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Overhauling combat overview. Part 1
This page is meant to be an introduction to combat mechanics in Project: Gorgon.
==Armor, Health , and Power==All can be replenished by Combat Refresh, Potions, and Abilities.[[File:Armor Health and Rage indicators.jpg|thumb|rightcenter|673px|Armor, Health and Power bars as of the alpha build]]
===[[Armor]]===
Incoming damage will affect both health and armor while each are available. Some enemies and many player skills can bypass armor entirely. Many sources of Acid damage deal ONLY armor damage.
'''Armor''' mitigates 1 point of damage for every 25 points of armor remaining.
'''Thick Armor''' instead mitigates 1 point of damage for every 20 points of armor remaining. Found on enemies, as a [[Shield]] Treasure Effect, by drinking a [[Thick Armor Potion]], or even as a special attribute on a pet [[Graz]]
===[[Health]]===
'''Health''' is your lifeline for continued existence. Reaching 0 results in turning into a corpse, with respawn options. ===Power==='''Power''' is consumed to use most abilities, flying, and running in combat. Most basic attacks have no '''Power''' requirement, intended to provide a default attack, however, the cost can be topped up augmented by Treasure Effects, enemy debuffs (most notably Broken Bones), and buffs. Power is used for ALL abilities, martial, magical, mental, or otherwise. ==Damage=='''Damage''' is split into many subtypes. ===Direct, Indirect, and Targeted Damage=== ====Direct Damage===='''Direct Damage''' is the upfront, "I hit enemy," type of damage. <code>(((Base Damage + Skill|Generic Added Damage) * (Sum of all Skill|Generic Damage Modifier)) + (Base Damage * Base Damage Multiplier))</code> This results in the Base Damage Multiplier being outclassed by Added Damage Modifiers for most scenarios, as the base damage of most abilities are quite weak. Effectiveness changes the more damage types you add, skills such as [[Battle Chemistry]] with Potions during combatfour base damage types will find more value in Base Damage than a skill like [[Hammer]] which will generally be specialized in either Crushing or Lightning damage.
<code>((Damage per Tick + Added Damage per Tick) * (Sum of all Skill|Generic Damage per Tick Modifier))</code> For almost all skills, the '''Tick Rate''' is every 2 seconds. [[Battle Chemistry]] breaks this mold by dealing damage every second. ====Targeted Damage=Power==='''PowerDirect'''and ' is consumed by using abilities that have a Power cost (''Indirect''' damage can also be Targeted toward specific stats. Armor damage will directly attack Armor; Acid and Nature damage are the most common sources of this, however, skills include emergency like [[Unarmed]] and [[Shield]] have abilities that or can be modded to deal additional armor damage with attacks. Stripping an enemy of their armor will reduce the mitigation they have no Power requirement, typically with a longer cooldown)however, once armor is depleted, armor damage does nothing. The amount Health damage will bypass armor entirely; Psychic damage is the most common source of Power available and your ability this, however, many other damage types have the opportunity to recover Power between encounters deal Health only damage. ===Damage Types==='''Damage''' is significant if you hope to take on more than one enemy at oncesplit into five Categories, '''Physical''', '''Elemental''', '''Body''', '''Esoteric''', and '''Other''' *'''Physical''': Slashing, Piercing, and Crushing*'''Elemental''': Fire, Cold, and Electricity*'''Body''': Trauma, Psychic, and Poison*'''Esoteric''': Acid, Nature, or even solo dungeons.and Darkness*'''Other''': Demonic and Nothingness
===Effect of equipment===