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Combat overhaul part 5
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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===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 +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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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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==Status Effects=Buffs=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). <div style="margin-left: 2em">===Alarmed===Typically one food When a player wanders to close to an enemy, or drink can stack attacks an enemy, the target will attempt to call out to any allies. Call range varies by mob, and only other mobs that are allied with the target will be care. "Body pulling," (attempting to attract an enemy 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. 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. ===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 snack can view what the boost provided by enemies are. Stunning, Knocking Back, or Mesmerizing an enemy attempting to boost will cancel the ability (killing it works too). ===Stun===When enemies or players are stunned, they lose all evasion chance and one flowerthey are unable to use any abilities (unless the ability is modded to be "Able to be Used While Stunned"). However this is , potions and instant food can still very much in developmentbe 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 seems is assumed that foods provide Health they are just positive and Powernegative values in the back end, while drinks provide only Power. Both as [[Scorpion]]'s "Nigh Invulnerable until Knocked Back" can be stackedaccomplished with either a knockback or a pull. Flowers provide a max power bonus (right-click them) While the player is being knocked back or pulled, they are considered "in air," which may disable some abilities.
==Rage and special attacks=Vulnerable===[[File:Foe using Special Ability (Rage).jpg|thumb|right|300px|This goblin is in ''Occasionally, an enemy will feel vulnerable'' state as , indicated by a purple aura and an audio notification. Abilities that deal extra damage to vulnerable enemies will consume the overhead iconvulnerable status effect to deal extra damage for one attack. Some skills, like [[Staff]]can be modded to force vulnerability. </div> ==Rage and Special attacks==<div style="margin-left: 2em">'''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 use their super power'''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.
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).
{{Quote|source=[http://projectgorgon.com/2014/05/design-issues-still-needing-improvement/ Developer blog] <small>May 13, 2014</small>|
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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 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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==Movement and kiting==
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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.
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".
==Looting enemies!==
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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 (cyan, yellow, purple colour), there is a distinctive sound and a particle effect.
[[Category:Mechanics]]