Difference between revisions of "Combat (Pre-Refactor)"
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[[File:Screenshot 2020-12-04 at 2.49.14 PM.png|alt=|thumb|480x480px|Combat UI]] | [[File:Screenshot 2020-12-04 at 2.49.14 PM.png|alt=|thumb|480x480px|Combat UI]] | ||
− | '''Combat''' is a game play | + | '''Combat''' is a game-play mechanic where players fight enemies located within increasingly more difficult zones. A beginner guide on combat can be found in the [[combat_guide|combat guide]]. |
− | There are 4 skills to level in combat.<br /> | + | There are 4 skills to level in combat; [[constitution]], [[attack]], [[strength]], and [[defence]].<br/> |
==Zones== | ==Zones== | ||
− | There are currently 7 zones; Farm, Caves, City, Lava Maze, Valley of Giants, Living Forest, and Deep Pit. | + | There are currently 7 zones; [[Farm]], [[Caves]], [[City]], [[Lava Maze]], [[Valley of Giants]], [[Living Forest]], and [[Deep Pit]]. |
===Locations=== | ===Locations=== | ||
{| class="wikitable" | {| class="wikitable" | ||
!Zone | !Zone | ||
− | !Lowest | + | !Lowest Recommended Combat Lvls |
− | + | !Lowest Recommended Gear | |
− | |||
− | |||
− | !Lowest | ||
− | Recommended Gear | ||
|- | |- | ||
|[[Deep Pit]] | |[[Deep Pit]] | ||
− | |50-60 | + | |50 - 60 |
− | |Adamantite-Runite | + | |Adamantite - Runite |
|- | |- | ||
|[[Living Forest]] | |[[Living Forest]] | ||
− | |50-60 | + | |50 - 60 |
− | |Adamantite-Runite | + | |Adamantite - Runite |
|- | |- | ||
|[[Farm]] | |[[Farm]] | ||
− | |1-20 | + | |1 - 20 |
|None - Bronze | |None - Bronze | ||
|- | |- | ||
|[[Caves]] | |[[Caves]] | ||
− | |10-30 | + | |10 - 30 |
|Bronze - Iron | |Bronze - Iron | ||
|- | |- | ||
Line 42: | Line 38: | ||
|- | |- | ||
|[[Valley of Giants]] | |[[Valley of Giants]] | ||
− | |80 -99 | + | |80 - 99 |
|Runite - Stygian | |Runite - Stygian | ||
|} | |} | ||
Line 122: | Line 118: | ||
|} | |} | ||
− | Special combat areas include [[Foraging]] zone [[Living Forest]], and [[Mining]] zone [[Deep Pit]], where you randomly | + | 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. |
<br /> | <br /> | ||
==Combat Experience== | ==Combat Experience== | ||
− | Players gain combat skill | + | 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. |
==Death== | ==Death== | ||
− | Death occurs when a player's Hitpoints reach zero. The preceding action will be cancelled and the player returns to idling. | + | Death occurs when a player's [[Hitpoints]] reach zero. The preceding action will be cancelled and the player returns to idling. |
− | + | Health slowly regenerates on its own. Dying will not result in the loss of exp/items/gold etc. | |
==Skills== | ==Skills== | ||
===Constitution=== | ===Constitution=== | ||
− | Constitution is the skill that determines | + | Constitution 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 | + | Food can restore health inside or outside of battle, and can provide buffs to combat for a short time. It is not recommended to use high healing food at a low constitution level because auto-eat will not trigger. |
===Attack=== | ===Attack=== | ||
− | Attack is the skill that determines | + | Attack is the skill that determines a player's hit chance. |
===Strength=== | ===Strength=== | ||
− | Strength is the skill that | + | Strength is the skill that contributes to your maximum damage per hit, along with a player's melee strength bonus. |
===Defense=== | ===Defense=== | ||
− | Defense is the skill that determines | + | Defense is the skill that determines a player's dodge chance. |
+ | |||
==Stats== | ==Stats== | ||
− | There are various stats that can affect combat. These stats are determined by | + | There are various stats that can affect combat. These stats are determined by a player's equipment (armor and weapon), though do note that player levels contribute to stats far more than equipment. |
===Accuracy=== | ===Accuracy=== | ||
− | Accuracy from equipment determines the hit rate along with attack level | + | Accuracy from equipment determines the hit rate along with attack level. Keep in mind that the hit chance is also determined by an enemy's defense toward your attack type. |
− | === | + | ===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 [[critical strike]], [[patience]], and [[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: | |
− | |||
− | = | + | <math>Max Hit= \Biggl\lfloor 1.3+ \frac {Strength Level}{10}+ \frac {Strength Bonus}{80}+ \frac {Strength Level \times Strength Bonus}{640} \Biggr\rfloor </math> |
− | |||
− | === | + | ===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. | |
+ | ===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. | ||
− | + | ===Attack Speed=== | |
− | + | Attack speed is a stat that determines the amount of time between attacks. The attack speed differs with every weapon type, with the exception of [[Zero Edge]] which has a 2s attack speed instead of 2.4s. A faster attack speed isn't necessarily better because of the [[patience]] enchantment, which makes slow weapons hit harder. | |
− | |||
==Enchantments== | ==Enchantments== | ||
Line 183: | Line 179: | ||
|Nimble | |Nimble | ||
|Food | |Food | ||
− | |Increases | + | |Increases defence for a short time. Each level of Nimble increases your effective defense level by 3. Eating food with spider legs as an ingredient will grant this buff; a popular recipe is 5 spider legs. |
|- | |- | ||
|<img src="https://www.idlescape.com/images/magic/buffs/demon_skin.png" alt="" height="60"> | |<img src="https://www.idlescape.com/images/magic/buffs/demon_skin.png" alt="" height="60"> | ||
|Demon Skin | |Demon Skin | ||
|Food | |Food | ||
− | | | + | |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. |
|- | |- | ||
|<img src="https://idlescape.com/images/enchanting/scroll_of_overhealing.png" alt="" height="60"> | |<img src="https://idlescape.com/images/enchanting/scroll_of_overhealing.png" alt="" height="60"> | ||
|Overhealing | |Overhealing | ||
|Weapon | |Weapon | ||
− | | | + | |Heals 1% per level of overkill damage dealt, rounded down. It is best used on a higher hitting weapon since greater overkill provides more healing. |
|- | |- | ||
|<img src="https://idlescape.com/images/enchanting/scroll_of_critical_strike.png" alt="" height="60"> | |<img src="https://idlescape.com/images/enchanting/scroll_of_critical_strike.png" alt="" height="60"> | ||
|Critical Strike | |Critical Strike | ||
|Weapon | |Weapon | ||
− | | | + | |Increases critical strike chance by 5%, which multiplies the damage dealt on hit by 1.4. It is best used on a higher hitting weapon since it's multiplicative and not addative. |
|- | |- | ||
|<img src="https://idlescape.com/images/enchanting/scroll_of_critical_strike.png" alt="" height="60"> | |<img src="https://idlescape.com/images/enchanting/scroll_of_critical_strike.png" alt="" height="60"> | ||
|Accuracy | |Accuracy | ||
|Weapon | |Weapon | ||
− | | | + | |Increases weapon accuracy. Recommended for higher combat zones for players with a low attack level. |
|- | |- | ||
|<img src="https://idlescape.com/images/enchanting/scroll_of_recklessness.png" alt="" height="60"> | |<img src="https://idlescape.com/images/enchanting/scroll_of_recklessness.png" alt="" height="60"> | ||
|Recklessness | |Recklessness | ||
|Helmet, Body, Legs | |Helmet, Body, Legs | ||
− | | | + | |Increases damage dealt by 1 per level. This is added last. You will still be able to hit zeroes. |
|- | |- | ||
|<img src="https://idlescape.com/images/enchanting/scroll_of_patience.png" alt="" height="60"> | |<img src="https://idlescape.com/images/enchanting/scroll_of_patience.png" alt="" height="60"> | ||
|Patience | |Patience | ||
|Body, Legs | |Body, Legs | ||
− | |Increases | + | |Increases maximum damage. The lower the attack speed of the weapon, the higher the increase. Max damage is still increased on weapons with a 2s attack speed. This damage is added after critical strike, but before recklessness. |
|- | |- | ||
|<img src="https://idlescape.com/images/enchanting/scroll_of_healing.png" alt="" height="60"> | |<img src="https://idlescape.com/images/enchanting/scroll_of_healing.png" alt="" height="60"> | ||
|Healing | |Healing | ||
|Shield | |Shield | ||
− | | | + | |Increases health regeneration rate. |
|- | |- | ||
|<img src="https://idlescape.com/images/enchanting/scroll_of_weakening.png" alt="" height="60"> | |<img src="https://idlescape.com/images/enchanting/scroll_of_weakening.png" alt="" height="60"> | ||
|Weakening | |Weakening | ||
|Everything | |Everything | ||
− | | | + | |Decreases the level requirements of equipment by 5 per enchantment level. This should only be added to high level equipment, since it would be more effective to simply gain levels instead of using them on lower level equipment. |
|- | |- | ||
|<img src="https://idlescape.com/images/enchanting/scroll_of_reinforcement.png" alt="" height="60"> | |<img src="https://idlescape.com/images/enchanting/scroll_of_reinforcement.png" alt="" height="60"> | ||
|Reinforcement | |Reinforcement | ||
|Armor | |Armor | ||
− | | | + | |Decreases enemy accuracy by 5% per enchantment level. This enchantment is stronger than Protection. |
|- | |- | ||
|<img src="https://idlescape.com/images/enchanting/scroll_of_reinforcement.png" alt="" height="60"> | |<img src="https://idlescape.com/images/enchanting/scroll_of_reinforcement.png" alt="" height="60"> | ||
|Protection | |Protection | ||
|Armor | |Armor | ||
− | | | + | |Reduces all damage taken by 4% per enchantment level. |
|} | |} | ||
− | == | + | ==Special Combat== |
===Aberrant Shrimp=== | ===Aberrant Shrimp=== | ||
− | [[Aberrant Shrimp]] are fought when augmenting a [[Shrimp Bauble]] until it breaks. | + | [[Aberrant Shrimp]] are fought when augmenting a [[Shrimp Bauble]] until it breaks. They have 300 HP and drop [[Magic Shrimp|Magic Shrimp]] and one of either [[Shrimp Carapace]], [[Shrimp Greaves]], [[Shrimp Helm]], or [[Shrimp Shell]]. |
<br /> | <br /> | ||
===Spriggan=== | ===Spriggan=== | ||
− | [[Spriggan|Spriggans]] are fought when [[Foraging]] in the [[Living Forest]]. They have 75 HP and drop [[ | + | [[Spriggan|Spriggans]] are fought when [[Foraging]] in the [[Living Forest]]. They have 75 HP and drop [[branch|branches]], [[log|logs]], [[Sageberry Bush Seed|Sageberry Bush Seeds]], and [[Elder Tree Seed|Elder Tree Seeds]]. |
+ | <br /> | ||
===Greater Demon=== | ===Greater Demon=== | ||
− | [[Greater Demon|Greater Demons]] are fought when mining in the Deep Pit | + | [[Greater Demon|Greater Demons]] are fought when mining in the [[Deep Pit]]. They have 89 HP and drop [[scroll|scrolls]], [[Ichor]], and [[Gold Ore]]. |
− | |||
<br /> | <br /> | ||
Revision as of 11:44, 15 December 2020
Combat is a game-play mechanic where players fight enemies located within increasingly more difficult zones. A beginner guide on combat can be found in the combat guide.
There are 4 skills to level in combat; constitution, attack, strength, and defence.
Contents
Zones
There are currently 7 zones; Farm, Caves, City, Lava Maze, Valley of Giants, Living Forest, and Deep Pit.
Locations
Zone | Lowest Recommended Combat Lvls | Lowest Recommended Gear |
---|---|---|
Deep Pit | 50 - 60 | Adamantite - Runite |
Living Forest | 50 - 60 | Adamantite - Runite |
Farm | 1 - 20 | None - Bronze |
Caves | 10 - 30 | Bronze - Iron |
City | 20 - 60 | Iron - Adamantite |
Lava Maze | 60 - 80 | Adamantite - Runite |
Valley of Giants | 80 - 99 | Runite - Stygian |
Encounter table
Zones | Monster | Encounter Rate | HP |
---|---|---|---|
Deep Pit | Greater Demon | 100% | 89 |
Living Forest | Spriggan | 100% | 75 |
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 | |
Lava Maze | Deadly Red Spider | 40% | 35 |
Lesser demon | 60% | 81 | |
Valley of Giants | Fire Giant | 33% | 130 |
Moss Giant | 33% | 150 | |
Ice Giant | 33% | 160 |
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.
Death
Death occurs when a player's Hitpoints reach zero. The preceding action will be cancelled and the player returns to idling.
Health slowly regenerates on its own. Dying will not result in the loss of exp/items/gold etc.
Skills
Constitution
Constitution 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. It is not recommended to use high healing food at a low constitution level because auto-eat will not trigger.
Attack
Attack is the skill that determines a player's hit chance.
Strength
Strength is the skill that contributes to your maximum damage per hit, along with a player's melee strength bonus.
Defense
Defense is the skill that determines a player's dodge chance.
Stats
There are various stats that can affect combat. These stats are determined by a player's equipment (armor and weapon), though do note that player levels contribute to stats far more than equipment.
Accuracy
Accuracy from equipment determines the hit rate along with attack level. Keep in mind that the hit chance is also determined by an enemy's defense toward your attack type.
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 critical strike, patience, and 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:
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.
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.
Attack Speed
Attack speed is a stat that determines the amount of time between attacks. The attack speed differs with every weapon type, with the exception of Zero Edge which has a 2s attack speed instead of 2.4s. A faster attack speed isn't necessarily better because of the patience enchantment, which makes slow weapons hit harder.
Enchantments
Image | Enchantment | Applicable to | Effect |
---|---|---|---|
Nimble | Food | Increases defence for a short time. Each level of Nimble increases your effective defense level by 3. Eating food with spider legs as an ingredient will grant this buff; a popular recipe is 5 spider legs. | |
Demon Skin | Food | 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. | |
Overhealing | Weapon | Heals 1% per level of overkill damage dealt, rounded down. It is best used on a higher hitting weapon since greater overkill provides more healing. | |
Critical Strike | Weapon | Increases critical strike chance by 5%, which multiplies the damage dealt on hit by 1.4. It is best used on a higher hitting weapon since it's multiplicative and not addative. | |
Accuracy | Weapon | Increases weapon accuracy. Recommended for higher combat zones for players with a low attack level. | |
Recklessness | Helmet, Body, Legs | Increases damage dealt by 1 per level. This is added last. You will still be able to hit zeroes. | |
Patience | Body, Legs | Increases maximum damage. The lower the attack speed of the weapon, the higher the increase. Max damage is still increased on weapons with a 2s attack speed. This damage is added after critical strike, but before recklessness. | |
Healing | Shield | Increases health regeneration rate. | |
Weakening | Everything | Decreases the level requirements of equipment by 5 per enchantment level. This should only be added to high level equipment, since it would be more effective to simply gain levels instead of using them on lower level equipment. | |
Reinforcement | Armor | Decreases enemy accuracy by 5% per enchantment level. This enchantment is stronger than Protection. | |
Protection | Armor | Reduces all damage taken by 4% per enchantment level. |
Special Combat
Aberrant Shrimp
Aberrant Shrimp are fought when augmenting a Shrimp Bauble until it breaks. They have 300 HP and drop Magic 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, Ichor, and Gold Ore.