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Combat

13 bytes added, 21:07, 27 October 2014
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Using TOCright, minor capitalization (formatting guidelines).
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This page is meant to be an introduction to combat mechanics in Project: Gorgon.
'''Damage''' and '''Health damage''' are not the same. '''Health damage''' bypasses armor.
===Effect of Equipmentequipment===
Soon enough you'll find that equipment has a significant impact on your total damage output and survivability. This seems obvious for an MMO but in Project: Gorgon equipment with bonuses that augment specific abilities is very common. For example "every time you use your Sword Parry ability, regain 10 Health". This type of ability enhancing mods would be found in raid gear in other MMOs.
You character becomes much more powerful once you have multiple pieces of equipment (weapons, armor, amulet) that enhance your choice of skills along with useful ability enhancing mods. Thus '''committing to your skill choices''' is important. While you can easily switch between skills, you'll find that even skills of the same level can vary greatly in damage potential unless you also switch your equipment.
===Critical Damagedamage===
Items sometimes have +xx% to Critical Damage. The default critical damage (not crit. chance) seems to be 125%.
Critical Damage gear is quite uncommon. Archery gear seems to get more of it.
==Regeneration In in and Out out of Combatcombat==
[[File:Regeneration food example (maple carrots).jpg|thumb|right|306px|Sweet, sweet regeneration food.]]
Sitting does not accelerate your out-of-combat regeneration unlike in some veteran MMOs. You'll want to find various foods, drinks and snacks to top up your Health and Power between fights.
Typically one food, one snack, one drink, and one flower can be stacked. However this is still very much in development. It seems that foods provide Health and Power, while drinks provide only Power. Both can be stacked. Flowers provide a max power bonus (right-click them).
==Rage and Special Attacksspecial attacks==
[[File:Foe using Special Ability (Rage).jpg|thumb|right|300px|This goblin is in ''vulnerable'' state as indicated by the overhead icon.]]
'''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 (an orange looking hand), they user their super power.
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==Movement and Kitingkiting==
In a game like this, where you can find all kinds of clever ways to stack speed buffs, it’s possible to run extremely fast. This is a problem in a combat, where the players can be much more mobile than the monsters.
An icon flashes over the monster’s head when they’re vulnerable, and the tutorial cave has an explanatory tip about this (when you get your first Sword ability that does extra vuln damage).
==Looting Enemiesenemies!==
(blurb about skinning, butchering, burying)
When an enemy drops special loot (cyan, yellow, purple colour), there is a distinctive sound and a particle effect.
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