Combat and PVP

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Re: Combat and PVP

Postby TeckXKnight » Fri Sep 30, 2011 2:03 pm

I had nearly forgotten but I believe Patchouli_Knowledge's information is highly relevant to this thread.
Patchouli_Knowledge wrote:
  • Your attack weight is determined by what type of attack you use. Attacks that has a fist icon as weight utilize your unarmed combat rating. Attacks that has a sword icon as weight utilize your melee combat rating as weight. Note that these weight may also have a fraction next to it. This is how much your attack is multiplied by.
  • Your defense weight is determined by what maneuver you are using when attacked. Again the icon will indicate what combat rating it will utilize but the only maneuver that uses melee combat rating is shield. WARNING: If you are moving and do no have a combat command issued, your defense weight is 0. Meaning you will take full damage and your defense bar is depleted.
  • Advantage gives a bonus to your combat weight by 20% x advantage rating when positive. It will not reduce your weight if it is in the negative but the negative indicates how many points of advantage you need to restore it to neutral.


  • The amount of defense that an attack will damage the defense is = sqrt ( (Att weight / def weight) * % of att bar) / 2. I'll call this formula A.
  • If the above formula is above (def weight) * % of def bar (I'll call this formula B),
  • then you deal: full damage * martial/peaceful belief modifier * ( (A - B) / A).
. If you are not using valorous strike, you will gain a +1 advantage. You will also deal a percentage of piercing damage that ignores armor if the damage weapon permits as mentioned in this thread.
[*]Unarmed has a 30% damage bypass. Axes have a 5% damage bypass. Swords and range weapons have a 0% bypass.
[/list]

Can someone check the above formula to see if I made an error somewhere?

  • The damage will first be subtracted by total amount of deflect armor value which is the number to the left.
  • The damage will next be subtracted by the total amount of absorb armor value which is the number to the right. That value will reduce the amount of HP for each armor piece in relation to the amount of absorb armor value it has (need confirmation). Should an armor run out of HP, it will be destroyed. Damage to armor cannot be repaired
  • Any damage that is not negated will strike directly to your HP.
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Re: Combat and PVP

Postby deadlyhabit » Fri Sep 30, 2011 2:36 pm

TeckXKnight wrote: If you are moving and do no have a combat command issued, your defense weight is 0. Meaning you will take full damage and your defense bar is depleted.


good to know, see I always thought if someone was attacking me, I could move back when my friend is ready to get a moving sting but now I see I would only really be putting myself at risk since the opponent wouldn't be affected by moving if he is attacking me :(
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Re: Combat and PVP

Postby TeckXKnight » Fri Sep 30, 2011 2:48 pm

Still worth moving between attacks if you're fast and clever enough to drop something to block pathing on your opponent. You can cause all sorts of damage and pain if you're smart. Mobile combat is a big thing and completely changes the dynamic of combat.
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Re: Combat and PVP

Postby Valten21 » Fri Sep 30, 2011 10:12 pm

It's things just like that, DeadlyHabit, that you can find out with someone like us teaching you. You came up with an idea, test it. That's what seperates us.
You may have foiled the plans of BAD-EVIL this time, but there is no rest for the wicked.
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Re: Combat and PVP

Postby Dataslycer » Sat Oct 01, 2011 4:26 am

Unlike a lit of people out there, I'm not so keen enough to invent much of my own technique as I am more taught by others but what I do know I try to apply and practice as often as I can as well as analyze it. There's somethings even mathcrafting won't achieve or take into account.
If you keep focusing on the shadow behind, you will not see the light in front of you.

Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
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Re: Combat and PVP

Postby ninja_yodeler » Sat Oct 01, 2011 3:12 pm

I'm just going to take advantage of all the help I can get here :P

TechX you mentioned evil eye could be useful when combined with combat med, but so far I havnt been to successful in useing Combat med properly, it says in the formula the reduce cool down time is determined by the intensity, but so far i havnt seen a difference in have 10 intensity and 0 intensity, so im doing something wrong : /
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Let us reflect upon the good he was able to do during his short time in the hearthlands.
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Let us hope he can surpass his previous achievements in his future lives.
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Re: Combat and PVP

Postby TeckXKnight » Sat Oct 01, 2011 4:04 pm

ninja_yodeler wrote:I'm just going to take advantage of all the help I can get here :P

TechX you mentioned evil eye could be useful when combined with combat med, but so far I havnt been to successful in useing Combat med properly, it says in the formula the reduce cool down time is determined by the intensity, but so far i havnt seen a difference in have 10 intensity and 0 intensity, so im doing something wrong : /

I'm not sure what you mean? Combat intensity reduces cooldown times for both combatants but the maneuver Combat Meditation has its own effect. It generates a status that is fed each time your opponent uses a move on you. It is easily one of the best maneuvers as the time advantage it gives far outweighs the combat advantage you give your opponent if you're being offensive.
"Combat Meditation
Weight: Unarmed Combat
Effect: -0.2 Combat Advantage. Gives you a temporary status effect that reduces the cooldown of your moves by 25% * Delta."


The only time I've used it before was when my opponent had managed to break my defense and was about to hit me with a sword attack. I had anticipated the worst and put up Combat Meditation then about 2 seconds after his last flex I dropped evil eye. I timed it right, he couldn't switch out and wasted a Valor Strike with 0% attack on me. This was lucky and he had reset advantage, given himself a large cooldown time, and used up a huge amount of IP and intensity between the punches and VS.

I don't advise trying to use this strategy without lots of practice. This is one of those things that can Very easily backfire if your opponent has enough time to cancel their attack or just wastes a punch.
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Re: Combat and PVP

Postby Dataslycer » Sun Oct 02, 2011 1:19 am

An unlisted disadvantage of valorous strike is that it gives your enemies 2 IP as well, as if it isn't inhibiting enough as it is without it.

The thing about evil eye is that it has the longest cooldown of the game. Whiff it and you are stuck with just maneuvers for a long time. If you are MC, you can't do much where you are standing.
If you keep focusing on the shadow behind, you will not see the light in front of you.

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Re: Combat and PVP

Postby ninja_yodeler » Sun Oct 02, 2011 2:17 am

Oh, my bad. I dont know how i got the impression meditation is affected by intensity :?

Combat Meditation has its own effect. It generates a status that is fed each time your opponent uses a move on you.


That would be my problem I think, I've just been practising on a fresh spawn alt, trying to experiment and get to know what each move is doing for me. So the amount it reduces cooldown determined by how many moves they have used on me? So if they use charge 10 times. it would reduce it twice as much than if they only charged 5 times?

Still not to sure about this/
Phaen wrote:RIP Homicidal Ninja :(
Let us reflect upon the good he was able to do during his short time in the hearthlands.
Let us remind ourselves of his bravery and willingness to fight for the safety of his friends!
Let us hope he can surpass his previous achievements in his future lives.
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Re: Combat and PVP

Postby NaoWhut » Sun Oct 02, 2011 4:00 am

There's a bar next to TW and stuff, right
below hunger. It shows you how much of
a reduction you'll have on your next skill,
which can be up to a 100% reduced cooldown.

Meaning an instant cool down
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