Difference between revisions of "Jack-o-nine/Gameplay/Combat"
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|Evasion || Green || 1/2 green damage received | |Evasion || Green || 1/2 green damage received | ||
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− | | | + | |Acceleration || Green || 2x green damage dealt |
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|Attention || Purple || 1/2 purple damage received | |Attention || Purple || 1/2 purple damage received | ||
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|Unsteadiness || Red || 2x Red damage received | |Unsteadiness || Red || 2x Red damage received | ||
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− | | | + | | ?? || Red || 1/2 Red Damage dealt |
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|Stunned || Green || 2x Green Damage received | |Stunned || Green || 2x Green Damage received | ||
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+ | |Stiffness || Green || 1/2 green damage dealt | ||
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|Distraction || Purple || 2x purple damage received | |Distraction || Purple || 2x purple damage received |
Revision as of 03:07, 18 December 2014
- Recent changes
- All pages
- Wiki tutorial
- Purge (this page)
all characters are at least 18
- Player Housing
- Minor Residences
- White Town
- Necropolis
- Quarter of the Bull
- Serpentine Quarter
- Quarter of the Outcasts
- Border of the Fogs
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?) "
Contents
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 Green for stamina - person collapses and is unable to continue fighting Purple for moral - person flees combat
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 |
?? | 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. 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 blindness. 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 | Precise Thrust | Acceleration | Severe Pain | 2x |
- | Slash | Stiffness | 2x | Precision |
Stiletto | Precise Stab | Stiffness | Acceleration | 2x |
- | Rapid Stab | Severe Pain | 2x | Precision |
Brass Knuckles | Powerful punch | 2x | Acceleration | Stunned |
- | Rapid Stab | Unsteadiness | 2x | Adrenaline |
Stunner | Blow to the head | 2x | Adrenaline | Stunned |
- | Poke | Unsteadiness | 2x | Precision |
Butcher's Cleaver | Butcher's Blow | 2x | Adrenaline | Distraction |
- | SlaughterHouse | Severe Pain | 2x | Fury |
One-Handed
Whip
Epee
Rapier
Koncerz
Gladius
Bastard Sword
Machete
Katana
Baton
Two Handed
Flamberge - Slashing
Attack | Red | Green | Purple |
---|---|---|---|
Short Blow | Stun | 2x | Fury |
Powerful Blow | 2x | Acceleration | Unsteadiness |
Naginata
Morning Star
GreatAxe
Baseball Bat
Cattle prod
Armor
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.