Legacy:Combat Actions: Difference between revisions

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m (cooldown times)
m (→‎Moves: cooldowns)
Line 208: Line 208:
|Row 1 info = H
|Row 1 info = H
|Row 2 title = Cooldown
|Row 2 title = Cooldown
|Row 2 info = 5.0 seconds
|Row 2 info = 5.4 seconds
|Row 3 title = Effects
|Row 3 title = Effects
|Row 3 info = +1 IP, +3% Attack, -8% Defense
|Row 3 info = +1 IP, +3% Attack, -8% Defense
Line 225: Line 225:
|Row 1 info = T
|Row 1 info = T
|Row 2 title = Cooldown
|Row 2 title = Cooldown
|Row 2 info = 12.0 seconds
|Row 2 info = 10.8 seconds
|Row 3 title = Effects
|Row 3 title = Effects
|Row 3 info = +1 IP
|Row 3 info = +1 IP
Line 242: Line 242:
|Row 1 info = A
|Row 1 info = A
|Row 2 title = Cooldown
|Row 2 title = Cooldown
|Row 2 info = 12.0 seconds
|Row 2 info = 10.8 seconds
|Row 3 title = Effects
|Row 3 title = Effects
|Row 3 info = +1 IP, +6% Defense
|Row 3 info = +1 IP, +6% Defense
Line 258: Line 258:
|Row 1 info = X
|Row 1 info = X
|Row 2 title = Cooldown
|Row 2 title = Cooldown
|Row 2 info = 4.5 seconds
|Row 2 info = 4.32 seconds
|Row 3 title = Requirements
|Row 3 title = Requirements
|Row 3 info = Must have 6 IP
|Row 3 info = Must have 6 IP
Line 276: Line 276:
|Row 1 info = J
|Row 1 info = J
|Row 2 title = Cooldown
|Row 2 title = Cooldown
|Row 2 info = 4.5 seconds
|Row 2 info = 4.32 seconds
|Row 3 title = Effects
|Row 3 title = Effects
|Row 3 info = +12% Attack
|Row 3 info = +12% Attack
Line 293: Line 293:
|Row 1 info = D
|Row 1 info = D
|Row 2 title = Cooldown
|Row 2 title = Cooldown
|Row 2 info = 8.0 seconds
|Row 2 info = 7.56 seconds
|Row 3 title = Effects
|Row 3 title = Effects
|Row 3 info = -15% Attack, +15% Defense
|Row 3 info = -15% Attack, +15% Defense
Line 309: Line 309:
|Row 1 info = B
|Row 1 info = B
|Row 2 title = Cooldown
|Row 2 title = Cooldown
|Row 2 info = 11.0 seconds
|Row 2 info = 10.8 seconds
|Row 3 title = Effects
|Row 3 title = Effects
|Row 3 info = +7.5% Defense, +0.3 [[Combat 101#Advantage|Advantage]]<br>
|Row 3 info = +7.5% Defense, +0.3 [[Combat 101#Advantage|Advantage]]<br>
Line 366: Line 366:
|Row 1 info = R
|Row 1 info = R
|Row 2 title = Cooldown
|Row 2 title = Cooldown
|Row 2 info = 17.0 seconds
|Row 2 info = 17.0 seconds (need confirm)
|Row 3 title = Requirements
|Row 3 title = Requirements
|Row 3 info = 1 IP
|Row 3 info = 1 IP
Line 386: Line 386:
|Row 1 info = F
|Row 1 info = F
|Row 2 title = Cooldown
|Row 2 title = Cooldown
|Row 2 info = 12.0 seconds
|Row 2 info = 5.4 seconds
|Row 3 title = Requirements
|Row 3 title = Requirements
|Row 3 info = <= 10% Defense
|Row 3 info = <= 10% Defense

Revision as of 19:56, 8 July 2013

Damage formula

, where ql is the quality of the weapon. !look at discussion page!

The base damage of a Soldier's Sword is 400. For a 65ql Soldier's Sword wielded by someone with 319 Strength, their damage would be calculated by: damage = 400 * sqrt(sqrt(65 * 319) / 10), which comes out to 1517. You can adjust for Personal Beliefs (Peaceful vs. Martial) by multiplying the result by 0.8 or 1.2 (or anywhere in between, depending on the Peaceful/Martial slider).

The defense consumed by an attack is , where AW is your attack's weight, and BW is the enemy's maneuver's weight. Your attack weight is multiplied by from 0.5 to 2.0, depending on the combat advantage. See Combat: Attacks, Moves & Maneuvers for the weights of various moves.

Attacks

Attacks are moves that inflict damage on your opponent. Using an attack will fully deplete the attack bar. The attacker must deplete the defense bar of the target before actual damage is inflicted on their HP. The amount of defense depleted is , where is the amount of offense you have (the red attack bar), is the weight of your attack, and is the weight of your opponent's maneuver.

After attacking, you will return to using the move you were using before attacking. Template:Infobox combat

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Maneuvers

Maneuvers are patterns for responding to an attack. Your selected manuver determines how effective the attacks are on you, and have an effect every time the enemy uses a move.

Most maneuvers use a variable Delta for their effects and weight. This variable is based on the difference between your Unarmed Combat skill and your opponent's Unarmed Combat skill. delta = sqrt(Your UA/Their UA)

The weight of a maneuver is how much defensive weight you have when attacked while using that maneuver.


Bloodlust

File:Bloodlust.png

Hotkey: B
Weight: 0.5 * Unarmed Combat
Effect: +10% attack * Delta
Required Skill: Warrior Spirit

Combat Meditation

File:Medi.png

Hotkey: M
Weight: Unarmed Combat
Effect: -0.2 Combat Advantage. Gives you a temporary status effect that reduces the cooldown of your moves by 25% * Delta.
Required Skill: Fire & Ice

Death or Glory

File:Dorg.png

Hotkey: G
Weight: Unarmed Combat
Effect: -10% defense, +Delta Initiative.
Required Skill: Valor

Dodge

File:Dodge.png

Hotkey: D
Weight: Unarmed Combat
Effect: None.
Required Skill: Unarmed Combat

Oak Stance

File:OakStance.png

Hotkey: O
Weight: Unarmed Combat
Effect: -10% attack, +5% * Delta Defense. This maneuver will stop giving you defense if have no more attack.
Required Skill: Tales by the Hearth

Shield

File:Shieldmanouvre.png

Hotkey: S
Required Equipment: Shield.
Weight: 1.25 * Melee Combat
Effect: None
Required Skill: Militia Training

Moves

Moves are actions in combat that have some effect on the battle, generally raising or lowering your attack or defense. Once a move has been performed on an opponent, you will continue using that move as long as the conditions are met.

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Special Moves

Special Moves are actions that are performed once upon activation in order to gain some specific advantage in a fight by manipulating one or more of the fight variables.

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Other Combat Actions

Quell the Beast

File:QuellTheBeast.png

Hotkey: Q
Conditions: Combat Advantage 3 or greater, 0 Combat Intensity, Costs 2 Initiative. Only usable against domesticatable animals.
Required Equipment: Rope
Weight: Unarmed Combat
Effect: When successful, the target animal will become attached to the rope and will follow as long as you hold the rope, and will also gain tameness. When the animal is attached to the rope, this attack cannot be used unless the animal attacked you, which it will do periodically. When the animal reaches 100 tameness points, it will become domesticated.
Base Speed:
Required Skill: Animal Husbandry

Shoot

File:Ashoot.png

Hotkey: H
Conditions: None.
Required Equipment: Bow and Arrow, or Sling and Stones
Note: Firing with a bow will deplete your attack meter, but the chance of success only depends on the accuracy meter.
Required Skill: Hunting

Summary

Group Name Hotkey Skill
Attacks
M > K
"Knock his teeth out!" K Brawling
Chop C Militia Training
Cleave L Militia Training
Punch P Unarmed Combat
Sting S Swordsmanship
Strangle G Brawling
Valorous Strike V Swordsmanship
Maneuvers
M > M
Bloodlust B Warrior Spirit
Combat Meditation M Fire and Ice
Death or Glory G Valor
Dodge D Unarmed Combat
Oak Stance O Tales by the Hearth
Shield S Militia Training
Moves
M > O
Call Down The Thunder T Leadership
Charge! H Brawling
Dash! H (?) Valor
Feign Flight F Tricks and Ruses
Flex X Warrior Spirit
Float Like a Butterfly B Warrior Spirit
Jump! J Unarmed Combat
Push the Advantage U Soldier Training
Seize the Day! Z Valor
Slide! D Unarmed Combat
Throw Sand R Tricks and Ruses
Special Moves
M > S
Battle Cry Y Tales by the Hearth
Consume the Flames N Fire and Ice
Evil Eye V Tricks and Ruses
Fan the Flames F Fire and Ice
Invocation of Skuld K Tales by the Hearth
No Pain, No Gain A Soldier Training
Opportunity Knocks O Soldier Training
Sidestep I Brawling
Stern Order S Leadership
Sting Like a Bee E Warrior Spirit
To Arms! T Leadership
Other
M
Quell the Beast Q Animal Husbandry
Shoot H Hunting/Archery

Notes

It has been found that many of the cooldowns listed with the actions are incorrect. A partial list has been provided on the Haven & Hearth forums by one of the community members in this thread: http://www.havenandhearth.com/forum/viewtopic.php?f=2&t=23357&start=10 (Thanks to Oddity from the HnH forums for providing the partial list.)

Help correcting and/or confirming the times on these would be most helpful. (Please delete these notes after all entries are updated.) Also, if anyone has the exact formula for the effect of combat intensity and/or Agility on the cooldowns, it would be greatly appreciated.