Difference between revisions of "Combat (Pre-Refactor)"

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(I have add "bare hands are crush type.")
m (Formatting, grammar.)
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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 option where your character fights enemies located within increasingly more difficult zones. A beginner guide on combat can be found in [[combat_guide|combat guide]].
+
'''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 recommended
+
!Lowest Recommended Combat Lvls
level of each
+
!Lowest Recommended Gear
 
 
combat skills
 
!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 fight a difficult monster. You may not run from these encounters, and failing results in a 15 minute lockout timer before you may access that zone again.
+
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 Exp when dealing damage. The normal value is 2 Exp in the combat skill used and 1 Exp in Constitution per damage. When fighting in a balanced stance, each skill gains 2/3 of an experience per damage.
+
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.
  
Your health slowly regenerates on its own. Dying will not cause you to lose anything, you will keep all exp/items/gold etc.  
+
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 your maximum health points (HP).  The amount of health left can be seen next to the heart icon in the combat page.
+
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 your health inside of or outside of battle and can have buffs to make your fighting better for a short time.  It is not recommended to use high healing food at a low constitution level because auto-eat will not eat.
+
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 your hit chance. The amount of experience gained based on the damage dealt and your current stance, where each attack gives a total two experience point spread with attack, defense, and strength, depending on your current stance.
+
Attack is the skill that determines a player's hit chance.
  
 
===Strength===
 
===Strength===
Strength is the skill that determines your maximum damage. The amount of experience gained based on the damage dealt and your current stance, where each attack gives a total two experience point spread with attack, defense, and strength, depending on your current stance.
+
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 your dodge chance. The amount of experience gained based on the damage dealt and your current stance, where each attack gives a total two experience point spread with attack, defense, and strength, depending on your current stance.
+
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 the equipment (armor and weapon).
+
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. Attack level supports hit chance a lot more than accuracy from weapon. Keep in mind that the hit chance is also determined by enemy's defense to your attack type.
+
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.
  
===Attack Type===
+
===Strength===
There are three types of attack(slash, stab, crush) which is determined by the weapon you use (bare hands are crush type). 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, for example all giants are weak to crush, making them weak to battleaxes.
+
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.
  
===Defense===
+
Max hit can be calculated with the following formula:
Defense from equipment bonus determines the dodge rate along with defense level. Defense level supports dodge chance a lot more than defense from armors. Keep in mind that the dodge chance is also determined by enemy's attack and your defense to their attack type.
 
  
===Attack Speed===
+
<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>
Attack speed is a stat that determines the amount of time needed to do another attack. The attack speed differs with every weapon according to the weapon type, with some exception (Zero Edge has 2s attack speed instead of 2.4s). A faster attack speed doesn't always make it better because of the patience enchantment, which makes slow weapon hits harder.
 
  
===Strength===
+
===Defense===
Strength from equipment determines the maximum damage you can deal along with strength level. Strength level supports damage a lot more than strength from equipment. 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.
+
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.
  
You can calculate your maximum hit with this formula:
+
===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.
<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>
 
  
 
==Enchantments==
 
==Enchantments==
Line 183: Line 179:
 
|Nimble
 
|Nimble
 
|Food
 
|Food
|Increases defense for a short time.  Each "level" of Nimble increases your defense level by 3.  Eating food with spider legs as an ingredient will grant this buff; a popular recipe is 5 spider legs.
+
|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
|It reduces all damage taken in combat by the power of the enchantment. It is only available if you are fighting, so if you consume it while not fighting, it only heals you. If you stop fighting, the buff disappears. It can be created by cooking food with [[Ichor]]; An example is 4 apples and 1 Ichor.  If a monster hits a 0 on you, you will not lose a stack.
+
|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
|It heals, rounded, 1% of overkill damage dealt, per scroll. It is the best on a powerful weapon, as you will overkill much further.
+
|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
|It gives a 5% chance to deal a critical strike, which multiplies the maximum hit by 1.4. Again, it is best on a powerful weapon, because it multiplies instead of adding, which is much better.
+
|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
|Increase your accuracy.  Recommended for higher combat zones if you have low attack.
+
|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
|Each scroll increases your damage by 1. This is added last.  You will still be able to hit zeroes.
+
|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 your maximum damage. The slower your weapon is, the more it will increase damage by, but even if you have a 2-second weapon, it will still increase you maximum damage. This is added AFTER critical strike but before recklessness.
+
|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
|It increases your health regeneration rate.
+
|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
|Each weakening enchantment decreases the level requirements of the equipment by 5. This should only be added to extremely powerful weapons, as it is cheaper, because it is much cheaper just to level up attack or defence on a low level.
+
|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
|Each enchantment decreases your enemy's accuracy by 5%.  This enchantment is stronger than Protection.
+
|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
|Each scroll reduces all damage you take by 4%. This enchantment is weaker than Reinforcement.
+
|Reduces all damage taken by 4% per enchantment level.
 
|}
 
|}
  
==Other Combat==
+
==Special Combat==
  
 
===Aberrant Shrimp===
 
===Aberrant Shrimp===
[[Aberrant Shrimp]] are fought when augmenting a [[Shrimp Bauble]] until it breaks. Aberrant Shrimp have 300 HP and drop up to 5 [[Magic Shrimp]], up to 1 Shrimp Carapace, Shrimp Greaves, Shrimp Helm, or Shrimp Shell.
+
[[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 [[Branch|Branches]] , up to 10 of each type of [[Log|Log]], [[Sageberry Bush Seed]], or [[Elder Tree Seed|Elder Tree Seeds]].<br />
+
[[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, each with 89 HP. They drop up to 1 [[scroll]], up to 2 [[Ichor]] and [[Gold Ore]].
+
[[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 UI

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.

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.

See also