Legacy:Combat Actions: Difference between revisions

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== Maneuvers ==
== Maneuvers ==

Revision as of 03:40, 19 November 2012

Damage formula

, where ql is the quality of the weapon.

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.

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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.

Charge!
File:Charge.png

Hotkey

H

Cooldown

5.0 seconds

Effects

+1 IP, +3% Attack, -8% Defense

Required skill

Brawling

Notes

The most basic action for gaining IP. It has a short cooldown time, but reduces your Defense bar by 8% with each use. Also increases your Attack by a tiny amount.

Call Down The Thunder
File:CallDownTheThunder.png
Gain IP from a distance.

Hotkey

T

Cooldown

12.0 seconds

Effects

+1 IP

Required skill

Leadership

Notes

This action can be used from a distance of up to ~25 tiles from the target.

Dash
File:Dash.png
Slow, defensive IP gain.

Hotkey

A

Cooldown

12.0 seconds

Effects

+1 IP, +6% Defense

Required skill

Valor

Notes

Flex
File:Flex.png

Hotkey

X

Cooldown

4.5 seconds

Requirements

Must have 6 IP

Effects

+20% Attack

Required skill

Warrior Spirit

Notes

The best move for increasing your Attack.

Jump!
File:Jump.png

Hotkey

J

Cooldown

4.5 seconds

Effects

+12% Attack

Required skill

Unarmed Combat

Notes

Increases your Attack by a small amount. This move is greatly inferior to Flex, and you should only use this move until you buy Warrior Spirit.

Slide!
File:Slide.png
Trade Attack for Defense.

Hotkey

D

Cooldown

8.0 seconds

Effects

-15% Attack, +15% Defense

Required skill

Unarmed Combat

Notes

Restores your Defense bar at the expense of your Attack bar. If your Attack bar is less than 15% full, the amount of Defense you regain is equal to the amount of Attack you have left.

Float Like A Butterfly
File:FloatLikeAButterfly.png

Hotkey

B

Cooldown

11.0 seconds

Effects

+7.5% Defense, +0.3 Advantage
+1 IP to opponent

Required skill

Warrior Spirit

Notes

This move is bad. It gives your opponent IP, and the good effects aren't worth the cooldown time.

Push The Advantage
File:Padv.png

Hotkey

U

Cooldown

10.0 seconds

Requirements

+3 Advantage

Effects

+1 IP, -5% Stamina.

Required skill

Warrior Spirit

Notes

This move is generally inferior to Dash! and Charge!. This move does not increase Intensity.

Seize The Day!
File:SeizeTheDay.png
Trade Defense for Advantage

Hotkey

Z

Cooldown

3.0 seconds

Requirements

+5 Intensity, >= 75% Attack

Effects

-5% Defense, +0.3 Advantage.
-5% Attack to opponent

Required skill

Valor

Notes

Reduces your opponent's Attack by a small amount, while reducing your Defense by an equal amount and giving you Advantage.
Has a very short cooldown — only 2.0 seconds at 10 Intensity, before possible Agility bonus or penalty.

Throw Sand
File:ThrowSand.png
Reduce your opponent's IP.

Hotkey

R

Cooldown

17.0 seconds

Requirements

1 IP

Effects

-40% Attack
-2 IP to opponent

Required skill

Tricks and Ruses

Notes

Reduces your opponent's IP by 2. Generally not very useful, due to the long cooldown time; by the time you're ready to use another action, your opponent could have Charge'd 3 times.

Feight Flight
File:FeignFlight.png
Gain IP when Defense is critically low.

Hotkey

F

Cooldown

12.0 seconds

Requirements

<= 10% Defense

Effects

+2 IP

Required skill

Tricks and Ruses

Notes

Not a very good move because it can only be used when your Defense is 10% or lower, and has a 12 second cooldown.

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.

Battle Cry
File:BattleCry.png

Hotkey

Y

Cooldown

1.5 seconds (at 10 Intensity)

Requirements

7 IP, 10 Intensity

Cost

7 IP

Effects

+100% Attack, -50% Defense, +2 Advantage

Required skill

Tales by the Hearth

Notes

You must have at least 14 IP to use this move! However, it will fill your Attack bar to 100% and give you +2 Advantage, at the cost of half a full Defense bar and 7 IP.
The in-game tooltip incorrectly states that it removes 50% of your opponent's Defense.

Consume the Flames
File:Cflame.png

Hotkey

N

Cooldown

5.0 seconds, unaffected by Intensity (because it is reset)

Effects

-1% * Intensity SHP damage to yourself; +1% * Stamina restored to yourself; Resets Intensity to 0.

Required skill

Fire and Ice

Notes

Can be used in taming, but Sting Like A Bee is probably a better choice of move to use.

Fan the Flames
File:Fflame.png

Hotkey

N

Cooldown

12.5 seconds, affected by the Intensity before use

Effects

+5 Intensity, -20% Stamina

Required skill

Fire and Ice

Notes

Not very useful. If you're planning on using CDTT on an animal from a distance (ie. shallows or in a boat) for a long time, it will speed things up to get Intensity up first.

Evil Eye
File:EvilEye.png
Reset your opponent's attack.

Hotkey

V

Cooldown

24.0 seconds

Cost

2 IP

Effects

+100% Attack to opponent, -2 Intensity

Required skill

Tricks and Ruses

Notes

Most useful when running away from a stronger opponent, or in many-vs.-1 combat.

Invocation of Skuld
File:InvocationOfSkuld.png

Hotkey

K

Cooldown

8.0 seconds

Requirements

10 IP

Cost

3 IP

Effects

+20% Attack, +1 Advantage

Required skill

Tales by the Hearth

Notes

Gives you as much Attack as a Flex, but also gives you +1 Advantage.

No Pain, No Gain
File:Paingain.png

Hotkey

A

Cooldown

15.0 seconds

Effects

-50% SHP to yourself, +50% Attack
-25% Defense to opponent

Required skill

Soldier Training

Notes

Opportunity Knocks
File:Oppknock.png
Fixed-% Defense removal.

Hotkey

O

Cooldown

9.0 seconds

Cost

5 IP

Effects

-30% Defense to opponent, +1 Intensity

Required skill

Soldier Training

Notes

Removes 30% from your opponent's Defense. Allows multiple weak characters to destroy a stronger character's Defense.
It also allows you to deplete your opponent's Defense without using your Attack bar.

Sidestep
File:InvocationOfSkuld.png

Hotkey

I

Cooldown

10.0 seconds

Cost

4 IP

Effects

+1 Advantage

Required skill

Brawling

Notes

Generally inferior to Invocation of Skuld.

Sting Like A Bee
File:StingLikeABee.png

Hotkey

E

Cooldown

5.0 seconds, unaffected by Intensity

Cost

6 IP

Effects

+10% * Intensity Attack, -8% Defense to yourself, Resets Intensity to 0.

Required skill

Warrior Spirit

Notes

You gain Attack in proportion to how high the Combat Intensity is. Can be used in taming.

Stern Order
File:SternOrder.png
Party move: Gain Advantage from a distance.

Hotkey

S

Cooldown

~15.0 seconds

Cost

6 IP

Effects

+1 * delta Advantage to all party members against the target.

Required skill

Leadership

Notes

This action can only be used by the party leader; you can always use it if you're not in a party.

  • delta* is calculated based on your Charisma versus the target's Charisma.
To Arms!
File:ToArms.png
Party move: Gain Advantage from a distance.

Hotkey

T

Cooldown

10.0 seconds

Cost

3 IP

Effects

+1 * delta IP to all party members against the target.

Required skill

Leadership

Notes

This action can only be used by the party leader; you can always use it if you're not in a party.

  • delta* is calculated based on your Charisma versus the target's Charisma.

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) Battte 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.