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

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==='''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 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, defence, and strength, depending on your current stance.
 
<br />
 
<br />
  
==='''Defense'''===
+
==='''Defence'''===
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.
+
Defence 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, defence, and strength, depending on your current stance.
 
<br />
 
<br />
  
 
==='''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 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.
 +
 +
<br />
 +
 +
===''Combat level''===
 +
Combat level is not a skill directly, it is a representation of the other combat skills.
 +
 +
Combat level =  (Constitution + Defence) / 4 + (Strength + Attack ) * 0.325
  
 
==Stats==
 
==Stats==
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There are three types of attack(slash, stab, crush) which is determined by the weapon you use. 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 giant is weak to crush making them weak to battleaxes.
 
There are three types of attack(slash, stab, crush) which is determined by the weapon you use. 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 giant is weak to crush making them weak to battleaxes.
  
===Defense===
+
===Defence===
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.
+
Defence from equipment bonus determines the dodge rate along with defence level. Defence level supports dodge chance a lot more than defence from armors. Keep in mind that the dodge chance is also determined by enemy's attack and your defence to their attack type.
  
 
===Attack Speed===
 
===Attack Speed===
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===Strength===
 
===Strength===
 
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.
 
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.
 
  
 
===Zones table===
 
===Zones table===
 
+
There are currently 5 zones; Farm, Caves, City, Lava Maze, Valley of Giants.
 +
{| class="wikitable"
 +
|+
 +
!Zone
 +
!Recommended
 +
combat level
 +
!Recommended gear
 +
! rowspan="4" |
 +
|-
 +
|Farm
 +
|0 - 20
 +
|None - Bronze
 +
|-
 +
|CAves
 +
|
 +
|
 +
|-
 +
|
 +
|
 +
|
 +
|}
 +
Recommended gear for farm is between none and bronze, with levels
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
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!Mobs
 
!Mobs
 
!Stats
 
!Stats
!Drops (Might not be complete or
+
!Drops (Estimate)
fully correct, being worked on)
+
!Encounter rate (Estimate)
!Encounter rate (Estimate,
 
being worked on)
 
 
|-
 
|-
|rowspan="4"|Farm
+
| rowspan="4" |Farm
 
|Chicken
 
|Chicken
 
|3 HP
 
|3 HP
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|Cow
 
|Cow
 
|8 HP
 
|8 HP
|Raw Beef, Milk  
+
|Raw Beef, Milk
 
|25%
 
|25%
 
|-
 
|-
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|25%
 
|25%
 
|-
 
|-
|rowspan="3"|Caves
+
| rowspan="3" |Caves
 
|Goblin
 
|Goblin
 
|5 HP
 
|5 HP
|Gold (currency), Goblin Brain
+
|Currency (2400%), Goblin Brain (25%), Tin ore (10%)
|>33%
+
|45%
 
|-
 
|-
|Imp  
+
|Imp
 
|10 HP
 
|10 HP
|Burnt Fish, gold, Ashes
+
|Currency (300%), Burnt Fish (25%), Ashes (33%),
|>33%
+
gold ore (<5%), Nature runes (<1%), Death rune (<1%)
 +
|45%
 
|-
 
|-
 
|Greater Imp
 
|Greater Imp
 
|20 HP
 
|20 HP
|Burnt Fish, Ashes, gold
+
|Currency (300%), Burnt Fish (25%), Ashes (15%)
|<33%  
+
|10%
 
|-
 
|-
|rowspan="2"|City
+
| rowspan="2" |City
 
|Guard
 
|Guard
 
|22 HP
 
|22 HP
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|50%
 
|50%
 
|-
 
|-
|rowspan="2"|Lava Maze
+
| rowspan="2" |Lava Maze
 
|Deadly Red Spider
 
|Deadly Red Spider
 
|35 HP
 
|35 HP
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|50%
 
|50%
 
|-
 
|-
|rowspan="3"|Valley of Giants
+
| rowspan="3" |Valley of Giants
 
|Fire Giant
 
|Fire Giant
 
|130 HP
 
|130 HP
|Burnt Fish, Coal, Stygian Boots, Fire Orb(Rare),  
+
|Coal(1500%), Burnt Fish (66%), Fire Runes(150%),
Fire Runes, All Runes(Rare), Fire Talisman(Rare)
+
Stygian Boots (<3%), All Runes(<3% per rune), Fire Talisman(Rare),
 +
 
 +
Fire Orb(Rare),
 
|33%
 
|33%
 
|-
 
|-
 
|Moss Giant
 
|Moss Giant
 
|150 HP
 
|150 HP
|Nature Rune, Stygian Boots, All Runes(Rare),
+
|Nature Rune(200%), Stygian Boots(<3%),  
Moss Maul(Rare), Earth Talisman(Rare)
+
All Runes(<3% per rune), Moss Maul(Rare), Earth Talisman(Rare)
 
|33%
 
|33%
 
|-
 
|-
 
|Ice Giant
 
|Ice Giant
 
|160 HP
 
|160 HP
|All Raw Fish, Water Rune, Stygian Boots, All Runes(Rare),
+
|Water Rune (300%), All Raw Fish (200%-30% in order of rarity),
Kalanahmatti(Rare), King's Crown(Rare), Water Talisman(Rare)
+
Stygian Boots(<3%), All Runes(<3% per rune),
 +
Water Talisman(Rare), Kalanahmatti(Rare), King's Crown(Rare)
 
|33%
 
|33%
 
|-
 
|-
 
|}
 
|}
 +
Drop rates and encounter rates are based on relatively small tests, real values might differ.
 +
 
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 30 minute lockout timer before you may access that zone again.
 
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 30 minute lockout timer before you may access that zone again.
  

Revision as of 08:02, 6 May 2020

Combat is a gameplay option where your character fights enemies located within increasingly difficult zones.

There are 4 skills to level in combat.


Skills

Constitution

Constitution is the skill that determines your maximum health point (HP). The amount of experience gained based on the damage dealt, each damage giving one experience point.

The amount of health left can be seen next to the heart icon in the combat page.

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, defence, and strength, depending on your current stance.

Defence

Defence 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, defence, and strength, depending on your current stance.

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.


Combat level

Combat level is not a skill directly, it is a representation of the other combat skills.

Combat level =  (Constitution + Defence) / 4 + (Strength + Attack ) * 0.325

Stats

There are various stats that can affect combat. These stats are determined by the equipment(armor and weapon).

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.

Attack Type

There are three types of attack(slash, stab, crush) which is determined by the weapon you use. 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 giant is weak to crush making them weak to battleaxes.

Defence

Defence from equipment bonus determines the dodge rate along with defence level. Defence level supports dodge chance a lot more than defence from armors. Keep in mind that the dodge chance is also determined by enemy's attack and your defence to their attack type.

Attack Speed

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

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.

Zones table

There are currently 5 zones; Farm, Caves, City, Lava Maze, Valley of Giants.

Zone Recommended

combat level

Recommended gear
Farm 0 - 20 None - Bronze
CAves

Recommended gear for farm is between none and bronze, with levels

Zones Mobs Stats Drops (Estimate) Encounter rate (Estimate)
Farm Chicken 3 HP Raw Chicken, Feather, Egg 25%
Rat 2 HP No drops 25%
Cow 8 HP Raw Beef, Milk 25%
Goblin 5 HP Goblin Brain 25%
Caves Goblin 5 HP Currency (2400%), Goblin Brain (25%), Tin ore (10%) 45%
Imp 10 HP Currency (300%), Burnt Fish (25%), Ashes (33%),

gold ore (<5%), Nature runes (<1%), Death rune (<1%)

45%
Greater Imp 20 HP Currency (300%), Burnt Fish (25%), Ashes (15%) 10%
City Guard 22 HP Gold 50%
Black Knight 42 HP Gold, various pieces of

Obsidian armor and weapons

50%
Lava Maze Deadly Red Spider 35 HP Spider Legs, Gems 50%
Lesser demon 81 HP Gold ore, Burnt Fish, Ichor, Earth Rune,

Fire Rune, Cosmic Rune, Nature Rune, Mind Rune

50%
Valley of Giants Fire Giant 130 HP Coal(1500%), Burnt Fish (66%), Fire Runes(150%),

Stygian Boots (<3%), All Runes(<3% per rune), Fire Talisman(Rare),

Fire Orb(Rare),

33%
Moss Giant 150 HP Nature Rune(200%), Stygian Boots(<3%),

All Runes(<3% per rune), Moss Maul(Rare), Earth Talisman(Rare)

33%
Ice Giant 160 HP Water Rune (300%), All Raw Fish (200%-30% in order of rarity),

Stygian Boots(<3%), All Runes(<3% per rune), Water Talisman(Rare), Kalanahmatti(Rare), King's Crown(Rare)

33%

Drop rates and encounter rates are based on relatively small tests, real values might differ.

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 30 minute lockout timer before you may access that zone again.