Difference between revisions of "User:HeckYea"

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{{Infobox Item
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This Combat Guide is written in order to help players travel through combat as optimally as possible. It will be broken into four sections: A guide on how combat works, then guides for each respective combat skill, Melee, Range and Magic.
|title = Ability Book
 
|image = {{img|Crush|150|150}}
 
|gold = 500,000
 
|market =
 
|source =
 
|level-req =
 
|heat = 25,000
 
|exp =
 
|aug-bonus =
 
|aug-slots =
 
|aug-cost =
 
|hp =
 
|base-hp =
 
|food-size =
 
|food-cat =
 
|food-buff =
 
|cook-id =
 
|cook-cat =
 
|cook-note =
 
|non-combat-name =
 
|non-combat-stat =
 
|plot-size =
 
|seed-exp =
 
|harvest-time =
 
|yield =
 
|tooltip =
 
}}
 
  
'''Ability Books''' are special consumable items that drop primarily from dungeons and elite challenges, with some exceptions. By consuming them, or ‘learning’ an ability, the user is capable to use that ability permanently in any ability rotation they create, regardless of their equipped loadout.
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<br />
  
There are currently 23 abilities that can be learned from ability books, including abilities for all three combat styles, defensive abilities and team support abilities.
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==How Does Combat Work?==
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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)
  
{| class="wikitable sortable"
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===Player, Equipment Stats, and Skills===
!Book Icon/Name
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Both your equipment and your skill levels decide how effective you are in combat. You must know how they work in order to make effective loadouts. Combat is broken into six skills, each with their own experience and how to earn it.  
!Style
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!Description
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*Constitution: Earned when other Combat experience is earned.
!Drop Location
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*Attack: Landing hits in Combat. Defense: Taking, mitigating and dodging damage in Combat.
|-
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*Strength: Dealing damage with Melee related skills.
|<center>{{img|Acid Splash|25|25|word=1}}
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*Magic: Dealing damage with Magic related skills.
|<center>Magic
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*Ranged: Dealing damage with Ranged related skills.
|Splash an enemy with acid, heavily reducing their defenses.
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|[[Fallen Academy]]
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Experience for each combat skill is rewarded on monster kill, so dying before defeating a mob will reward no experience.
|-
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|<center>{{img|Acid Wave|25|25|word=1}}
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===The Offensive Stats===
|<center>Magic
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|Splash your enemies with acid, heavily reducing their defenses.
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*'''Strength''' (Melee), '''Dexterity''' (Ranged), and '''Intelligence''' (Magic) are the main offensive stats and modify your overall damage for their respective fields. They are also affected by Combat Skill Levels ('''Strength''', '''Ranged''', and '''Magic''').
|[[Fallen Academy]]
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*'''Crit Chance''' is your chance to hit an enemy for Critical damage, when you do hit a crit, it'll add damage based off your '''Crit Multiplier'''. Having a Crit Chance of 30% and a Crit Mult of 50% means that you have a 30% chance on hit to do 50% more damage.
|-
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|<center>{{img|Apocalyptic Ritual|25|25|word=1}}
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*'''Accuracy''' is what decides your hit chance against the enemy. There are several different types of accuracy, where the types of abilities you use will be affected by those. For example the ability 'Fireball' will make use of Magic Accuracy and Fire Accuracy.
|<center>Magic
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|Release a hellish wave of sulfuric flames to destroy nearly everything in its wake. Magic of this scale may destroy the entire enemy party, but the incredibly long incantation time leaves the caster wide open to counter attacks.
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===The Defensive Stats===
|RFI
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|-
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*'''Protection''' is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value.
|<center>{{img|Armor Rend|25|25|word=1}}
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*'''Resistance''' is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
|<center>Melee
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*'''Agility''' 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.
|Tear at the enemy armor, reducing its effectiveness.
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*'''Stamina''' determines the value of your total health, in addition to your '''Constitution''' level
|RFI
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|-
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===Affinities===
|<center>{{img|Artillery|25|25|word=1}}
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Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. A good example of this are Breatplates, which give a high amount of negative offensive affinities, but lots of positive defensive affinities in return. This makes them very effective at tanking, but not good at outputting damage. 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%). Affinities can 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.  
|<center>Range
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|Fire a barrage of explosive projectiles into the midst of your enemies, allowing you to deal an extreme amount of damage to multiple targets.
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Player Stats: +50% magic affinity,, +115% fire affinity
|RFI
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|-
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Ability Being Used: Fireball (1x Magic, 1.33x Fire) {abilityIcon(abilitiesIds.fire_ball)}  
|<center>{{img|Bandage Friendly|25|25|word=1}}
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|<center>Defense
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(Magicaffinity x Magicmultiplier1 + Fireaffinity x Firemultiplier2) / 2
|Bandage the lowest HP member of your party to heal them for 300 health over 15 seconds.
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|RFI
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↓↓
|-
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|<center>{{img|Camouflage|25|25|word=1}}
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(1.00 x 1.50 + 1.33 x 2.15) / 2
|<center>Defense
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|Wait, where did you go? Makes you harder to hit but does not inherently decrease your threat generation.
+
↓↓
|RFI
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|-
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Effectiveness = 2.179
|<center>{{img|Deadshot Stance|25|25|word=1}}
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|<center>Range
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''This guide is featured in-game under the combat information symbol.''
|Focus your entire being into striking true; massively decreases your ability to dodge attacks but increases your range damage output. Drains quickly.
+
 
|RFI
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<br />
|-
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|<center>{{img|Defend Ally|25|25|word=1}}
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==Melee==
|<center>Defense
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Melee is the easiest form of combat to get into. The materials needed to begin fighting are gathered primarily from [[mining]], making it usually the first combat skill used.
|Increase the defenses of an ally at the expense of your own.
+
 
|RFI
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=== Beginning Melee ===
|-
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Getting a set of bronze daggers is the first step when leveling melee. These give you the highest xp/hr because of the fast attack speed. Early game, your attack speed is what determines your xp/hr more than anything else.
|<center>{{img|Ice Shard|25|25|word=1}}
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|<center>Magic
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On top of this, bronze chainmail, leggings and medium helm are the best supportive item. Chestplates are meant to be tank items: they reduce your offensive affinities heavily while buffing your defensive affinities. While these are useful, they aren't good in the early game.
|Launch a magically hardened ice into your opponent to deal an impressive amount of piercing and ice damage.
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|RFI
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Once you have daggers and supporting gear, go fight in [[Farm]] until you reach level 15-20 combat stats. This should take no more than an hour or two. You can swap over to [[Caves]] once you get a pair of iron daggers. Upgrading your defensive gear isn't necessary for this small step.
|-
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|<center>{{img|Icy Shell|25|25|word=1}}
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=== Reaching City ===
|<center>Defense
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[[City]] is the place that provides a ton of materials and items for you. Consistently being able to farm here is extremely good for you. It provides solid xp/hr, really good junk drops and obsidian gear.
|Temporarily encase yourself in a shell of magical ice, increasing protection, resistance, and defensive ice affinity at the cost of agility. Melts very quickly!
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|RFI
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By this point, your mining, smithing and foraging should have allowed you to make adamantite or runite daggers.  
|-
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|<center>{{img|Invisibility|25|25|word=1}}
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==Ranged==
|<center>Defense
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Ranged is a skill that...
|Actually, you're probably closer to just a little translucent, but if you claim to be invisible to sound cooler, that's okay too.
+
 
|RFI
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==Magic==
|-
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Magic is a skill that...
|<center>{{img|Retreating Shot|25|25|word=1}}
 
|<center>Range
 
|Fire a distraction shot and retreat from the frontline temporarily, significantly reducing your threat.
 
|RFI
 
|-
 
|<center>{{img|Set Traps|25|25|word=1}}
 
|<center>Defense
 
|Sets a trap that significantly reduces agility of an enemy if they are hit by it.
 
|RFI
 
|-
 
|<center>{{img|Triple Shot|25|25|word=1}}
 
|<center>Range
 
|Quickly fire up to three arrows at the enemy party! Inherently incredibly inaccurate.
 
|RFI
 
|-
 
|<center>{{img|Taunt|25|25|word=1}}
 
|<center>Defense
 
|Taunts the enemy, significantly increasing your threat level.
 
|RFI
 
|-
 
|<center>{{img|Impale|25|25|word=1}}
 
|<center>Melee
 
|An impaling attack that can hit up to 2 enemies at once.
 
|RFI
 
|-
 
|<center>{{img|Stab|25|25|word=1}}
 
|<center>Melee
 
|Use the tip of your weapon to stab your target.
 
|RFI
 
|-
 
|<center>{{img|Cleave|25|25|word=1}}
 
|<center>Melee
 
|Let loose a mighty swing to strike up to two enemies at once! Due to having to cleave through two enemies, this attack deals slightly less damage than a single target attack.
 
|RFI
 
|-
 
|<center>{{img|Crush|25|25|word=1}}
 
|<center>Melee
 
|Use the weight of your weapon to crush your target.
 
|RFI
 
|-
 
|<center>{{img|Fire Ball|25|25|word=1}}
 
|<center>Magic
 
|Harness a ball of fire to throw at your enemies. Not a good idea to play catch with.
 
|RFI
 
|-
 
|<center>{{img|Flamethrower|25|25|word=1}}
 
|<center>Magic
 
|Fire an intense gout of flame!
 
|RFI
 
|-
 
|<center>{{img|Slash|25|25|word=1}}
 
|<center>Melee
 
|Use the blade of your weapon to slash at your target.
 
|RFI
 
|-
 
|}
 

Latest revision as of 18:54, 26 May 2024

This Combat Guide is written in order to help players travel through combat as optimally as possible. It will be broken into four sections: A guide on how combat works, then guides for each respective combat skill, Melee, Range and Magic.


How Does Combat Work?[edit | edit source]

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)

Player, Equipment Stats, and Skills[edit | edit source]

Both your equipment and your skill levels decide how effective you are in combat. You must know how they work in order to make effective loadouts. Combat is broken into six skills, each with their own experience and how to earn it.

  • Constitution: Earned when other Combat experience is earned.
  • Attack: Landing hits in Combat. Defense: Taking, mitigating and dodging damage in Combat.
  • Strength: Dealing damage with Melee related skills.
  • Magic: Dealing damage with Magic related skills.
  • Ranged: Dealing damage with Ranged related skills.

Experience for each combat skill is rewarded on monster kill, so dying before defeating a mob will reward no experience.

The Offensive Stats[edit | edit source]

  • Strength (Melee), Dexterity (Ranged), and Intelligence (Magic) are the main offensive stats and modify your overall damage for their respective fields. They are also affected by Combat Skill Levels (Strength, Ranged, and Magic).
  • Crit Chance is your chance to hit an enemy for Critical damage, when you do hit a crit, it'll add damage based off your Crit Multiplier. Having a Crit Chance of 30% and a Crit Mult of 50% means that you have a 30% chance on hit to do 50% more damage.
  • Accuracy is what decides your hit chance against the enemy. There are several different types of accuracy, where the types of abilities you use will be affected by those. For example the ability 'Fireball' will make use of Magic Accuracy and Fire Accuracy.

The Defensive Stats[edit | edit source]

  • Protection is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value.
  • Resistance is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
  • Agility 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 determines the value of your total health, in addition to your Constitution level

Affinities[edit | edit source]

Affinities are used in calculating your effectiveness for each subclass of combat, both for offense and defense. A good example of this are Breatplates, which give a high amount of negative offensive affinities, but lots of positive defensive affinities in return. This makes them very effective at tanking, but not good at outputting damage. 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%). Affinities can 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.

Player Stats: +50% magic affinity,, +115% fire affinity

Ability Being Used: Fireball (1x Magic, 1.33x Fire) {abilityIcon(abilitiesIds.fire_ball)}

(Magicaffinity x Magicmultiplier1 + Fireaffinity x Firemultiplier2) / 2

↓↓

(1.00 x 1.50 + 1.33 x 2.15) / 2

↓↓

Effectiveness = 2.179

This guide is featured in-game under the combat information symbol.


Melee[edit | edit source]

Melee is the easiest form of combat to get into. The materials needed to begin fighting are gathered primarily from mining, making it usually the first combat skill used.

Beginning Melee[edit | edit source]

Getting a set of bronze daggers is the first step when leveling melee. These give you the highest xp/hr because of the fast attack speed. Early game, your attack speed is what determines your xp/hr more than anything else.

On top of this, bronze chainmail, leggings and medium helm are the best supportive item. Chestplates are meant to be tank items: they reduce your offensive affinities heavily while buffing your defensive affinities. While these are useful, they aren't good in the early game.

Once you have daggers and supporting gear, go fight in Farm until you reach level 15-20 combat stats. This should take no more than an hour or two. You can swap over to Caves once you get a pair of iron daggers. Upgrading your defensive gear isn't necessary for this small step.

Reaching City[edit | edit source]

City is the place that provides a ton of materials and items for you. Consistently being able to farm here is extremely good for you. It provides solid xp/hr, really good junk drops and obsidian gear.

By this point, your mining, smithing and foraging should have allowed you to make adamantite or runite daggers.

Ranged[edit | edit source]

Ranged is a skill that...

Magic[edit | edit source]

Magic is a skill that...