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− | {{Incomplete|[[Refactor]] March 02, 2023}}[[File:Combat UI v2.png|alt=|thumb|480x480px|Combat UI]] | + | {{Incomplete|[[Refactor]] March 02, 2023}} |
+ | [[File:Combat UI v2.png|alt=|thumb|480x480px|Combat UI]] | ||
'''Combat''' is a game-play mechanic where players fight enemies located within increasingly more difficult zones. A beginner's guide on combat can be found on the wiki page [[combat guide]] or on the forum [https://forum.idlescape.com/topic/107/sloppy-seconds-the-mainscape-combat-guide-by-magnus combat guide made by Magnus]. | '''Combat''' is a game-play mechanic where players fight enemies located within increasingly more difficult zones. A beginner's guide on combat can be found on the wiki page [[combat guide]] or on the forum [https://forum.idlescape.com/topic/107/sloppy-seconds-the-mainscape-combat-guide-by-magnus combat guide made by Magnus]. | ||
There are 6 skills to level in combat; [[Combat#Constitution|constitution]], [[Combat#Attack|attack]], [[Combat#Strength|strength]], and [[Combat#Defense|defense]], magic and range.<br /> | There are 6 skills to level in combat; [[Combat#Constitution|constitution]], [[Combat#Attack|attack]], [[Combat#Strength|strength]], and [[Combat#Defense|defense]], magic and range.<br /> | ||
+ | |||
+ | == Beginners Guide to Combat == | ||
+ | |||
+ | === How it works === | ||
+ | There are four styles of combat that you can choose to do: melee, ranged, magic, or hybrid. Melee makes use of melee weapons (such as scimitars and daggers). | ||
+ | |||
+ | Ranged makes use of ranged weapons (such as longbows and crossbows). | ||
+ | |||
+ | Magic makes use of magic weapons (such as staffs and wands). | ||
+ | |||
+ | Hybrid utilizes 2 or more of the above skills with weapons that provide hybrid statistics (such as Shapeless Scythe). | ||
+ | |||
+ | === Statistics === | ||
+ | There are several values used in Idlescape Combat 2.0 that change how well you perform in combat. | ||
+ | |||
+ | ==== Damage Statistics ==== | ||
+ | '''Strength (STR):''' Your melee offense statistic. This directly translates to your melee damage output. | ||
+ | |||
+ | Example: +100 STR is better than +80 STR and will lead to a higher average damage output. | ||
+ | |||
+ | '''Dexterity (DEX):''' Your ranged offense statistic. This directly translates to your ranged damage output. | ||
+ | |||
+ | Example: +100 DEX is better than +80 DEX and will lead to a higher average damage output. | ||
+ | |||
+ | '''Intelligence (INT):''' Your magic offense statistic. This directly translates to your magic damage output. | ||
+ | |||
+ | Example: +100 INT is better than +80 INT and will lead to a higher average damage output. | ||
+ | |||
+ | '''Critical Hit Chance (Crit Chance):''' This is the chance that your attack hits critically every time you land a hit on your enemy. | ||
+ | |||
+ | '''Critical hit Multiplier (Crit Mult):''' This is the value that your damage will be increased by if you land a critical hit on your enemy. | ||
+ | |||
+ | Example: Having a Crit Chance of 30% and a Crit Mult of 50% means that your maximum damage is increased 30% of the time by 50%. | ||
+ | |||
+ | ==== '''Attack Statistics''' ==== | ||
+ | Attack Statistics can be broken down into three groups: | ||
+ | |||
+ | Overall Statistics (Melee, Magic, Ranged) | ||
+ | |||
+ | Physical Statistics (Slashing, Piercing, Blunt) | ||
+ | |||
+ | Magic Statistics (Chaos, Fire, Ice) | ||
+ | |||
+ | '''Overall Statistics:''' These values tell you your accuracy for each combat style. The difference is these values are applied to each combat style regardless of what subclass you are using (subclasses being ice mage or crush melee). | ||
+ | |||
+ | '''Physical Statistics:''' These values tell you your accuracy for each subclass of melee and ranged combat. Because melee and ranged both use physical damage and use the same subclasses (blunt, piercing), they both are affected by these values. | ||
+ | |||
+ | '''Magic Statistics:''' These values tell you your accuracy for each subclass of magic combat. | ||
+ | |||
+ | Example: To calculate the hit-chance on your enemy when using a fire-based ability with magic damage, the game will run a calculation using Magic Accuracy, then Fire Accuracy, then take an average of the two. | ||
+ | <br /> | ||
+ | |||
+ | ==== '''Defense Statistics''' ==== | ||
+ | '''Protection:''' This is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value. | ||
+ | |||
+ | '''Resistance:''' This is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value. | ||
+ | |||
+ | '''Agility:''' This value is used to calculate your dodge chance. The higher this value is, the less likely it is that an enemy will be able to hit you. | ||
+ | |||
+ | '''Stamina:''' This value is used to calculate your total health. | ||
+ | |||
+ | === Affinities === | ||
+ | Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. The best example of this is the Stygian Chestplate, which gives lots of negative offensive affinities, but lots of positive defensive affinities. This makes it very effective at tanking (absorbing lots of damage without being dealt it), but not good at DPS (damage per second). Affinities are added together from item to item (ex. a fire amulet provides +15% fire affinity, which would be added with the +35% fire affinity given by the Mantle of Flame to give a total fire affinity of +50%). | ||
+ | |||
+ | '''Offensive Affinities:''' These values are expressed in + or - percents, increasing or decreasing your effectiveness when using a certain subclass of combat. | ||
+ | |||
+ | Example: Having a positive fire affinity of +50% means you are 50% more effective at dealing fire damage. | ||
+ | |||
+ | '''Defensive Affinities:''' These values are expressed in + or - percents, increasing or decreasing your effectiveness when fighting against a certain subclass of combat. | ||
+ | |||
+ | Example: Having a negative blunt affinity of -6% means you are 6% less effective at reducing/dodging any blunt attacks towards you. | ||
+ | |||
+ | Effectiveness of Affinities: Affinities increase or decrease your total effectiveness in combat, but not as drastically as it first seems. Each ability used takes an average of all styles used in an ability. | ||
+ | |||
+ | +50% affinity in magic, +115% affinity in fire, using ‘fireball’ ability | ||
+ | |||
+ | ↓↓ | ||
+ | |||
+ | (AbilityAffin1*AffinityMult1 + AbilityAffin2*AffinityMult2) / 2 | ||
+ | |||
+ | ↓↓ | ||
+ | |||
+ | (1.00*1.50 + 1.33*2.15) / 2 | ||
+ | |||
+ | ↓↓ | ||
+ | |||
+ | Effectiveness = 2.179 | ||
+ | |||
+ | === Ability Rotation === | ||
+ | One of the biggest things added with combat 2.0 is the ability rotation. This allows you to customize how you attack enemies to your own liking. | ||
+ | |||
+ | When on the combat screen before entering combat, there is a box filled with abilities that you can choose to do. You must have an auto-style ability that has no cooldowns, and you can then add other abilities. The maximum number of abilities you can have in your ability rotation can be increased by increasing your total number of combat levels. These abilities can be item-specific (meaning you must have a certain item equipped to use them), or they can be universal abilities (meaning you can always use them, no matter what). Universal abilities can be obtained by consuming skill books, which drop from dungeons. | ||
+ | |||
+ | ==== Using These Things ==== | ||
+ | There are several different ways that these statistics can be used to your advantage and we encourage all players to try out their own loadouts and combinations to have the best experience they can. Here are a few tips and examples: | ||
+ | |||
+ | '''The Tank:''' Tanking means you absorb lots of damage without actually taking it. Often that includes using a breastplate, as it has the abilities “Taunt” and “Tank Taunt”, which increase the “Threat” of the player, making them the target for enemies to hit. These are often used in group dungeons so that only one person takes the majority of the damage, so everyone else can focus on increasing their DPS. | ||
+ | |||
+ | '''The Glass Cannon:''' These loadouts often focus on only items that increase their overall DPS output. This means that their defensive stats and affinities are often sacrificed for small increases in DPS. They die very easily, but deal the most damage. | ||
==Zones== | ==Zones== |
Revision as of 04:21, 26 May 2023
Combat is a game-play mechanic where players fight enemies located within increasingly more difficult zones. A beginner's guide on combat can be found on the wiki page combat guide or on the forum combat guide made by Magnus.
There are 6 skills to level in combat; constitution, attack, strength, and defense, magic and range.
Contents
Beginners Guide to Combat
How it works
There are four styles of combat that you can choose to do: melee, ranged, magic, or hybrid. Melee makes use of melee weapons (such as scimitars and daggers).
Ranged makes use of ranged weapons (such as longbows and crossbows).
Magic makes use of magic weapons (such as staffs and wands).
Hybrid utilizes 2 or more of the above skills with weapons that provide hybrid statistics (such as Shapeless Scythe).
Statistics
There are several values used in Idlescape Combat 2.0 that change how well you perform in combat.
Damage Statistics
Strength (STR): Your melee offense statistic. This directly translates to your melee damage output.
Example: +100 STR is better than +80 STR and will lead to a higher average damage output.
Dexterity (DEX): Your ranged offense statistic. This directly translates to your ranged damage output.
Example: +100 DEX is better than +80 DEX and will lead to a higher average damage output.
Intelligence (INT): Your magic offense statistic. This directly translates to your magic damage output.
Example: +100 INT is better than +80 INT and will lead to a higher average damage output.
Critical Hit Chance (Crit Chance): This is the chance that your attack hits critically every time you land a hit on your enemy.
Critical hit Multiplier (Crit Mult): This is the value that your damage will be increased by if you land a critical hit on your enemy.
Example: Having a Crit Chance of 30% and a Crit Mult of 50% means that your maximum damage is increased 30% of the time by 50%.
Attack Statistics
Attack Statistics can be broken down into three groups:
Overall Statistics (Melee, Magic, Ranged)
Physical Statistics (Slashing, Piercing, Blunt)
Magic Statistics (Chaos, Fire, Ice)
Overall Statistics: These values tell you your accuracy for each combat style. The difference is these values are applied to each combat style regardless of what subclass you are using (subclasses being ice mage or crush melee).
Physical Statistics: These values tell you your accuracy for each subclass of melee and ranged combat. Because melee and ranged both use physical damage and use the same subclasses (blunt, piercing), they both are affected by these values.
Magic Statistics: These values tell you your accuracy for each subclass of magic combat.
Example: To calculate the hit-chance on your enemy when using a fire-based ability with magic damage, the game will run a calculation using Magic Accuracy, then Fire Accuracy, then take an average of the two.
Defense Statistics
Protection: This is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value.
Resistance: This is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
Agility: This value is used to calculate your dodge chance. The higher this value is, the less likely it is that an enemy will be able to hit you.
Stamina: This value is used to calculate your total health.
Affinities
Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. The best example of this is the Stygian Chestplate, which gives lots of negative offensive affinities, but lots of positive defensive affinities. This makes it very effective at tanking (absorbing lots of damage without being dealt it), but not good at DPS (damage per second). Affinities are added together from item to item (ex. a fire amulet provides +15% fire affinity, which would be added with the +35% fire affinity given by the Mantle of Flame to give a total fire affinity of +50%).
Offensive Affinities: These values are expressed in + or - percents, increasing or decreasing your effectiveness when using a certain subclass of combat.
Example: Having a positive fire affinity of +50% means you are 50% more effective at dealing fire damage.
Defensive Affinities: These values are expressed in + or - percents, increasing or decreasing your effectiveness when fighting against a certain subclass of combat.
Example: Having a negative blunt affinity of -6% means you are 6% less effective at reducing/dodging any blunt attacks towards you.
Effectiveness of Affinities: Affinities increase or decrease your total effectiveness in combat, but not as drastically as it first seems. Each ability used takes an average of all styles used in an ability.
+50% affinity in magic, +115% affinity in fire, using ‘fireball’ ability
↓↓
(AbilityAffin1*AffinityMult1 + AbilityAffin2*AffinityMult2) / 2
↓↓
(1.00*1.50 + 1.33*2.15) / 2
↓↓
Effectiveness = 2.179
Ability Rotation
One of the biggest things added with combat 2.0 is the ability rotation. This allows you to customize how you attack enemies to your own liking.
When on the combat screen before entering combat, there is a box filled with abilities that you can choose to do. You must have an auto-style ability that has no cooldowns, and you can then add other abilities. The maximum number of abilities you can have in your ability rotation can be increased by increasing your total number of combat levels. These abilities can be item-specific (meaning you must have a certain item equipped to use them), or they can be universal abilities (meaning you can always use them, no matter what). Universal abilities can be obtained by consuming skill books, which drop from dungeons.
Using These Things
There are several different ways that these statistics can be used to your advantage and we encourage all players to try out their own loadouts and combinations to have the best experience they can. Here are a few tips and examples:
The Tank: Tanking means you absorb lots of damage without actually taking it. Often that includes using a breastplate, as it has the abilities “Taunt” and “Tank Taunt”, which increase the “Threat” of the player, making them the target for enemies to hit. These are often used in group dungeons so that only one person takes the majority of the damage, so everyone else can focus on increasing their DPS.
The Glass Cannon: These loadouts often focus on only items that increase their overall DPS output. This means that their defensive stats and affinities are often sacrificed for small increases in DPS. They die very easily, but deal the most damage.
Zones
Locations
Solo Combat
Zone | Lowest Recommended Combat Levels | Lowest Recommended Gear |
---|---|---|
Farm | 1 - 20 | None - Bronze |
Caves | 10 - 30 | Bronze - Iron |
City | 20 - 60 | Iron - Adamantite |
Deep Pit * | 50 - 60 | Adamantite - Runite |
Living Forest * | 50 - 60 | Adamantite - Runite |
Lava Maze | 60 - 80 (Using 1 of Healing, Overhealing, or Corrupted Ring) | Adamantite - Runite |
Corrupted Lands | 70 - 90 (Using 1-2 of Healing, Overhealing, or Corrupted Ring) | Runite - Stygian |
Valley of Giants | 80 - 99 (Using 1-2 of Healing or Overhealing) | Runite - Stygian |
Elite Scroll | <- Click for more info | Runite - Stygian |
Zones marked with * are special combat areas
Group Combat
Zone | Lowest Recommended Combat Levels | Lowest Recommended Gear | Maximum Amount Of Players |
---|---|---|---|
Chaos Wastes | 90 - 99 | Stygian +5 | 2 |
Goblin Village | 80 - 99 | Obsidian +5/Runite +0 | 3 |
Dark Fortress | 90 - 99 | Runite +5 | 3 |
Giant's Keep | 99 | Stygian +5 | 5 |
RISE OF INFO | 99 | See ROI page | 10 |
Encounter table
Zones | Monster | Encounter Rate | HP |
---|---|---|---|
Farm | Chicken | 30% | 3 |
Rat | 30% | 2 | |
Cow | 30% | 8 | |
Goblin | 10% | 5 | |
Caves | Goblin | 45% | 5 |
Imp / Greater Imp | 55% | 10 | |
City | Guard | 80% | 22 |
Black Knight | 20% | 42 | |
Living Forest | Spriggan | 100% | 75 |
Deep Pit | Greater Demon | 100% | 89 |
Lava Maze | Deadly Red Spider | 40% | 35 |
Lesser demon | 60% | 81 | |
Corrupted Lands | Corrupted Tree | 45% | 95 |
Infected Naga | 45% | 100 | |
Bone Giant | 10% | 125 | |
Valley of Giants | Fire Giant | 33% | 130 |
Moss Giant | 33% | 150 | |
Ice Giant | 33% | 160 | |
Chaos Wastes* | Chaos Giant | 50% | 300 |
Chaotic Abomination | 50% | 425 |
* Chaos Wastes is a combat zone balanced for group combat, allowing a maximum of two players in a party to fight alongside each other. Stats differ for one and two players.
Special combat areas include the Foraging zone Living Forest, and the Mining zone Deep Pit, where you may randomly encounter Spriggans or Greater Demons respectively. Players may not run from these encounters, and failing results in a 15-minute lockout timer before they can access that zone again.
Combat Experience
Players gain combat skill experience when dealing damage; 2 experience in the selected combat skill and 1 experience in Constitution per damage dealt. When fighting in a balanced stance, each skill gains 2/3 of an experience per point of damage. Fractions of experience are not shown but are kept so a balanced stance does not gain or lose experience through rounding.
Death
Death occurs when a player's health reaches zero. The preceding action will be cancelled and the player returns to idling.
Health slowly regenerates on its own and can be modified with the Scroll of Healing. Dying will not result in the loss of exp/items/gold etc.
Skills
Combat skills | ||
---|---|---|
Constitution | Constitution in addition to the Scroll of Fortitude is the skill that determines a player's maximum hitpoints (HP). The amount of health left can be seen next to the heart icon in the combat page.
Food can restore health inside or outside of battle, and can provide buffs to combat for a short time. Default auto-eat will only trigger when the missing HP is less than 3/2 the food healing amount. Change auto-eat to percent of HP remaining in settings for high healing food if max HP is too low to trigger the default setting. | |
Attack | Attack determines a player's hit chance, along with the players accuracy bonus. | |
Strength | Strength contributes to your maximum damage per hit, along with the players melee strength bonus. | |
Defense | Defense determines a players dodge chance. |
Mastery levels have no effect on combat.
Stats
There are various stats that can affect combat. These stats are determined by a player's equipment (armor and weapon), although each point in a player's level contributes more to stats than equipment.
Accuracy
Accuracy is determined from a combination of stats from equipment and attack level which is used to determine hit chance.
The formula for accuracy is
Keep in mind that the hit chance is also determined by an enemy's defense toward your attack type.
The only way to deal 0 damage is by missing the target, all accurate hits will deal at least 1 damage. The Demon Skin buff can decrease a damage to 0.
Strength
Strength from equipment determines the maximum damage you can deal along with strength level. The damage you deal can also be affected by enchantments such as Scroll of Critical Strike, Scroll of Patience, and Scroll of Recklessness. Keep in mind that patience and recklessness adds to both the minimum and maximum damage while strength only adds to the maximum damage.
Max hit can be calculated with the following formula:
Max hit from a hard-hitting monster can only be decreased with the Scroll of Protection and/or the Demon Skin buff.
Defense
Defense from equipment and bonuses determine the dodge rate along with defense level. Keep in mind that dodge chance is also determined by enemy's attack and your defense to their attack type.
The formula for defense is where you use the corresponding defense bonus for whatever type of attack you are defending from (ex. Stab).
Attack Type
There are three attack types (slash, stab, crush) which is determined by the weapon you use (bare hands are considered crush). Attack type determines the type of defense the enemy uses. This can be important since some enemies are weak to one type of attack, making it easier to hit if that type of attack is used. E.g. all giants are weak to crush, making battleaxes effective weapons to use.
Hit Chance
If Accuracy > Defense:
Else:
Attack Speed
Attack speed is a stat that determines the amount of time between attacks. The attack speed differs with every weapon. Bare fists have an attack speed of 2.4 seconds.
The Scroll of Patience increases damage based on how slow the weapon hits.
Enchantments
List of useful Enchantments.
Scroll | Slot | Level | Silver Amount | Rune Amount | Runes | Effect per scroll |
---|---|---|---|---|---|---|
Scroll of Weakening | Helm, Body, Legs, Shield, Weapon | 4 | 100 | 20 | Air, Fire, Mind | Decreases the level requirements of the item by 1. |
Scroll of Healing | Shield, Combat-Amulet | 10 | 200 | 30 | Blood, Nature, Cosmic | Passive heal per tick increased by 20%. Increases health received from consumables by 10%. |
Scroll of Fortitude | Shield, Combat-Amulet | 68 | 800 | 70 | Blood, Chaos, Nature | Increases stamina by 10. |
Scroll of Force | Shield | 79 | 900 | 80 | Blood, Death, Chaos | Gain 1% of your protection as strength. |
Scroll of Overhealing | Weapon | 11 | 200 | 30 | Air, Water, Death | Heal for 1% of overkill damage on a target. |
Scroll of Accuracy | Weapon | 28 | 400 | 40 | Blood, Death, Mind | Increases accuracy for all three combat styles by 3% multiplicatively. |
Scroll of Critical Strike | Weapon | 52 | 600 | 60 | Blood, Death, Chaos, Cosmic | Increases critical chance and damage multiplier by 2.5%. |
Scroll of Endless Ammo | Cape, Weapon | 29 | 400 | 40 | Chaos, Nature, Mind | Gain a 17% chance to not consume ammo (resulting in 20% more uses from each ammo piece on average). Works on ranged projectiles, melee whetstones, and magic charms. |
Scroll of Rune Reserves | Cape, Weapon | 35 | 500 | 50 | Water, Chaos, Mind | Gain a 33% chance to not consume runes when using abilities (resulting in 50% more ability uses for the same rune cost). |
Scroll of Reinforcement | Helm, Body, Legs | 13 | 200 | 30 | Death, Chaos, Mind | Increases agility by 12. |
Scroll of Protection | Helm, Body, Legs | 31 | 400 | 40 | Air, Earth, Cosmic | Increases protection by 10. |
Scroll of Resistance | Helm, Body, Legs | 32 | 400 | 40 | Air, Fire, Cosmic | Increases resistance by 10. |
Scroll of Recklessness | Helm, Body, Legs | 80 | 1000 | 80 | Blood, Death, Chaos | Additively increases offensive magic, range, and melee affinity by 2.0% but reduces the respective defensive affinities by the same amount. |
Scroll of False Equilibrium | Helm, Body, Legs | 81 | 1000 | 80 | Blood, Death, Chaos | Increases maximum damage and decreases minimum damage by 1.5%. |
Scroll of Patience | Body, Legs | 82 | 1000 | 80 | Air, Water, Death | Slower abilities and attacks receive a maximum damage bonus scaling on attack speed. Scales off of ability speed, capping at 50% increase or decrease. |
Scroll of the Treasure Hunter | Gloves, Boots | 85 | 1200 | 100 | Chaos, Nature, Cosmic | Increases your chance of finding items from slain enemies by 3%. |
Scroll of Prolonging | Gloves, Boots | 58 | 700 | 60 | Nature, Mind | Gain a 20% chance to not consume a buff stack (resulting in 25% more uses from a buff on average). |
Scroll of Enlightenment | Gloves, Boots | 73 | 900 | 70 | Air, Water, Chaos, Mind | Gain 1 more essence per action where essence is acquired. |
Food Buffs
Image | Enchantment | Effect | |
---|---|---|---|
Nimble | Increases defense for a short time. Each level of Nimble increases defense by around 10%. Eating food with spider legs as an ingredient will grant this buff; a popular recipe is 5 spider legs. | ||
Demon Skin | Reduces all damage taken in combat by the level of the demon skin. This only affects combat, so if consumed while out of combat there will be no effect. If you stop fighting, the buff disappears. It can be created by cooking food with Ichor; an example is 4 apples and 1 Ichor. Stacks are not consumed if the monster hits a 0. |
Special Combat
Elite Scroll
Elite Scrolls are found as a combat drop and offers a harder combat challenge for the player when the seal is broken. All combat zones drop a scroll, full info can be found here
Dungeon
Dungeons are multiplayer instances containing harder versions of the monsters and a boss. A key is required to enter the dungeon with craftable key pieces found in select zones.
Aberrant Shrimp
Aberrant Shrimp are fought when augmenting a Shrimp Bauble until it breaks. They have 300 HP and drop Shrimp and one of either Shrimp Carapace, Shrimp Greaves, Shrimp Helm, or Shrimp Shell.
Spriggan
Spriggans are fought when Foraging in the Living Forest. They have 75 HP and drop Branches, Logs, Sageberry Bush Seeds, and Elder Tree Seeds.
Greater Demon
Greater Demons are fought when mining in the Deep Pit. They have 89 HP and drop Scrolls, Demonic Trial, Ichor, and Gold Ore.
See also
Skills (Experience Table) | |
---|---|
Gathering | |
Production | |
Magic | |
Combat |
Attack • Strength • Defense • Constitution |