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Combat overhaul pt.6, now with more Citan knowledge!
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'''Direct Damage''' is the upfront, "I bonk enemy," type of damage.
generally deal '''Direct Damage''' unless it is a Damage-over-Time effect (like [[Archery]]'s Treasure Effect for Poison on Crit).
'''Indirect Damage''' is everything else, Damage-over-Time effects, Delayed Damage, Reflect, etc.
Reflect abilities such as [[Shield]]'s Fire Shield, [[Fire Magic]]'s Molten Veins, [[Druid]]'s Brambleskin, [[Warden]]'s Privacy Field, and [[Survival Instincts]]' Poison Flesh all deal '''Indirect Damage'''. Passives (such as the Scorpion armor set), [[Unarmed]]'s Treasure Effects that mitigate, accumulate, and add that damage to the next Punch/Kick, [[Shield]] Wax that makes enemies take acid damage, the [[Fire Shield Potion]] and [[Acid Shield Potion]], all deal '''Indirect Damage'''. Reflect damage is an instant tick rate response.
'''Direct''' and '''Indirect''' damage can also be Targeted toward specific stats.
Currently, there are no known attacks that are able to deal damage to Power, however, there are numerous debuffs that enemies can inflict that accomplish the same function.
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*'''Body''': Trauma, Psychic, and Poison
*'''Esoteric''': Acid, Nature, and Darkness
*'''Other''': Demonic , Nothingness, and NothingnessTaunt
Nothingness is equivalent to "True" damage, as it should not be mitigated by anything, simply adds or subtracts health. Generally not seen by the player except for those cruel masters that torture undead servants or perform animal cruelty.
For further information, a list of damage conversions, and a skill breakdown of damage types used, see [[Damage Types]]
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====Pet Crits====
'''Needs review'''
Your pet, as well as Elite Enemies, can critically strike. The mechanics need testing.
====Enemy Crits====
Elites and bosses have a crit chance based on their level and adjusted by type and boss tier. Their crits deal +25% damage by default, though there are exceptions.
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===Taunt===
Dealing damage '''Taunts''' the enemy, and the enemy will attempt to attack the target with the highest amount. Flat modifiers to taunt are generally more effective than percent modifiers to taunt, as +1000 taunt will make an ability that deals 10 damage have the enemy believe it was dealt 1010 damage, whereas a 100% modifier to taunt would make it only believe it was dealt 20 damage. Furthermore, flat modifiers to taunt can work on enemies immune to the damage of the hit. Using both will greatly increase you presence on the battlefield.
===Attack Type===
Attacks can be categorized into tags, with multiple tags the main three being valid for a single attack: mutually exclusive of each other; '''Melee''', '''Ranged''', and '''Burst'''.An attack can also be a '''Projectile''' attack, currently, there are no known '''Melee Projectile''' attacks. 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 a '''Burst''' attack centered on an enemy.
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====Melee====
The most common attack type for enemies.
Melee attacks are single target, and generally limited to 5m 8m 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(anything greater than 8m)! 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 save themself from dying.
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===Ability Tags===
Some abilities are classified as "Basic Attack", "Nice Attack", "Core Attack", "Epic Attack", or "Signature Debuff", "Minor Heal", or "Major Heal". These keywords determine when certain effects apply. For example, there is a Sword Treasure Effect "For 6 seconds after using Precision Pierce, your Nice Attacks deal +X damage," this will boost the damage of all abilities which are tagged as "Nice Attacks" (this will affect Nice Attacks from any skill, not only Sword's Nice Attacks).
Within each category there are some similarities. For example Epic Attacks tend to have high damage and long cooldowns. However, there is no gameplay effect for any category other than as keywords to determine when effects will proc. The only exception is the "Basic Attack" keyword, which will trigger a [[Combat Refresh]].
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===Mitigation===
Most of the mitigation found in the game is in the form of flat damage reduction, typically from Armor, Treasure Effects, Abilities, and/or Buffs. Mitigation can be as specific as "take 1 less damage from each tick of poison damage" (Indirect Poison, Indirect, DoTdamage) to as general as Universal Damage Mitigationwhich, as the name implies, reduces the damage of anything (except Nothingness damage). Flat damage reduction is most effective on smaller, faster hits, and if enough is stacked, can completely mitigate the hit to "No Damage."(You cannot heal from the damage if your mitigation would reduce it below 0)
[[Unarmed]] receives the most percentage -based mitigation through mods. Percentage damage reduction is most effective when paired with flat damage reduction, as it will allow the latter to operate on even larger hits.
Mitigation can be negative or act as a multiplier! Abilities like [[Druid]]'s Rotskin, [[Weather Witching]]'s Treasure Effects such as "Dampen deals Cold damage and debuffs the target so that it takes +15% damage from future Cold attacks for 10 seconds," and [[Rabbit]]'s "Play Dead Area of Effect +5 meters, and victims suffer -174 direct mitigation for 30 seconds" all act against the targets mitigation. However, mitigation cannot overcome resistances. Using any of the above while using Cold Damage against a [[Cold Elemental]] immune to cold damage will still deal "No Damage."
Resistances, and conversely, Vulnerabilities when greater than 100%, are damage multipliers for a particular '''Damage Type''' or even '''Attack Type'''. More testing is needed to determine if '''Damage Type''' and '''Attack Type''' resistance/vulnerability is additive or multiplicative. ([[The Fog]] for instance, is resistant to all physical damage types, but vulnerable to burst attacks).
When viewing an enemy, if your anatomy is high enough, you'll be able to see what roughly what damage types the enemy has Resistance/Vulnerability to:
*Very Effective: 150% and above
*Effective: 101%-149%
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==Entity States, Status Effects, Buffs, and Debuffs=='''Entity State'''s are generally boolean flags like "In Water," "In Air," and most importantly, "In Combat".
Both enemies and players receive tenacity to the same status effect the more it is inflicted on them (enemies tenacity seems to rise faster than player tenacity).
In the same vein as '''Status Effects''', allies and enemies may inflict buffs and debuffs on your character.
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===Entity States===
A few '''Entity States''' may be viewed in the Debugging portion of your Persona, however many are hidden and only some pertain to combat.
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===Alarmed=In Combat====When a player wanders to close to an enemyThe most important one for Combat, while you are '''In Combat''', or attacks an enemyas expected, the target will attempt to call out to any alliesyou lose all of your "Out of Combat" modifiers and trigger all of your "In Combat" modifiers. Call range varies by mob, and Certain [[Endurance]] Treasure Effects grant Health/Armor/Power regen only other mobs that are allied with the target will be carewhile '''In Combat'''. "Body pullingBeing attacked will put you '''In Combat'''," (attempting to attract but there is some form of grace period when an enemy by walking into their aggro range notices you and then leading them away from the pack) is recommended if begins pathing to you are not confident in taking on multiple mobs simultaneously. A reminder that Burst (AoE) skills have a damage penalty when hitting more than three enemies, and deal minimum damage when hitting ten or more enemies.Very important for body pulling!
===Boosting Allies=Alarmed====When engaging more than 3 enemies at oncea player attacks an enemy, there is a chance a mob the target will attempt to boost itself and call out to any allies, depicted by a channeled green arrow rising from its head. With enough Anatomy, one can view what the boost provided Call range varies by enemies mob and only mobs that areallied with the target will be care. Stunning"Body pulling, Knocking Back, or Mesmerizing " (attempting to attract an enemy attempting to boost by walking into their aggro range and then leading them away from the pack) is recommended if you are not confident in taking on multiple mobs simultaneously. Some mobs will cancel '''Alarm''' if they see you, generally alerting the ability (killing it works too)entire room.
====Boosting Allies====When engaging more than 3 enemies at once, there is a chance a mob will attempt to boost itself and allies, depicted by a channeled green arrow rising from its head. With enough Anatomy, one can view what the boost provided by enemies are. Stunning, Knocking Back/Pulling, or Mesmerizing an enemy attempting to boost will cancel the ability (killing it works too). ====Frightened====Currently only able to be inflicted on enemies, a frightened enemy will attempt to run away from the player that inflicted the frightened status. A double-edged sword, while it will temporarily relieve you of an enemy, if the enemy runs into another room and a projectile, pet, or ignorant player attacks them, the frightened enemy will still '''Alarm''' and potentially pull MORE enemies into combat! ====In Air, In Water, Is Flying, and Submerged====These various states will disable some abilities, most notably, being '''In Water''' (even a toe) will disable most fire and electric spells as well as many projectile based attacks. '''In Air''' will also disable many abilities. '''Is Flying''' while '''In Combat''' will drastically increase the power cost per second of Flying, and appears to scale with the number of enemies targeting you. '''Submerged''' appears to be synonymous with '''In Water''' for combat, unable to find an ability that works while touching water, but not fully submerged. Being '''Submerged''' will begin depleting your Air, once the bar is gone, you will begin taking health damage as you drown! ====On Fire====Important for disabling the regenerative properties of Trolls, stepping '''In Water''' will nullify the '''On Fire''' state and remove any associated debuffs! ====On a Mount====Riding near enemies will generate Anxiety; attacked while mounted will generate even more Anxiety based on the damage of the hit; once your bar is full, you will be dismounted! ====Mesmerized====Currently only able to be inflicted on enemies, mesmerizing an enemy will stop it from attacking the player as long as it is not attacked itself. Mesmerizing an enemy will not cause it to Alarm, although, when it ends, it will alarm and hunt down the player. ====Vulnerable====Occasionally, an enemy will feel vulnerable, indicated by a purple aura and an audio notification. Abilities that deal extra damage to vulnerable enemies will consume the vulnerable status effect to deal extra damage for one attack. Some skills, like [[Staff]] can be modded to force vulnerability.</div> ===Status Effects===Categorized here are all the effects that appear to have some form of tenacity applied to them.<div style="margin-left: 2em">====Stun====
When enemies or players are stunned, they lose all evasion chance and they are unable to use any abilities (unless the ability is modded to be "Able to be Used While Stunned"). However, potions and instant food can still be used!
====Rooted and Slowed===='''Rooted ''' will set speed to 0 modified by the entities current tenacity modifier while '''Slowed ''' will adjust the entities speed by a %.
Multiple slows will stack multiplicatively, enough of them will effectively become a root.
====Knocked Back and Pulled====Knockback sends enemy or player away from attacker while pulls bring enemy or player closer. It is assumed that they are just positive and negative values in the back end, as [[Scorpion]]'s "Nigh Invulnerable until Knocked Back" can be accomplished with either a knockback or a pull. While the player is being knocked back or pulled, they are considered "in airIn Air," which disables many abilities. Tenacity appears to lessen the distance the entity is moved (needs more testing).</div> ===Buffs and Debuffs===In addition to all the various states and statuses an entity can have, buffs and debuffs are the majority of combat!<div style="margin-left: 2em">====Buffs====The most important buffs are Food Buffs! You may disable some abilitieshave one Meal and on Snack buff active at a time, giving you increased Health, Power, Recovery, and Damage Mitigation. Combat Buffs from drugs generally do not stack, with only the strongest effect applying at a time such as when using the various tiers of [[Cranium Powder]]. One notable exception to this is [[Thunderclap Potion]], where you can gamble at 4:1 odds to either get a stacking +15 Electricity Damage or receive a debuff that makes you deal 0 Electricity Damage for 15 minutes. Ability Buffs are inconsistent on whether they stack or not, although most will stack unless specified otherwise.
===Mezmerized=Debuffs====Currently only able to be inflicted on enemies, mesmerizing an enemy will stop it from attacking the player as long as it is not attacked itselfThe most harrowing debuffs are [[Disease]]s. Mesmerizing The vast majority are Permanent until cured; they range from [[Lice]] giving you a -1 Max Power and enemy will not cause it -1 Hygiene, to Alarm.[[Broken Bone]]s making your abilities cost 1 more power, stacking up to 100 broken bones!
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'''Rage''' is the energy source that powers monsters’ special attacks. As you hit monsters or they hit you, they gather Rage, and when their meter is full, they use their '''Rage Attack'''.
Many player skills, like [[Sword]] and [[Psychology]], have abilities that hamper monster Rage. For example [[Psychology|Psychoanalyse]] will slow down the rate at which the enemy builds rage, while [[Sword|Sword Parry]] will reduce the enemy's rage by a flat amount. There are also drugs and gear that will reduce the amount of rage generated in an enemy! Conversely, Fire Damage of any kind will generate twice the amount of rage! [[Hammer]] also has Treasure Effects that increase the amount of rage generated from attacks. If that weren't punishing enough, you can also take drugs to generate even more rage within your enemies!
An enemy's special attacks will be revealed to the player in the target window when the relevant [[Anatomy]] skill is of sufficient level (ie. by fighting this type of creature long enough).
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Some monsters also have '''Special''' Attacks that are separate from '''Rage''' Attacks and occur on a cooldown. Many enemies have a special ranged attack that slows, roots, stuns or gives otherwise melee only mobs a way to hit you from range. There is currently no way (outside of stunning) to prevent a monster from using its alternate attacks, although if you engage in melee range, most melee enemies seem to honor the brawl.
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