Talk:Love Death Final!/Gameplay

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Revision as of 13:59, 12 January 2015 by DokEnkephalin (talk | contribs) (Created page with "===Combos=== Should probably go in melee section, but can't figure out how to organize it <Type> :Humans only have type Slash, all bosses and most mobs have type Blow. <ID> :...")

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Combos

Should probably go in melee section, but can't figure out how to organize it <Type>

Humans only have type Slash, all bosses and most mobs have type Blow.

<ID>

Stand/Sprint/Air/Hold/Wake Up - Wake up is probably the counterattack from being knocked down. I haven't been able to do that lately, possibly broken by a patch

<Attack>

Weapons in right hand slightly lower (~5%), 2H moderately lower. Possibly attack speed.

<Radius>

2H get more radius bonuses

<Timing>

2H get much higher numbers, probably attack interval

< Span>

2H get higher values, possibly weapon hitbox

<CancelTime>

2H get higher values

<KnockBackTime>

2H get much higher values, probably stagger time from impact

<Damage>

Lo/Hi - varies with Type/SkillType. Equal between 1H/2H, right/left wielded

<Distance>

Roughly same for all weapons, ~5x higher in WakeUp

<Power>

Almost double for 2H

<Fix>

Only 1H has this value

<MoveTiming>

Much higher for 2H, almost none for 1H. possibly delay from attack to movement

<MoveSpan>

1H gets much higher for Forward chain and Sprint, 2H gets 3x higher for standing

<Advance>

Generally higher for 1H, 2H gets higher for Sprint

<SkillType>

Normal/SkillFront/SkillBack - only Stand has these

<Reach>

Only 2H has this, for Normal and SkillBack

<Create>

Tags the end of each attack section

<FrameAdd> only mobs and bosses have this