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Combat
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This page is meant to be an introduction to combat mechanics in Project: Gorgon.
[[File:Armor Health and Rage indicators.jpg|thumb|right|673px|Armor, Health and Power bars as of the alpha build]]
====[[Armor=]]===
'''Armor''' mitigates 1 point of damage for every 25 points of armor remaining.
'''Health''' can be topped up with Potions during combat.
Combat abilities also can heal over time (see [[Mentalism]]) or heal by a flat amount.
Some combat skills such as [[Mentalism]] also provide Health, Power can be topped up with potions, which is relatively useful in some situationsand Armor regeneration. It can also be topped up with Some of the general ability abilities are group-oriented, other abilities are self-help (insert name) which as for example ''Positive Attitude'' will quickly restore a long reuse time. Lastly small amount of Armor, Health and Power regeneration can be enhanced in combat through Mentalism abilities).
In-combat regeneration from foods or drinks is a rarer commodity. There are in-combat Power or Health regeneration potions that can be bought from NPCs or crafted. They tend to be very pricey, and of course have a fairly limited duration. If you "mezz" a creature for long enough (eg. [[Psychology|Tell Me About Your Mother]]), the "In combat" indicator will disappear and one update of out of combat regeneration will happen, even though the creature is still aggressive. ===Foods===Most types of '''regenerative foods and drinks''' are crafted or bought. Exceptions are the '''Mild Cheddar Cheese''' which drops from Giant Rat, and Milk which can be obtained from the Cows in Serbule with an empty bottle. These are non-negligible sources of Power regeneration which can be very helpful to new players. ===Buffs===Typically one food or drink can stack with one snack and one flower. 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). For people specialised in [[Sword]] combat, the [[Calligraphy]] skill offers a temporary effects that allows for special combinations. Similarly the [[Meditation]] skill offers temporary effects for people specialised in [[Unarmed]] combat. ==Rage and Special Attacksspecial attacks==[[File:Foe using Special Ability (Rage).jpg|thumb|right|300px|This goblin has both the is in '''Rage'vulnerable'' state as indicated by the overhead icon and the '''Vulnerability''' red glow going on.]]
'''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.
You can tell when an enemy uses a special attack by the overhead icon.
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] <small>May 13, 2014</small>|I’m leaving the Rage system alone for now, until we have more players grouping up. Looking at the stats for small group combat, it looks like groups use rage-depletion a little more often. So it may be that I can tailor Rage to be a more compelling group-combat mechanic, where one person in the group has the “rage-keeper” role. That could be interesting.<ref name="blog1">[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Design Issues Still Needing Improvement]</ref>
}}
==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.
One way the game currently addresses this is that you can not “sprint” backwards, just walk backwards. So if you want to get away quickly, you have to turn around.
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] <small>May 13, 2014</small>|But that change by itself doesn’t solve anything, because the game doesn’t force you to face your target to attack things right now. This means you can turn away from the monster, run down the hall at high speed, and keep shooting arrows — the arrows would go through your head and hit the monster behind you. This is silly and bizarre.<ref name="blog1"></ref>}}
Kiting is something the devs want to address eventually, although it is intended to allow some amount of kiting — "archers should be able to move and get a few extra attacks in".
A big red glowing thing happens when the monster is vulnerable, plus it makes a sound.
An icon flashes over the monster’s head when they’re vulnerable, and the tutorial cave [[Anagoge]] Island has an explanatory tip about this (when you get your first Sword ability that does extra vuln vulnerable damage). ==Looting enemies!== Loot appears at the top of the loot window and can be picked up via either double-clicking the icon, or by using the Loot All button. Not all creatures will have loot.
When an enemy is slain and it drops special loot (about regeneration available from skills such as Mentalismcyan, yellow, note that it purple colour), there is quite low like 4 Health every 4 seconds)a distinctive sound and a particle effect.
==Ability Tags==Some abilities are classified as "Nice Attack", "Core Attack", "Epic Attack", or "Signature Debuff". 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 +64 damage". This will boost the damage of all abilities which are tagged as "Nice Attacks" (about regeneration available this will affect Nice Attacks from potions, few time limited poitions can regenerate health in-combatany skill, they are highly priced)not only Sword's Nice Attacks.