Forum Links 

Click to return to main page
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile  Log in to check your private messagesLog in to check your private messages    Log inLog in 
 Current Top Rated Killers 
 Next Event   Voting Links 


The event "Bad Blood - Gulgru vs Afales" is beginning in 6 days, 2 hours.

Combat Module B: Combat styles and combat style skills.

 
Post new topic   Reply to topic    Abandoned Realms Forum Index -> The Battlefield
View previous topic :: View next topic  
Author Message
theobserver
Guest





PostPosted: Tue Jun 14, 2005 8:15 pm    Post subject: Combat Module B: Combat styles and combat style skills.

Code:
STYLE STYLES 'COMBAT STYLE' 'COMBAT STYLES'
Syntax: automatic (after wielding weapon)
 
Some styles of combat are better suited against other styles of combat
than others.  These natural tradeoffs between speed, power, and defense
are reflected in Thera by combat styles.  All forms of weapon wielding

fall into one of three styles: two-hand, dual wield, or defensive.
The relationship between each style of combat follows, with the first
combat style listed being superior over the second:
 
*   two-hand > dual wield
* dual wield > defensive
*  defensive > two-hand
 
Each combat style is defined by the following:
 
  TWO HAND: Using any two-handed weapon or double gripping any weapon.
DUAL WIELD: Using any weapon and any additional weapon in the offhand.
 DEFENSIVE: Using any other style, such as shield block and counterbalance.
 
Many skills are affected by combat styles.  In general, fighting in a
style that is superior against your opponent's combat still will earn
you bonuses in combat.  An example of a skill that is affected by combat
styles is the defensive skill DODGE.
 
For more information about how to display your opponent's combat style
and whether your style is superior against his, see HELP PROMPT.
 
See also: HELP DUAL WIELD, HELP CONCENTRATION, HELP COMBAT STYLE PROMPT

The yin to weapon type's yang, combat style is the heart of the second half of Combat Module B. Whereas weapon types are crucial for high-dex races to overcome high-str parry, combat styles are likewise crucial for high-str races to overcome high-dex dodge. You will drive yourself crazy if you try to maintain an advantage in both over your opponent at the same time. Instead, best method is to focus on maintaining an advantage in what you need to kill your enemy with (i.e. if you're a giant, focus on maintaining superior combat style; if you're a halfling, focus on maintaining advantageous weapon type), and try NOT to fall into a disadvantage where you're vulnerable (but neutral is okay). Remember, the goal is to kill your enemy while avoiding getting killed yourself. Keep those two criteria firmly in mind as you balance combat style with weapon type.

Combat styles have been in development for a long time even before its formal introduction now; this over-arching consistency in development is one of the main advantages of our long-term centralized planning strategy. The more astute among you can trace the groundwork way back when bows were first introduced and two-handed enhanced damage increased, with additional stuff being added incrementally (for example, if you've been paying attention to the helpfiles you'll know that the last batch of changes made rake better at raking offhand while using twohanded weapon, shield disarm being more effective while dual wielding, etc). This current batch of combat style skills is merely the very fancy icing on a very large cake.
TWO-HAND STYLE SKILLS:

Overhead: Very brutal skill that combines lag and damage with the possibility of disarm and/or rake.

Windmill cleave: AOE attack for warriors/berserker (at last!) that doubles as a very nice surprise anti-gangbang skill. The multi-hit on flanking opponents really hurts.

Double grip: A long awaited update, double grip now engages automatically if you get disarmed, plus it adds hefty bonuses against offhand attacks and an opponent's dual parry as well. Deathgrip, an uber double grip, will also allow you to automatically disarm enemy offhand weapons.

Riposte: Riposting with a two-handed weapon is now especially effective against offhand attacks. Riposte damage also substantially increased (and it won't do misses nearly so often now), and can be as powerful as normal attacks at max proficiency. Also added is a new defensive reflex mode for riposte; read the helpfile for more details.

DUAL WIELD STYLE SKILLS:
Barrage: Multi-hit attack against enemy's shield. Each hit has a chance to numb the enemy's shield arm into uselessness, with multiple successes stacking to increase duration. While the off-arm is numbed, the victim will not make any shield blocks, dual wield attacks, or dual parries.

Double disarm: Allows rangers to disarm and shield disarm an enemy at the same time. Very nasty.
DEFENSIVE STYLE SKILLS:

Sideswipe: A basic lag skill that has a chance of adding a bonus attack when successful. Very consistent when used by strong chars.

Volley: Adds extra attack to murder attempts, and also allows a manual multi-hit volley that's devastating to bow-wielding opponents. Yes, bows are a counter weapon to dual wield, and javelins are a counter-counter weapon to bows.

Quick volley: Allows rangers to throw a javelin at a fleeing opponent that always hits. Combines well with volley for hit-and-run battles.

OTHER COMBAT STYLE SKILLS:

Concentration:: Required passive skill to exploit combat styles to bypass an opponent's dodge (only warriors, berserkers, and rangers have this skill). Its effectiveness scales with the opponent's dex, making it very powerful against high-dex opponents. If you're playing a high-dex dodge character, be SURE not to fall into a combat style inferiority against someone with concentration.

Hobble: The strength-based counterpart to dirt kick, a successful hobble temporarily disables an opponent's dodge (and counterbalance), turning a halfling thief into a sitting target with a gimpy parry. Again, to avoid being hobbled, be SURE not to fall into a combat style inferiority.

=====
While discussing the changes, Resatimm asked where the Nerfinator and his magical talent for turning pointy sticks into dull ones went. I can only say that the Nerfinator has always been a bloodthirsty bastard who wanted to watch you guys kill each other, but just not with stupid cheesy souped up n00b cannon bodyslams and super-high-percentage assassinates. Brains over brawn.

Have fun.
Back to top
 
0 0 0
theobserver
Guest





PostPosted: Tue Jun 14, 2005 8:16 pm    Post subject:

.....You're overreacting pretty badly, deadzero.

First, regarding hobble: I've already mentioned that a good comparison to hobble is a strength-based dirt kick, with good reason. Before we toned down blindness penalties, being dirted for a warrior type was actually WORSE than a halfling not having dodge at all, because it basically cut THREE defenses in half. Now with the blindness penalty reduced, being blinded by dirt is a bit weaker than a halfling losing dodge, but still comes with the can't target and can't re-equip after disarm penalties. Hobble also has a shorter duration than dirt, and can be prevented COMPLETELY by not falling into a combat style disadvantge. Like I've said, it's a good counterpart to how good dirt kick still is for dex-based chars.

As for concentration, yes it scales up against high-dex targets, but remember that dex differences for dodge have also been doubled, so a halfling vs concentration will still dodge considerably better than a human vs concentration. You really have to play the other side, as a giant trying to fight a halfling's dodge, to appreciate how uber halfling dodge is -- and because of the dex factor being doubled now, it's even more potent now.

Lastly, clobber, hobble, and sidestep give rogues plenty of options during straight up combat, much more than they used to have. And they've already had many other types of options compared to warriors (backstab to initiate, hide when hurt, etc), so warriors now having additional tools to help them gain an edge in straight-up combat is to be rather expected.

You'd probably fare better with rogues if you'd spent half as much energy figuring out ways to leverage clobber/hobble/sidestep to maximize your advantage rather than worry about hobble and concentration. Someone using a polearm against you and land a hobble? Switch to single dagger and nail them hard with an improved-damage sidestep -- hobble doesn't lag you or prevent you from returning the favor. They try to dual wield sword/dagger to hobble you again? Switch to a two-handed exotic (which include some of the most powerful weapons in the game -- taint, balance sceptre, etc, as well as a slew of them in the novelty shop for weeks now), and your uncanny attack will hit for massive damage AND disarm both of his weapons if used under those circumstances. And so on.

Point being, just about everything is a double-edged sword now, and every advantage your opponent has comes with built-in ways for you to counter them as well. The best way to go is to give enough thought to covering your ass minimally -- just enough to prevent you opponent's strongest countermeasures, and usually neutral weapon type or evenly matched combat style is enough to do this even without advantage/superiority -- then focus on leveraging all the advantages you have offensely. These double-edged weapon types and combat styles will STRONGLY favor those who use them AGGRESSIVELY to kill their opponents, rather than sit back and worry just about "staying alive" and trying to stamp out each penalty as it happens to them. You can choose to drive yourself nuts trying to cover your ass, or you can go balls out and actually kill people using the changes. Your choice.
Back to top
 
0 0 0
Display posts from previous:   
Post new topic   Reply to topic    Abandoned Realms Forum Index -> The Battlefield All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © phpBB Group