Legacy:Combat Actions: Difference between revisions
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|Row 6 info = Generally inferior to '''Invocation of Skuld'''. | |Row 6 info = Generally inferior to '''Invocation of Skuld'''. Does not increase Intensity. | ||
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Revision as of 02:17, 1 December 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. Template:Infobox combat
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
Hotkey: B
Weight: 0.5 * Unarmed Combat
Effect: +10% attack * Delta
Required Skill: Warrior Spirit
Combat Meditation
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
Hotkey: G
Weight: Unarmed Combat
Effect: -10% defense, +Delta Initiative.
Required Skill: Valor
Dodge
Hotkey: D
Weight: Unarmed Combat
Effect: None.
Required Skill: Unarmed Combat
Oak Stance
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
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.
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.
Other Combat Actions
Quell the Beast
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
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.