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Combat

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===Attacking===
Many mechanics go into hitting your enemy and sometimes, more importantly, how you hit them.
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====Accuracy and Chance to Miss====
By default, players have 100 '''Accuracy''' and an attack will always hit. However, players, monsters, and many pets can have the ability to evade attacks, at which point the attacker's '''Accuracy''' and the defender's '''Evasion''' are pitted against each other. Different '''Attack Types''' can have different Evasion ratings. '''The stunned condition completely removes chance to evade.''' Do Note: Mesmerized is not a stun.
'''Chance to Miss''' is rolled separately from Accuracy and cannot be mitigated. Most notable sources are from [[Dark Chapel]]'s Darkness (which affects enemies as well) and Alcohol Buffs.
====Critical Hit====
Some abilities have a chance to critically hit the enemy, by either exploiting a targets mind, knowing where to hit for maximum damage, or just by being the best pet around.
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=====Phrenology Based Crit=====
[[Psychology]] and [[Mentalism]] use [[Phrenology]] to understand how sentient creatures think and feel, and then exploit their insecurities or vulnerabilities to deal more damage. This limits '''Phrenology Based Crits''' to only thinking and feeling beings, and requires the corresponding [[Phrenology]] sub-skill to be leveled to at least level 6 to have a 1% chance and an 8% chance when fully leveled.
By default, '''Phrenology Based Crits''' only have a damage multiplier of 1.25, however, when using both [[Psychology]] and [[Mentalism]] together and fully modded for Crits with L100 gear, that damage multiplier becomes 5.05, which can still be further boosted by higher gear and potions.
=====Anatomy Based Crit=====
[[Archery]], [[Crossbow]], and [[Knife Fighting]] (modded) utilize [[Anatomy]] to identify the best place to strike and deal maximum damage. All creatures fall under some sub-skill of [[Anatomy]], thereby letting '''Anatomy Based Crits''' to be used on anything. Requires a minimum of level 8 in the corresponding [[Anatomy]] sub-skill to have a 1% chance and a 6% chance when fully leveled. [[Archery]] can get crit chance through mods, allowing it to score critical hits with no [[Anatomy]] levels needed.
By default, '''Anatomy Based Crits''' have a damage multiplier of 1.5. [[Archery]] can boost this to ~2 at L100 and can be further boosted by higher gear, potions, and weapon honing. [[Knife]] can only boost itself with potions and weapon honing, although using [[Knife]]/[[Archery]] will allow [[Knife]] to get the [[Archery]] boost, at the cost of losing the ability to critically strike with melee (Duelist's Slash requires dual wielding knives). [[Crossbow]] can only be boosted by potions.
=====Pet Crits=====
'''Needs review'''
Your pet, as well as Elite Enemies, can critically strike.
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====Attack Type====
Attacks can be categorized into tags, with multiple tags being valid for a single attack: '''Melee''', '''Ranged''', '''Burst''', and '''Projectile'''.
For example, [[Fire Magic]]'s Fire Ball is both a '''Ranged''' and '''Projectile''' attack, while [[Psychology]]'s Mock is, at base, only a '''Ranged''' attack, but can be modded to be both a '''Ranged''' and '''Burst''' attack.
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=====Melee=====
The most common attack type for enemies.
Melee attacks are single target, and generally limited to 5m and below, with most of the exceptions going towards enemies of larger size and the only player exception being [[Weather Witching]]'s Shocking Grasp modded with "Shocking Grasp Damage +X%. Range is increased +7 meters (but is still a Melee attack)."
=====Ranged=====
Ranged attacks are... ranged! From the shortest ranged attack of 10m belonging to [[Battle Chemistry]]'s basic attack, Toxic Irritant, to the furthest ranged attack of 48m belonging to [[Bard]]'s Horn abilities (fully modded for +15 range and a [[Destiny Horn]] for an additional +3), Ranged attacks allow you to hit most melee enemies from further away than they can hit you. Despite this, kiting is not generally recommended as the power cost of running while in combat will rapidly deplete your reserves.
=====Burst=====
Burst attacks are almost anything that hit multiple enemies, exceptions to this are the Treasure Effects that cause you to trigger an internal ability that hits a separate enemy like [[Mentalism]]'s Mindworm and [[Archery]]'s Extra Fire Arrow/Extra Mangling Arrow. Damage that is dealt with Burst attacks (both direct and indirect) will deal full damage to up to three targets. If there are more than three enemies, damage is reduced for every enemy beyond the third, down to a cap of ten enemies. Any enemy beyond the tenth will receive damage as if there were only ten. '''This applies to both players and enemies!''' Players and any summons count toward the cap, so when fighting a boss that has a nasty AoE rage attack it is sometimes better to have everyone get hit rather than just the tank.
=====Projectile=====
Projectile attacks are any attack that throw, shoot, or otherwise fling something at an enemy. To the best of our knowledge, projectile attacks are always ranged attacks as well. Projectile attacks have the unfortunate (or fortunate) attribute of travel time to the target. This can result in the player firing the killing shot at an enemy, dying to the enemy, and then the attack hitting. On the flip side, this also allows the player to see a projectile, heal before it hits them, and potentially saving themself from dying.
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