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Combat

5,361 bytes added, Wednesday at 01:23
Overhauling combat overview. Part 2
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 four 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.
 
Triggered Abilities such as [[Bard]]'s Song of Discord, [[Archery]]'s Treasure Effect for Acid Burst on Crit, [[Vampirism]]'s Treasure Effects that make Blood Mist deal AoE bursts, [[Mentalism]]'s Mindworm Treasure Effect that attacks a secondary target, [[Priest]]'s Treasure Effects for retaliatory Flamestrike, etc. generally deal '''Direct Damage''' unless it is a Damage-over-Time effect (like [[Archery]]'s Treasure Effect for Poison on Crit).
====Indirect Damage====
'''Indirect Damage''' is everything else, Damage-over-Time effects, Delayed Damage, Reflect, etc.
<code>((Damage per Tick + Added Damage per Tick) * (Sum of all Skill|Generic Damage per Tick Modifier))</code>-over-Time Calculation
For almost <code>((Damage per Tick + Added Damage per Tick) * (Sum of all skills, the '''Skill|Generic Damage per Tick Rate''' is every 2 seconds. [[Battle Chemistry]] breaks this mold by dealing damage every second.Modifiers + Sum of all Skill|Generic Indirect Damage Modifiers))</code>
Non-DoT Calculation
 
<code>((Indirect Damage + Added Indirect Damage) * (Sum of all Skill|Generic Indirect Damage Modifiers))</code>
 
For almost all abilities, the '''Tick Rate''' is every 2 seconds. [[Battle Chemistry]] breaks this mold by dealing damage every second as well as [[Spirit Fox]]'s Cinderstorm.
 
'''Delayed Damage''', most notably from [[Hammer]]'s Latent Charge and [[Rabbit]] Abilities, it is not the same as '''Damage-over-Time''' and is handled differently in the back end. It is still affected by increases/decreases to '''Indirect Damage'''.
 
Reflect abilities such as [[Shield]]'s Fire Shield, [[Fire Magic]]'s Molten Veins, [[Druid]]'s Brambleskin, [[Warden]]'s Privacy Field, and [[Survival Instinct]]'s 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 will not be increased by the modifiers that increase Tick damage.
====Targeted Damage====
'''Direct''' and '''Indirect''' damage can also be Targeted toward specific stats.
Health damage will bypass armor entirely; Psychic damage is the most common source of this, however, many other damage types have the opportunity to deal Health only damage.
 
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.
===Damage Types===
For further information, a list of damage conversions, and a skill breakdown of damage types used, see [[Damage Types]]
 
===Attacking===
Many mechanics go into hitting your enemy and sometimes, more importantly, how you hit them.
 
====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.
 
====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.
 
=====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.
===Effect of equipment===
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