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==Offense== This section covers information on skills and methods to successfully hit the target and inflict damage. ===Skills=== There are two main classes of offensive combat skills. Primary skills that are used to inflict damage on the target, and secondary combat skills that work with the primary skills to carry out additional maneuvers and improve their damage output. ====Primary Combat Skills==== * [[Missile Weapons]]—Helps you fire missile weapons such as bows, crossbows and thrown weapons. * [[Finesse Weapons]]—Helps you wield finesse style melee weapons. * [[Heavy Weapons]]—Helps you wield heavy one handed melee weapons. * [[Light Weapons]]—Helps you wield light one handed melee weapons. Also helps you punch and kick. * [[Two Handed Combat]]—Helps you wield all two handed weapons. ====Secondary Combat Skills==== * [[Dual Wield]]—Allows you to equip any one handed weapon in your off hand (shield) slot. * [[Dirty Fighting]]—Your melee and missile attacks have a chance to weaken your opponent. High attacks can reduce healing effects on and attack skills of the opponent. Low attacks can reduce the defense skills of the opponent. Medium attacks can cause small amounts of bleeding damage. * [[Recklessness]]—Increases outgoing melee or missile non-critical damage, and incoming non-critical damage from all sources. * [[Sneak Attack]]—Your melee, missile, and magic attacks do more damage from behind. In addition, if you have Deception you have a chance to cause this extra Sneak Attack damage from the front. ===Making an Attack=== Successfully hitting the target depends on the attacker's abilities being greater than the defender's ability to resist/defend. ====Skill Modifiers==== Skill modifiers further increase your skill at attacking. <div style="display:inline-block"> [[File:Melee Weapon Offensive Modifiers.jpg|Typical modifiers found on a melee weapon.]] </div> * Melee weapons receive a bonus to attack skill which can be increased permanently with [[Weapon Tinkering]] ([[Velvet Salvage]]) and temporarily by using the [[Heart Seeker (Spell)|Heart Seeker]] spell and cantrips, and [[Black Page of Salt and Ash|Black Pages of Salt and Ash]]. * Missile weapons receive a bonus to skill through use of the speed/accuracy slider allowing the player to decide whether to attack more quickly at the expense of accuracy, or more accurately at the expense of speed. At the far left of the slider, the attack is fastest but incurs a -40% penalty to the player's attack skill. At the far right, the attack is slowest but gives a +50% bonus to skill. * Missile characters also incur a penalty to their attack skill for firing at range from approximately 20% at the absolute furthest possible range (75 yards?), down to no penalty at all at about half of outdoor radar range. The weapon's max range is displayed on the weapon's stat panel. * Magic casters do not currently have offensive skill modifiers. ===Damage=== Once a successful hit has been made, the resulting damage is a total of various factors. ====Damage Modifiers==== =====Character Rating===== ''Main article: [[Rating]]'' Each character has a rating for outgoing damage including critical hits. Your rating modifiers can be increased through various means including: * Your character's choice of [[Weapon Mastery]]. * Character [[Augmentations]]. * Equipped [[Aetheria]] sigils and with the temporary surges they cast. * Equipped trinkets imbued with [[Augmented Damage]]. * With the [[Recklessness]] skill. There are also rating modifiers for healing, mana consumption, mana charging and aetheria surging. <div style="display:inline-block"> [[File:Character Damage Rating.jpg|frame|You can view your current damage ratings by [[Examine Target Panel|assessing]] your character.]] </div> =====Melee Weapons===== * Melee weapons spawn with a top end damage, and the low end is calculated using the [[Variance|variance]] (the difference between top end and low end damage). Weapons with high variance and thus higher maximum damages can inflict higher critical hits while weapons with lower tighter variances tend to have better damage over time but weaker critical hits. See [[Variance]] for more information. * Max damage can be improved permanently with [[Weapon Tinkering]] ([[Iron Salvage]]) and a [[Gem of Spectral Force]], and can be be temporarily boosted with the [[Blood Drinker (Spell)|Blood Drinker]] spell. * Weapon variance can be improved permanently with [[Weapon Tinkering]] ([[Granite Salvage]]) and also by using a [[Lucky White Rabbit's Foot]]. * Melee weapons get a damage modifier through use of the power bar (i.e. a longer power up increases damage) ranging from the lowest setting of 50% to the highest power setting of 150% damage. * Heavy, two handed and light weapons receive an additional damage bonus from the [[Strength]] attribute. * Finesse weapons receive an additional damage bonus from the [[Coordination]] attribute. =====Missile Weapons===== * Missile weapon base damage is taken from the the ammunition (projectile) and the weapons spawn with a damage modifier and a damage bonus value. The modifier is multipled by the [[Ammunition|projectile's]] damage and the damage bonus is then added to get the total damage. * The damage modifier can be improved permanently with [[Weapon Tinkering]] ([[Mahogany Salvage]]) and the bonus can be increased temporarily with the [[Blood Drinker (Spell)|Blood Drinker]] spell. * Bow and crossbow weapons receive an additional damage bonus from the [[Coordination]] attriute. * Thrown weapons receive an additional damage bonus from the [[Strength]] attribute. <div style="display:inline-block"> [[File:Ranged Weapon Offensive Modifiers.jpg|frame|Typical modifiers on an elemental ranged weapon.]] </div> =====Magic Weapons===== * Skill based damage bonus. This additional damage will be a constant percentage of the minimum damage value. The percentage is determined by comparing the level of the spell against the buffed war magic skill of the character. * Elemental magic casters (e.g. elemental loot casters and rended quest casters) have modifiers which provide a damage bonus to spells which match the caster's element. These bonuses apply to spells used in [[Player Versus Player|Player versus Player]] (PvP) and Player versus Monsters (PvM) combat. * The elemental damage bonus can be increased by using a [[Maelstrom of Souls Gem]] (+1%, 1 use, can be added to fully tinked weapons). * In addition to the damage and defensive skill modifiers, all [[Magic Casters]] can also get a modifier that adds a bonus to [[Mana Conversion]]. <div style="display:inline-block"> [[File:Magic Caster Offensive Modifiers.jpg|frame|Modifiers on a elemental magic caster (the melee modifier has been increased further through [[Weapon Tinkering]].]] </div> ====Attack Speed and DPS==== In addition to your weapon damage, attack speed also affects your damage per second (DPS) and is a function of your weapon's speed and your character's [[Quickness]] attribute. Lower settings on the power/accuracy bar will also increase your speed but at the cost of either power or accuracy depending on your weapon. Weapon speed can be improved permanently with [[Weapon Tinkering]] ([[Oak Salvage]]) and temporarily with the [[Swift Killer (Spell)|Swift Killer]] spell. ====Critical Hits==== Critical hits allow you to inflict twice as much damage onto the target for melee and ranged weapons and an additional 50% of the maximum (50% of the minimum for PvP) damage of a magical spell (i.e. 90 of a 110-180 spell). 10% of all melee and ranged attacks and 5% of projectile spells are critical hits. Critical hits can also be inflicted by creatures. Your critical hit chance can be increased permanently with the [[Eye of the Remorseless]] augmentation and by attacking with a weapon that has the [[Biting Strike]] or [[Critical Strike]] special property. Your critical damage max can also be increased by attacking with a weapon that has the [[Crushing Blow]] or [[Crippling Blow]] special property. In addition, your character's [[Rating]] for critical damage can be increased to improve damage (see [[#Character Rating|below]] for more information on character rating and damage modifiers). {|class="wikitable" !Special property !Function !Notes |- |[[Biting Strike]] |Increases chance of a critical hit by a fixed rate that varies by weapon. |Quest weapons only |- |[[Critical Strike]] |Increases chance of a critical hit by a factor based on the wielder's attack skill. |Tinkering effect ([[Black Opal Salvage]]) |- |[[Crushing Blow]] |Causes criticals to be multiplied by a fixed rate that varies by weapon. |Quest weapons only |- |[[Crippling Blow]] |Causes criticals to be multiplied by a factor based on the wielder's attack skill. |Tinkering effect ([[Fire Opal Salvage]]) |- |} :<font color=darkred>Critical hit! You impale Olthoi Ripper for 1320 points of piercing damage!</font> ====Weaknesses and Slayer Weapons==== Many creatures in the game have an innate weakness to one or more types of damage. Sometimes, the weakness can be guessed if the creature is made of a particular element or material as the primary weakness will be the opposing element. For example, a golem made of ice or water will fall quickly to fire attacks and a creature made of fire will be easily defeated with a frost weapon. See each [[creature]] page for a list of weaknesses that a creature may have. The Slayer special property will increase the damage dealt to a specific creature type. Many creature Slayers can be found on quest weapons while some can be added to [[loot]] weapons using special gems. Quest slayer weapons tend to benefit mages more than melee or ranged weapon users. This is because by using the quest weapon, a melee/archer is usually giving up the chance to use armor rend or critical strike and so gains little, whereas the mage gets essentially an additional vuln. See [[:Category:Slayer]] for a list of the slayers available. ====Life Vulns and Weapon Rending==== Life vulnerability spells make the target more vulnerable to specific types of damage or weaken the target's natural armor protection. They can be cast on the target using the [[Life Magic]] skill or with [[Alchemical Throwing Phials]] using the [[Alchemy]] skill. There are also [[Item Tinkering Devices#Lenses|lenses]] that can be crafted using [[Item Tinkering]] which can reduce the target's natural armor protection. The lenses require [[Assess Creature|assess creature]] skill to use. Weapon rending is a [[:Category:Special Property|special property]] that gives the weapon the ability to make its opponent vulnerable to attacks resulting in a similar effect to that of vuln spells. [[Loot]] weapons can be rended by imbuing them with certain types of salvage using the [[Weapon Tinkering]] skill or [[Magic Item Tinkering]] skill for armor rends. The amount of resulting vulnerability caused depends on the attack skill of the wielder. There is also a version of this property called [[Resistance Cleaving]] that can be found on quest weapons, but resistance cleaving does not scale based on the skill of the wielder and instead has a fixed rate that varies by the weapon. Weapon effects do not stack with life magic vulnerability spells. A more powerful vuln cast on the target will override the weapon's own effect. {|class="wikitable" !Rend effect !Salvage !Quest weapon version |- |[[Armor Rending]] |[[Sunstone Salvage]] |[[Armor Cleaving]] |- |[[Acid Rending]] |[[Emerald Salvage]] |[[Resistance Cleaving: Acid]] |- |[[Cold Rending]] |[[Aquamarine Salvage]] |[[Resistance Cleaving: Cold]] |- |[[Fire Rending]] |[[Red Garnet Salvage]] |[[Resistance Cleaving: Fire]] |- |[[Lightning Rending]] |[[Jet Salvage]] |[[Resistance Cleaving: Electrical]] |- |[[Bludgeon Rending]] |[[White Sapphire Salvage]] |[[Resistance Cleaving: Bludgeoning]] |- |[[Pierce Rending]] |[[Black Garnet Salvage]] |[[Resistance Cleaving: Piercing]] |- |[[Slash Rending]] |[[Imperial Topaz Salvage]] |[[Resistance Cleaving: Slashing]] |} ===Maneuvers=== ====Charge Attacks==== When a player executes a melee attack, they first move towards their target until they are within range to attack. This movement is a charge – it is much faster than the character's normal movement rate, but because of that speed it can only be sustained for a very short distance. If, at the end of the charge, the player is still too far away from their target to attack, they will stop the attack and see the message, "You have charged too far!" ====Power Bar Maneuvers==== Many weapons can alternate between stabbing and slash motions depending on the power setting. Some one-handed weapons can also deal more than one blow per attack when they have the [[Multi-Strike]] property. {|class="wikitable" !Maneuver !Stance !Power Bar (PB) !PB Damage Modifier |- |Slash |One-Handed<br>One-Handed (Dual Wield)<br>One-Handed (Shield) |Full<br>Medium to Full<br>Medium to Full |150%<br>100% to 150%<br>100% to 150% |- |Backhand |One-Handed |Medium |100% |- |Stab |One-Handed<br>One-Handed (Dual Wield)<br>One-Handed (Shield) |Low<br>Low to Medium<br>Low to Medium |50%<br>50% to 100%<br>50% to 100% |- |Double Slash |One-Handed<br>One-Handed (Dual Wield)<br>Two-Handed |Medium to Full<br>Medium to Full<br>Low to Full |100% to 150%<br>100% to 150%<br>50% to 150% |- |Double Stab |One-Handed<br>One-Handed (Dual Wield)<br>One-Handed (Shield)<br>Two-Handed |Low to Medium<br>Low<br>Low to Full<br>Low to Full |50% to 100%<br>50%<br>50% to 150%<br>50% to 150% |- |Kick |Unarmed |Full |150% |- |Punch |Unarmed |Medium |100% |- |Jab |Unarmed |Low |50% |} =====Recklessness===== Recklessness allows a player to increase their melee or missile damage at the cost of increase the incoming damage they take. Recklessness does not apply to critical damage numbers. When trained, the combat bar will highlight the area where recklessness is active, which is between 10-90% power. Below or above this range allows the player to attack normally without the recklessness effect. The skill provides a maximum +20 Damage Rating increase if specialized and +10 Damage Rating if trained. This effect decreases proportionally if the Recklessness skill is less than the combat skill. <div style="display:inline-block"> [[File:Combat Panel with Recklessness Live.jpg|frame|How the combat panel appears when [[Recklessness]] is trained or specialized.|359x33px]] </div> ====Body Zones==== Player characters and creatures are divided into various zones, which correspond to specific body parts. For example, the head, chest and upper arms are considered to be in the high zone whilst the lower legs and feet are in the low zone. The medium zone is slightly more complex and can include the chest, abomen, upper arms, lower arms, hands and upper legs. Left and right body parts can be hit individually but is not important as armor levels for the left and right sides are always equal. Once an attack height is chosen, the actual zone that is attacked is a matter of chance with equal probability. Front and back attacks are also distinct. For example, a creature wielding a shield would be weaker when attacked from behind as shields only protect the front. Rear attacks are very useful if a target is not directly engaged in combat with you. The Sneak Attack skill provides bonuses to rear attacks. =====Attack Height and Dirty Fighting===== Changing the attack height via the combat panel allows you to direct your attack to a specific part of the target's body. This is can be used to exploit a weakness in the opponent's armor or for attacking a creature that is too high or too low for any other attack height to reach. The attack height is also used by the [[Dirty Fighting]] skill to weaken the target. The [[Dirty Fighting]] skill works with missile and melee combat skills by weakening your opponent based on your attack height. The chance for you to land the Dirty Fighting attack is maximized at 25% if your Dirty Fighting skill is equal to or greater than your combat skill. If your Dirty Fighting skill is below your combat skill the chance is decreased proportionally. * High Attack Height: Target’s Attack skills reduced by 20 if specialized, 10 if trained. Also, the target’s [[Healing Reduction Rating]] is increased by 30 if specialized, 15 if trained. * Medium Attack Height: The target bleeds by 20 damage per tick if specialized, 10 damage per tick if trained. * Low Attack Height: Target’s Defensive Skills reduced by 20 if specialized, 10 if trained. All of the Dirty Fighting effects last for 20 seconds once activated. =====Sneak Attacks===== The Sneak Attack skill gives a bonus to attacks landing from behind the target. This skill works with Melee, Missile and Magic attacks. Specialized Sneak Attack provides a maximum of +20 Damage Rating to attacks from behind and Trained Sneak Attack provides a maximum of +10 Damage Rating. If your Sneak Attack skill is equal to or higher than your attacking skill (War Magic, Missile Weapon, Heavy Weapons, etc.), then you receive the maximum damage. If your Sneak Attack skill is lower than your attacking skill, the effect you gain is reduced proportionally compared to the difference of the skills.<br><br>Another benefit of the Sneak Attack skill is that it allows a chance to do an increased attack from the front of the target if the player also has the Deception skill. Trained Deception will allow for a maximum 10% chance to land a Sneak Attack from the front of the target, Specialized has a maximum of 15%. If the Deception skill is 306 or higher, the player receives the maximum benefit. Anything below 306 reduces the chance proportionally.<br><br>A player or creature can reduce the damage of a frontal Sneak Attack by having the Assess Person skill. An Assess Person skill of 306 will prevent all frontal Sneak Attack damage. An Assess Person skill below 306 will reduce the damage of a frontal Sneak Attack proportionally. ===Stamina Loss=== ''Main article: [[Stamina]]'' When you attack you lose stamina. The amount of stamina lost depends on a number of factors: * The weight (burden units) of your weapon. * The weight (burden units) of your shield. * The setting on the power bar. Should your stamina loss become so great that your amount of stamina points reaches zero, the power bar will automatically use the lowest setting. In addition to using lighter items and a lower power setting, the rate at which you lose stamina can also be reduced by increasing the [[Endurance]] attribute (regeneration bonus) when you have a non magic defensive skill trained or specialized.
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