Jack-o-nine: Combat

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OldHuntsman

all characters are at least 18


Jack-o-nine [edit]

Story

Locations

Gameplay

Modding


Helpful post from user Drix at ULMF forums: [1]

" The great secret to combat is in alignment(or multipliers). Every attack can either cause a buff or debuff or deal double damage for attack of the same color. So what you want is to align an attack to cause the biggest damage of the same color. A simple example is while you have furry(2x red) while the enemy is unbalanced(2x red) and the enemy is blocking(2x red) if you strike it with a roundhouse special skill(lots of damage) he is toast. You can kill pretty high level monsters with this.

To defend yourself want to use halve damage buffs and debuffs. Slow and steady is also good for more manageable opponents. You generally only want to strike with same attack color as their defense only when you have so power backing you(multipliers). For defense I usually leave it green since you get a buff at the start of combat with this character(from fetish or vigor?) "

Combat Basics

Both the slaver and their enemy have 3 colored hearts that dictate their status. When any of them reach 0 or less the fight is over. Going into a fight with 1 energy

  • Red heart for health - person dies. Starting value based on Strength.
  • Green for stamina - person collapses and is unable to continue fighting. Starting value based on Energy. Damage may reduce Energy.
  • Purple for moral - person flees combat. Starting value based on Personality. Damage may reduce Mood.

Different weapons and attacks have different affects on the hearts, for example a whip doesn't do much physical damage (red heart), but causes a lot of pain so decreases moral (purple heart).

Offense and Defense

Underneath the portrait of both combatants is the type of defense and a list of any buffs/debuffs that character has. If you attack (or get attacked) by a type with the same color the attacker gets a 2x damage multiplier in addition to any multipliers gain from status effects. You can cycle your own defensive type by clicking the arrow next to it and take advantage of any defensive buffs you might currently have or to avoid offensive buffs on your enemy.

You also have the option to defend to remove harmful status effects and restore some stamina.

Injuries

The slaver's condition going into and coming out of a fight will carry over. If you go in with lots of energy, you'll have a higher green heart. If you're not trained for combat and have poor health, or have been previously injured, you'll have a low red heart. Coming out of a fight with low health (red heart) will leave you injured and hamper both your mood and energy recovery until it's healed.

Injuries will heal naturally over time, but you can speed up the process by going to the Medical Center and paying sparks relative to the degree of injury, or consuming healing balms made through alchemy, which will heal the injury by one rank per application. The best option, however, is to use a healing balm in combat right before finishing off your opponent.

Buffs and Debuffs

Every regular attack has 3 possible outcomes depending on the defensive style of your opponent. Sometimes they'll add a buff to yourself helping to mitigate certain types of damage, other times it will debuff the enemy making certain actions less effective or opening up vulnerabilities.

Buffs

Name Color Effect
Adrenaline Red 1/2 red damage received
Fury Red 2x red damage dealt
Evasion Green 1/2 green damage received
Acceleration Green 2x green damage dealt
Attention Purple 1/2 purple damage received
Precision Purple 2x purple damage dealt

Debuffs

Name Color Effect
Unsteadiness Red 2x Red damage received
Weakness Red 1/2 Red Damage dealt
Stunned Green 2x Green Damage received
Stiffness Green 1/2 green damage dealt
Distraction Purple 2x purple damage received
Severe Pain Purple 1/2 purple damage dealt

Special Techniques

Special Techniques are taught by Lanista at the Coliseum, and you can learn up to 4, 1 per level of current Fighter skill. The cost to train increases with each skill learned: $10, $40, $90, $160 Some abilities are always available, while others require a specific weapon type. Learning an ability requires at least 1* of energy and will take all day.

  • Roundhouse Kick - Red ability that does triple damage (before modifiers). Always available, but only 1 use per fight.
  • Swift Blow - Green Multi-target ability that hits two targets for double damage. Requires a slashing weapon.
  • Battle Cry - Purple ability that deals morale damage while giving yourself a boost. Grants Fury[4]. Always available, but only 1 use per fight.
  • Heavy Blow - Red ability that stuns the opponent and deals double damage. Requires a blunt weapon.
  • Dashing Blow - Green ability that causes Unsteadiness[99] Requires a slashing weapon.
  • Precise hit - Purple ability that does double damage and causes Distraction[99]. Requires a piercing weapon

Weapon Types and abilities

Unarmed attacks

Unarmed attacks are always available regardless of which weapon you're currently using.

Attack Red Green Purple
Kick 2x Attention Stunned
Push Distraction 2x Adrenaline
Sweep Evasion Unsteadiness 2x

Secondary

Equippable in any slot except shoulder holster.

Weapon Attack Red Green Purple
Dagger $10 base damage = str+1
- Precise Thrust Acceleration Severe Pain 2x
- Slash Stiffness 2x Precision
Stiletto $10 base damage = 4
- Precise Stab Stiffness Acceleration 2x
- Rapid Stab Severe Pain 2x Precision
Brass Knuckles $10 base damage = str+1
- Powerful punch 2x Acceleration Stunned
- Rapid Stab Unsteadiness 2x Adrenaline
Lash $10 base damage = whip+1
- Flog Pain 2x Acceleration
- Smack Precision Stiffness 2x
Stunner $10 base damage = str+1
- Blow to the head 2x Adrenaline Stunned
- Poke Unsteadiness 2x Precision
Butcher's Cleaver $20 base damage = str*2-1
- Butcher's Blow 2x Adrenaline Distraction
- SlaughterHouse Severe Pain 2x Fury

One-Handed

Weapon Attack Red Green Purple
Whip $50
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Epee $50
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Rapier $50
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Koncerz $50
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Gladius $50
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Bastard Sword $100
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Machete $50
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Katana $100
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Baton $25
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Two Handed

Weapon Attack Red Green Purple
Flamberge $200
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Naginata $200
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Morning Star $150
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GreatAxe $100
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Baseball Bat $100
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Cattle prod $150
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Armor

Tips

If your Strength is very low, consider which weapon you choose

  • If you can afford them, and don't mind a 2-handed weapon, the Greataxe, Morningstar, Naginata, Cattle Prod and Flamberge will do high base damage even with low strength.
  • If your Flagellation skill is much higher than Strength, consider the Whip and/or Lash which do damage based on that skill instead.
  • If all else fails, consider starting with the Rapier, which is cheap ($50) and does a base 5 damage regardless of stats, or the Stiletto ($10, 4 damage).
  • You can raise Strength through Sparring in the Colosseum or through other daily activities
    • It took about 3 sparrings vs Unarmed slave to raise Strength from Weak to Unfit, 10 sparrings vs Wardress to go from Unfit to Strong
  • Buy an Aketon ASAP and make sure to equip it before combat, it's only $10.
  • If you start without armor, you can have Isabella unequip her Leather Armor and wear it for at least a little protection at start.

Devastating Combo (single target)

  • Equip a Flamberge.
  • Hit the enemy with a Dashing strike for Unsteadiness[99] (2x red damage)
  • Use Battle Cry to gain Fury (also 2x red damage)
  • Attack with Short Blow until they defend by Blocking
  • Hit them with Roundhouse Kick for 200 damage.
  • Wipe the blood off your clothes.