrown weapon weighs less than 25 stones then it uses your Light Thrown skill, otherwise if it is 25 stones or greater it uses your Heavy Thrown skill.

  • 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). More accurate than THROW.
  • LOB: Lightly damaging, fast attack for thrown weapons that has 0% chance to lodge with all types of weapons. Less accurate than THROW.

Charged Maneuvers

Charged Maneuvers are commands that take a certain amount of time to "charge up" in between the command being typed and when 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.

Cooldown on charged maneuvers is 90 seconds for non-Barbarians. Barbarians who pass an Expertise check versus the critter's defenses will have the cooldown reduced randomly between 45 to 55 seconds. If you pass the expertise check to get reduced cooldown then you'll see the message "With expert skill you end the attack and maneuver into a better position."

Activated via the MANEUVER [WEAPON SPECIFIC TYPE] command.

Ranged

  • MANEUVER POWERSHOT: Any weapon that teaches Bows, Slings, Crossbows (or Brawling blowguns). 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 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.