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Overhauling combat overview. Part 3
[[File:Armor Health and Rage indicators.jpg|thumb|center|673px|Armor, Health and Power bars as of the alpha build]]
<div style="margin-left: 2em">===[[Armor]]===
Incoming damage will affect both health and armor while each are available. Some enemies and many player skills can bypass armor entirely. Many sources of Acid damage deal ONLY armor damage.
'''Armor''' mitigates 1 point of damage for every 25 points of armor remaining.
'''Thick Armor''' instead mitigates 1 point of damage for every 20 points of armor remaining. Found on enemies, as a [[Shield]] Treasure Effect, by drinking a [[Thick Armor Potion]], or even as a special attribute on a pet [[Graz]]. See [[Armor]] for more on armor types found in the game.
===[[Health]]===
===Power===
'''Power''' is consumed to use most abilities, flying, and running in combat. Most basic attacks have no '''Power''' requirement, intended to provide a default attack, however, the cost can be augmented by Treasure Effects, enemy debuffs (most notably Broken Bones), and buffs. Power is used for ALL abilities, martial, magical, mental, or otherwise.
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==Damage==
'''Damage''' is split into many subtypes.
<div style="margin-left: 2em">====Direct, Indirect, and Targeted Damage===='''Direct Damage''' is the upfront, "I bonk enemy," type of damage.
<code>(((Base Damage + Skill|Generic Added Damage) * (Sum of all Skill|Generic Damage Modifier)) + (Base Damage * Base Damage Multiplier))</code>
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 higher the base damage is ([[Crossbow]] and Epic Attacks receive the most benefit) as well as the more damage types you add, the skill uses; 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====
'''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 InstinctInstincts]]'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====
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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===Damage Types===
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'''Damage''' is split into five Categories, '''Physical''', '''Elemental''', '''Body''', '''Esoteric''', and '''Other'''
For further information, a list of damage conversions, and a skill breakdown of damage types used, see [[Damage Types]]
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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====
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.
=====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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==Mitigation and Resistances==
The ability to reduce or resist incoming damage through various means. '''Reading the verbiage of the ability/mod/buff must be done to understand whether it is increasing damage (modifying mitigation) or reducing resistance/increasing vulnerability (modifying resistance).''' It is unknown which calculation happens first, but modifying enemy resistance is generally more powerful as it can make a previously immune enemy begin to take damage.
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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" (Poison, Indirect, DoT) to as general as Universal Damage Mitigation, 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."
[[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===
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%
*Ineffective: 99%-51%
*Very Ineffective: 50% and below
*Immune: 0%
Many Treasure Effects can increase the vulnerability of enemies, though none so notably as [[Archery]] modded for poison damage being able to take a [[Poison Slug]] from Immune to Effective damage.
There is no known cap to how vulnerable an enemy can be to a damage type.
Player Resistance is most easily acquired through Treasure Effects and [[Meditation]]. Raksasha can also use a Racial Jewelry to get a permanent 10% resistance to Nature damage by wearing [[Rattail-Ring of Screeching]].
==Regeneration in and out of combatRecovery==[[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.
Eating food and receiving a (by default) 1 hour food buff is the intended way to
A meal and a snack can be consumed simultaneously, eating multiple meals or snacks will result in only the highest food buff of each type being active, although all others will still be active.
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===Combat Refresh===
The simplest way to recover Armor, Health, and Power; it is most often found from Food buffs, Equipment, and Treasure Effects.
By default, '''Combat Refresh''' has a 15 second cooldown which can be modified by Treasure Effects or by wearing three or more pieces of Organic Armor which will set the default to an 8 second cooldown.
===Restoration===
Abilities, potions, and buffs can restore Armor, Health, and Power while in combat. Potions will require some amount of Metabolism to use. [[First Aid]], [[Armor Patching]], and [[Survival Instincts]] can restore Health and Armor.
===In-Combat Regeneration===
===Out-of-Combat Regeneration===
Regeneration appears to "tick" once every four seconds (so if a food says "+5 Health per update" it means +5 Health every 4 seconds).
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.
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===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.