Combat maneuvers: Difference between revisions

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These manuevers have greatly increased damage and are more difficult to defend against.
These manuevers have greatly increased damage and are more difficult to defend against.

Fun fact, there is a small chance that a melee maneuver may trigger a simultaneous attack with your offhand weapon as well.

===Cooldown===

After performing an advanced combat maneuver there is a cooldown before you can perform the same maneuver again. The cooldown is per maneuver, which means you can immediately perform a different maneuver that's not on cooldown back-to-back.
For example, you can {{tt|cleave}} with your longsword, change to a mallet, then {{tt|impale}} while the first maneuver is on cooldown.

* Cooldown on charged maneuvers is 90 seconds for non-Barbarians.
* [[Barbarians]] who pass an [[Expertise]] check versus the enemy'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."


===Usage===
===Usage===
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! Maneuver !! Weapon Type !! Description
! Maneuver !! Weapon Type !! Description
|-
|-
| Powershot || Bows*, Crossbows, Slings, Blowguns || This preparation includes the necessary aim time, and does greatly improved damage.
| Powershot || Bows, Crossbows, Slings, Blowguns || This preparation includes the necessary aim time, and does greatly improved damage.
|-
|-
| Cleave || Small, Larged, Twohanded Edged || This attack is difficult to block with a shield and does a great amount of additional damage.
| Cleave || Small, Larged, Twohanded Edged || This attack is difficult to block with a shield and does a great amount of additional damage.
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|}
|}


'''Notes'''
<nowiki>*</nowiki> Powershot only fires one arrow from a bow. If you've [[Dual Load|dual loaded]], the bow will still have one arrow loaded after the shot.
* Powershot includes the bonus of a fully aimed shot. You do not need to aim before doing it.
* Powershot only fires one arrow from a bow. If you've [[Dual Load|dual loaded]], the bow will still have one arrow loaded after the shot.
* There is a small chance that any melee advanced combat maneuver may trigger a simultaneous attack with your offhand weapon. Doublestrike guarantees it.
* If the first hit from doublestrike kills the enemy then the combat messaging won't include the second strike.

===Cooldown===

After performing an advanced combat maneuver there is a cooldown before you can perform the same maneuver again. The cooldown is per maneuver, which means you can immediately perform a different maneuver that's not on cooldown back-to-back.
For example, you can {{tt|cleave}} with your longsword, change to a mallet, then {{tt|impale}} while the first maneuver is on cooldown.

* Cooldown on charged maneuvers is 90 seconds for non-Barbarians.
* [[Barbarians]] who pass an [[Expertise]] check versus the enemy'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."
{{RefAl|a=y}}
{{RefAl|a=y}}
* [[Attack command]]
* [[Attack command]]

Revision as of 17:15, 8 July 2021

Introduction

Combat maneuvers are commands for attacking an enemy or putting yourself into a better defensive position. Each manuever favors certain kinds of weapons and damage types, defensive stances like parry, shield, or evasion, and vary in the amount of roundtime and fatigue required to perform successfully.

Attack

The ATTACK command is one of many commands associated with combat. It's designed to be a perfectly average attack, with no particular strengths or weaknesses. The ATTACK command issues potentially any of the melee maneuvers that is relevant to the non-ranged weapon held including brawling.

It chooses a maneuver 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.

While it is good for almost any situation, there is almost always a better option for a specific weapon or specific situation, so once you become more accustomed to combat you may want to investigate using other combat maneuvers.

Offhand Attacks

Your right hand is your main hand and your left hand is your offhand. Use ATTACK LEFT to attack with a non-ranged/non-brawling weapon in your left hand. This will train both the weapon skill and Offhand Weapon skill.

Adding the word LEFT also works with all the other attack maneuvers, for example FEINT LEFT or LOB LEFT.

Targeting Attacks

You can optionally choose who or what you attack by specifying their name after the maneuver command. For example, ATTACK RAT, SLICE SECOND BEAR, or HURL LEFT FRODO.

If you don't specify a target then the game will automatically choose the next eligible living creature. In general, letting the game auto target is preferred. When you specify the target, the game doesn't exclude dead creatures. For example, ATTACK RAT would try to attack the first rat listed in the room rather than the one you're currently facing (unless they're the same) and you may end up trying to attack a dead rat.

Melee Maneuvers

The following table lists details about each attack maneuver. The data comes from the (MANEUVER) HELP FULL command.

See Roundtime for specific weapon minimum attainable roundtimes per maneuver.

Maneuver Type Fatigue Balance Speed Accuracy Most Suited Least Suited Least Penalizes Most Penalizes
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 4 - 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 evasion/parry shield
Chop damage 5 - extremely fatiguing 2 - unbalancing 4 - slow 3 - more accurate than most slice puncture evasion/parry shield
Sweep damage 4 - fatiguing 1 - very unbalancing 4 - slow 3 - more accurate than most slice/impact puncture equal equal
Feint debuff 1 - barely fatiguing 5 - very balance building 1 - very quick 1 - less accurate than most slice/impact puncture equal equal
Jab damage 3 - moderately fatiguing 5 - very balance building 1 - very quick 1 - less accurate than most puncture slice/impact parry evasion/shield
Draw debuff 5 - extremely fatiguing 5 - very balance building 2 - quick 3 - more accurate than most equal equal equal equal
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 evasion/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 evasion/parry
Weave tactical 5 - extremely fatiguing 2 - unbalancing 3 - reasonably paced 2 - accurate as most equal equal evasion parry/shield
Circle tactical 3 - moderately fatiguing 4 - balance building 3 - reasonably paced 2 - accurate as most equal equal evasion/parry shield
Bob tactical 1 - barely fatiguing 5 - very balance building 3 - reasonably paced 2 - accurate as most equal equal evasion shield
Grapple tactical 2 - somewhat fatiguing 0 - extremely unbalancing 3 - reasonably paced 3 - more accurate than most equal equal evasion shield
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 parry/shield evasion
Gouge brawling 3 - moderately fatiguing 5 - very balance building 1 - very quick 1 - less accurate than most puncture slice/impact parry/shield evasion
Kick brawling 5 - extremely fatiguing 2 - unbalancing 2 - quick 3 - more accurate than most impact slice parry evasion/shield
Elbow brawling 3 - moderately fatiguing 4 - balance building 1 - very quick 2 - accurate as most impact slice evasion parry
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 equal equal
Butt brawling 2 - somewhat fatiguing 2 - unbalancing 1 - very quick 3 - more accurate than most impact slice equal equal
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 equal equal

Throwing Maneuvers

Most weapons can be thrown in addition to their normal combat maneuvers. 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 command.
  • LOB: Lightly damaging, fast attack for thrown weapons that has no chance to lodge with all types of weapons. Less accurate than THROW command.

Advanced Combat Maneuvers

Formerly known as "Charged Maneuvers", these commands no longer take a certain amount of time to "charge up" in between the command being typed and when the action is executed. Like other combat maneuvers, the attack is instant.

These manuevers have greatly increased damage and are more difficult to defend against.

Usage

MANEUVER LIST - Display all known maneuvers.
MANEUVER (ability name) (target) To use a specific maneuver.
MANEUVER HELP (ability name) To learn more about that maneuver.
Maneuver Weapon Type Description
Powershot Bows, Crossbows, Slings, Blowguns This preparation includes the necessary aim time, and does greatly improved damage.
Cleave Small, Larged, Twohanded Edged This attack is difficult to block with a shield and does a great amount of additional damage.
Crash Small, Large, Twohanded Blunts The attack is difficult to block with a shield and does an exceptional amount of extra damage.
Impale Polearms The attack penetrates armor with ease and does extraordinary damage.
Twirl Staves The attack is very difficult to evade and does extraordinary damage.
Palmstrike Brawling (ungrappled) The attack is extraordinarily accurate and ignores the enemy's armor.
Suplex Brawling (grappled) This maneuver is very accurate, does exceptional damage and ignores the enemy's armor.
Doublestrike Dual wielding one-handed weapons This attack is difficult to block with a shield and does a great amount of additional damage.

Notes

  • Powershot includes the bonus of a fully aimed shot. You do not need to aim before doing it.
  • Powershot only fires one arrow from a bow. If you've dual loaded, the bow will still have one arrow loaded after the shot.
  • There is a small chance that any melee advanced combat maneuver may trigger a simultaneous attack with your offhand weapon. Doublestrike guarantees it.
  • If the first hit from doublestrike kills the enemy then the combat messaging won't include the second strike.

Cooldown

After performing an advanced combat maneuver there is a cooldown before you can perform the same maneuver again. The cooldown is per maneuver, which means you can immediately perform a different maneuver that's not on cooldown back-to-back. For example, you can CLEAVE with your longsword, change to a mallet, then IMPALE while the first maneuver is on cooldown.

  • Cooldown on charged maneuvers is 90 seconds for non-Barbarians.
  • Barbarians who pass an Expertise check versus the enemy'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."

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