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{{Incomplete|[[Refactor]] March 02, 2023}}[[File:Combat UI v2.png|alt=|thumb|480x480px|Combat UI]]
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{{Incomplete|[[Refactor]] March 02, 2023}}
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[[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 />
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== Beginners Guide to Combat ==
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=== How it works ===
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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).
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Ranged makes use of ranged weapons (such as longbows and crossbows).
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Magic makes use of magic weapons (such as staffs and wands).
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Hybrid utilizes 2 or more of the above skills with weapons that provide hybrid statistics (such as Shapeless Scythe).
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=== Statistics ===
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There are several values used in Idlescape Combat 2.0 that change how well you perform in combat.
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==== Damage Statistics ====
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'''Strength (STR):''' Your melee offense statistic. This directly translates to your melee damage output.
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Example: +100 STR is better than +80 STR and will lead to a higher average damage output.
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'''Dexterity (DEX):''' Your ranged offense statistic. This directly translates to your ranged damage output.
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Example: +100 DEX is better than +80 DEX and will lead to a higher average damage output.
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'''Intelligence (INT):''' Your magic offense statistic. This directly translates to your magic damage output.
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Example: +100 INT is better than +80 INT and will lead to a higher average damage output.
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'''Critical Hit Chance (Crit Chance):''' This is the chance that your attack hits critically every time you land a hit on your enemy.
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'''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.
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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%.
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==== '''Attack Statistics''' ====
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Attack Statistics can be broken down into three groups:
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Overall Statistics (Melee, Magic, Ranged)
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Physical Statistics (Slashing, Piercing, Blunt)
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Magic Statistics (Chaos, Fire, Ice)
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'''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).
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'''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.
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'''Magic Statistics:''' These values tell you your accuracy for each subclass of magic combat.
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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.
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<br />
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==== '''Defense Statistics''' ====
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'''Protection:''' This is your physical damage reduction. Any melee or ranged damage that an enemy hits you with will be reduced using this value.
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'''Resistance:''' This is your magic damage reduction. Any magic damage that an enemy hits you with will be reduced using this value.
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'''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.
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'''Stamina:''' This value is used to calculate your total health.
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=== Affinities ===
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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%).
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'''Offensive Affinities:''' These values are expressed in + or - percents, increasing or decreasing your effectiveness when using a certain subclass of combat.
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Example: Having a positive fire affinity of +50% means you are 50% more effective at dealing fire damage.
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'''Defensive Affinities:''' These values are expressed in + or - percents, increasing or decreasing your effectiveness when fighting against a certain subclass of combat.
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Example: Having a negative blunt affinity of -6% means you are 6% less effective at reducing/dodging any blunt attacks towards you.
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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.
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+50% affinity in magic, +115% affinity in fire, using ‘fireball’ ability
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↓↓
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(AbilityAffin1*AffinityMult1 + AbilityAffin2*AffinityMult2) / 2
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↓↓
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(1.00*1.50 + 1.33*2.15) / 2
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↓↓
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Effectiveness = 2.179
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=== Ability Rotation ===
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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.
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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.
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==== Using These Things ====
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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:
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'''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.
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'''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==

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