Combat 3.0

From Elanthipedia
Revision as of 02:53, 26 November 2011 by CARAAMON (talk | contribs) (updating with information from posts)
Jump to navigation Jump to search

Combat is undergoing a large overhaul in the near future. This page will attempt to maintain the current plans for the update.

Active Defenses

(The "To Hit" Phase of Combat)

Evasion, parry, and shield will combine to form a first line of defense. They will be equal partners, and any 180% stance variation will be equally effective, all other considerations being equal.

All defenses will be applied to all attacks, though if a defense would normally not apply, such as parry vs. an arrow, it will receive a penalty of somewhere around 40% (exact number is subject to change). This represents an intelligent combatant ignoring ineffective defenses and concentrating on the effective ones.[1]

Armor

Armor skill modified by the appropriate armor protection stats will replace parry and shield as the second line of defense. Armor skill will work in a manner similar to how parry/shield do now -- as a second line of defense if the first line fails, but before a hit or miss is determined and damage computed.[2]

Several armor skills will be combining. See Experience 3.0 for details.

Parry

Currently, weapon skill plays nearly as much importance as the parry skill does in defending. This is going to change, with parry taking a much large role in the contest. In addition, suitability will become more important in parry, as well.[3]

Shields

Shields will have their hindrance penalty applied to the shield usage skill, rather than the current situation where evasion is penality.[4]

There will be some form of penalty when trying to use arm-worn shields and two-handed weapons, with ranged two-handed weapons having the worst penalty. Whether this penalty will be to the weapon, to the shield, or both, is not known.[5]

Damage and Passive Defenses

(The Damage Phase of Combat)

As mentioned in the previous section, armor protection is moving to the Active Defense side of combat. Armor absorption will remain essentially unchanged. The importance of "Stamina Reduction" will be increasing dramatically as a damage reducer -- not necessarily to vitality itself, but to the body parts struck. This should go a long ways towards reducing the frequency of one-hit deaths.

Damage will still be made up of the same factors as it is now, but the relative importance will be shifting. Instead of being the primary direct modifier, how much of the attack gets past defenses will instead primarily be determining the variance of the random factors (although it will also directly impact damage as well, but to a much lower degree than now). In other words, the more accurate the attack (the more skill that gets past defense), the closer the damage will be to its maximum potential and the less random the results will be. Strength and suitability to strength will be seeing an increase in importance, as will the weapon stats themselves.

Key points: Determining whether or not an attack hits and the resulting damage will be more independent than they are now. The former will still impact the latter, but they will be less interdependent than they are now. This allows us to keep damage in a range that isn't going to escalate into insta-death at higher levels, and also allows for more flexibility in things that increase the chance to hit or the resulting damage without necessarily impacting both.[6]

Stuns

Stuns will be less frequent in general, although certain attack types (slam, pummel) will have an increased chance to stun among their pros. In addition, a "new" (old, but invisible) weapon stat (Force of Impact) will be used in conjunction with strength and suitability as the primary determining factor for the chance of stunning. In other words, weapons that are traditionally inaccurate and poor at parrying may very well have a higher chance to stun (although this is highly weapon dependent).

In addition, we will be introducing some immunity timers to stun and similar effects. These timers will be fairly brief, but they will prevent a target from being perpetually locked down by stuns. If a new stun occurs while another is active, the overall duration of the old may be increased to match the new if the new is longer, but otherwise no stacking will occur. Example: A rat is stunned for 5 seconds. With 2 seconds remaining, it is stunned again for 6 seconds. Because 6 seconds is one second longer than the original 5, that 1 second is tacked on to the remaining 2 seconds. So it may be possible to increase stun lengths a bit, but once that stun runs out, a new one cannot occur until the immunity timer expires.[7]

Vitality

Due to technical limitations preventing an increase to the amount of damage body parts can take, instead, the amount of vitality left will act as a modifier to the maximum amount of damage a body part can take in a single blow. This is hoped to remove the vast majority of unexpected deaths for at skill opponents.

This will make things that prevent or slow vitality recovery more useful, such as arrows or bleeding wounds.[8]

Attacking

Attack Combos

Combos are going away, at least in the form of a specific chain of attacks that is required to maintain perfect balance.

Instead, each of our 35+ combat verbs (yes, we have that many, although some were never completed enough to release) will have distinct benefits and drawbacks. Some will be as simple as just exchanging some defense and/or balance for added accuracy and/or damage (Lunge). Others will be more complex, with special features such as limited area effect (sweep), increased chance to stun (slam), or potential knockdown (slam or shove). Of course, there will always be drawbacks to offset advantages, so attacks should be chosen wisely!

In addition, some attacks will be less (or non) offensive (feint, circle, etc), and instead focus more on modifying the nature of the fight. A new Tactics skill is on the table that will focus primarily on moves that reduce the effectiveness of your enemy or (in a few cases) increase your own.[9]

Combat Balance

There will be two primary factors in gaining or losing balance -- attack type and attack frequency. Light, controlled attacks (jab) may result in an increase in balance. Massive strikes that involve putting your whole body into the attack my result in a loss of balance. Attacks between these extremes may either lower or increase balance, depending on how much of a hurry the attacker is to move on to the next.[10]

Last Attack Modifiers

As mentioned in the Combos section, each combat move will have pros and cons. Among these are the same defense modifiers we have now (although the exact numbers may well change). Under the new system, however, all combat move modifiers will be temporary, lasting from anywhere from 3-10 seconds depending on the attack. After that, your "last attack" setting will revert to your most recent defensive move -- ie parry, dodge, or block.[11]

Combat Messaging

New messaging toggles are being added to more finely control combat messaging output. For example, players will be able to toggle missed attacks on and off, not only for themselves but for enemies, for other players, and specifically for groupmates. They will be able to do the same for hits, and for stuns/immobilizes/knockdowns. In other words, it will be possible to set things up so that you only see when your enemies or your groupmates are hit, or only when enemies are hit and groupmates are stunned, or any of several other combinations. This should hopefully make group combat and invasions much more friendly.[12]

Stealth

While hidden, there will be a significant penalty to the stealther's defenses.[13]

Magic

The use of magic in combat is changing. Some spells will actively be more difficult/time consuming to use while in combat.[14]

See Magic 3.0 for further details.

References

Related Forum Posts

Click here to search for related posts.