Jack-o-nine: Combat

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< Jack-o-nine‎ | Gameplay
Revision as of 07:50, 16 December 2014 by Xfir01 (talk | contribs) (Expanding combat page)

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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 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.

Healing Balm recipe: Fiend's mucus Kamrian resin Faeries' pollen Essence of oblivion

Unarmed attacks

Unarmed attacks are always available and will add a 2x multiplier debuffs that last for 2 turns in a rock-paper-sissors type fashion: Red -> green -> purple -> red

Enemy State Your Action Result
(Red) Block (Green) Push (Purple) Distraction
(Green) Evades (Purple) Sweep (Red) Unsteadiness
(Purple) Counterattacks (Red) Kick (Green) Stunned