Combat moves

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Revision as of 09:01, 18 April 2021 by At0m (talk | contribs) (Wildgoats give sting. W13)
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Combat

For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both.

Heavy changes to the combat system were made in the update
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In order to learn a combat move, an animal must be defeated in melee combat. The move learned is based on the animal defeated, but otherwise appears to be random. (Minor note: During the first iteration of combat discoveries, prerequisites to use the move had to be met. As of world 10, this is not the case and you can pick up moves at random. Some players have had issues with getting a move like chop without getting a way to gain initiative points.)

A note on "μ":

Quote from jorb:

"Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like."


Moves in italics are available for free to hearthling when acquiring 'The Will to Power' skill.

Damage formula may be (confirm?)

General formula for determining amount of opening seems to be: Where is attack weight, is defense weight, is base opening % from the move, and is the current opening of that type in the target. Example: A player who has 50 uac, 25% green opening and is in lvl 4 Chin Up defense mode is attacked by a player with 100 uac by level 5 punch. Defense weight will be and attack weight will be . The opening that will be added to the defending player will thus be and the total opening will be 38%

Moves

Move Initiative cost Cooldown Notes Learned from
Icon dash.pngDash Opponents' initiative points: +2 80/μ Completely removes your slightest opening
  • Badger
  • Boar
  • Wolverine
  • Horse
Icon oppknock.pngOpportunity Knocks 4 45 Opportunity Knocks increases your opponent's greatest opening by 40%·μ.
  • Boar
  • Wolverine
  • Bear
  • Aurochs
Icon takeaim.pngTake Aim 0 (30 + IP·2)/μ Gives +1 initiative and can be carried out at a distance. The cooldown of Take Aim increases by 20% for each initiative point you have.
  • Ants
  • Badger
  • Boar
  • Beaver
Icon think.pngThink 0+4 40/μ Gives +2 initiative and can be carried out at a distance. The cooldown of Think increases by 20% for each initiative point you have.
  • Bat
  • Boar
  • Fox
  • Horse
  • Aurochs

Restorations

Move Learned from Initiative cost Attack Weight Openings Reduces Cooldown Special
Icon artevade.pngArtful Evasion
  • Bats
  • Boar
  • Deer
  • Green Oozes
Opponents' initiative points: +1
  • 20%·μ Striking
  • 20%·μ Backhanded
  • 20%·μ Sweeping
  • 20%·μ Oppressive
40
Icon feigneddodge.pngFeigned Dodge
  • Bats
  • Foxes
  • Moose
0
  • 15%·μ Striking
35 For every unit of opening reduced by Feigned Dodge, twice that amount is given to the opponent.
Icon flex.pngFlex
  • Bats
  • Boar
  • Deer
0 Unarmed On opponent:
  • +15% Dizzy
  • 10%·μ Backhanded
  • 10%·μ Oppressive
30
Icon jump.pngJump
  • Aurochs
  • Badger
  • Bats
  • Bear
  • Boar
  • Foxes
0
  • 20%·μ Sweeping
25
Icon quickdodge.pngQuick Dodge
  • Ants
  • Badger
  • Bats
  • Boar
0
  • 20%·μ Striking
25
Icon regaincomosure.pngRegain Composure
  • Badger
  • Boar
  • Wolverine
0
  • 20%·μ Striking
  • 20%·μ Sweeping
35
Icon sidestep.pngSidestep
  • Ants
  • Bats
  • Foxes
0
  • 20%·μ Backhanded
25
Icon watchitsmoves.pngWatch Its Moves
  • Ants
  • Badger
  • Bats
  • Foxes
Initiative points: +1
  • 30%·μ Backhanded
45 Gains you 1 point of initiative against your opponent.
Icon yieldground.pngYield Ground
  • Ants
  • Bats
  • Badger
  • Foxes
  • Boar
  • Moose
0 On you:
  • +10% Dizzy
  • +10% Reeling
  • 30%·μ Striking
  • 30%·μ Oppressive
30
Icon zigzag.pngZig-Zag Ruse
  • Aurochs
  • Boar
  • Mouflon
Opponents' initiative points: +2
  • 50%·μ Sweeping
  • 50%·μ Oppressive
50

Maneuvers

Move Block weight Cooldown Notes Learned from
Icon bloodlust.pngBloodlust Unarmed·75%·μ 10 When attacked:
  • Bloodlust is charged by 25%·Δ. When you attack an opponent, your attack weight will be increased by four times the amount that Bloodlust is charged.
Icon chinup.pngChin Up Unarmed·μ 10
Icon combatmeditation.pngCombat Meditation Unarmed·μ 10 When attacked:
  • Combat Meditation is charged by 25%·Δ. When you attack an opponent, your cooldown will be decreased by the amount that Combat Meditation is charged.
  • While Combat Meditation is active, all your attacks will have 25% of their normal attack weight.
Icon deathorglory.pngDeath or Glory Unarmed·75%·μ 10 When attacked:
  • You gain 0.75·Δ points of Initiative against the opponent.
Icon oakstance.pngOak Stance Unarmed·150%·μ 10 When attacked:
  • Your greatest opening is reduced by 5%·Δ.
  • While Oak Stance is active, all your attacks will have 50% of their normal attack weight.
Icon parry.pngParry Melee·80%·μ 10 When Attacked:
  • Openings: +10% Dizzy

You need a sword equipped for Parry to inflict its effect upon your opponents.

Icon shieldup.pngShield Up Melee·250%·μ 10 If Shield Up is used without a shield equipped, its block weight will be 50% instead of 250%.
Icon toarms.pngTo Arms Melee·μ 10

Attacks

Move Learned from Initiative cost Attack weight Attack type Openings Damage Grievous damage Cooldown Special Notes
Icon chop.pngChop
  • Ants
  • Badgers
  • Bats
  • Boar
  • Deer
  • Foxes
  • Moose
  • Mouflon
1 Melee·μ
  • Striking
  • +15% Off Balance
According to weapon 40 Weapon:
  • Any edged weapon
Icon cleave.pngCleave
  • Aurochs
  • Badger
  • Bear
  • Lynx
  • Moose
4+2 Melee·μ
  • Backhanded
  • Oppressive
  • +25% Cornered
According to Weapon·150% 80
Icon fullcircle.pngFull Circle
  • Bats
  • Deer
  • Green Oozes
  • Mouflon
  • Otter
0 Melee·90%·μ
  • Sweeping
  • Oppressive
  • +15% Off Balance
  • +5% Cornered
According to weapon 40 Weapon:
  • Any melee weapon

Full Circle attacks your main target and all other opponents in range.

Icon goforthejugular.pngGo for the Jugular
  • Moose
  • Wolverine
  • Badger
2+2 Unarmed·μ
  • Striking
  • Oppressive
  • +15% Off Balance
  • +10% Cornered
40 30% 45
Icon haymeker.pngHaymaker
  • Ants
  • Badger
  • Bats
  • Boar
  • Fox
  • Moose
0 Unarmed·μ
  • Sweeping
  • +15% Reeling
20 15% 50
Icon kick.pngKick
  • Ants
  • Aurochs
  • Bats
  • Boar
  • Foxes
1 Unarmed·μ
  • Sweeping
  • +20% Reeling
25 15% 45
Icon knockitsteethout.pngKnock Its Teeth Out
  • Deer
  • Boar
  • Horse
  • Beaver
1 Unarmed·μ
  • Oppressive
  • +20% Cornered
30 25% 35
Icon lefthook.pngLeft Hook
  • Ants
  • Bats
  • Wolverine
0 Unarmed·μ
  • Backhanded
  • +15% Dizzy
15 10% 40
Icon lowblow.pngLow Blow
  • Foxes
  • Badger
  • Bats
  • Beaver
  • Boar
0 Unarmed·μ
  • Backhanded
  • +10% Off Balance
20 30% 50 Gains you 1 Point of Initiative against your opponent.
Icon punch.pngPunch
  • Ants
  • Bats
  • Badgers
  • Moose
  • Otter
0 Unarmed·80%·μ
  • Striking
  • +15% Off Balance
10 5% 30
Icon punchemboth.pngPunch 'em Both
  • Ants
  • Bats
  • Deer
  • Foxes
0 Unarmed·μ
  • Striking
  • Sweeping
  • +15% Reeling
10 7.5% 40 Attacks both your primary target and also one other opponent in range.
Icon quickbarrage.pngQuick Barrage
  • Foxes
  • Badgers
  • Boars
  • Green Oozes
0 Melee·μ
  • Oppressive
  • +10% Cornered
According to Weapon·25% 20 Weapon:
  • Any melee weapon

If your opponent has more than 25% of Oppressive openings, Quick Barrage also gains you 1 Point of Initiative against that opponent.

Icon ravensbite.pngRaven's Bite
  • Bats
  • Boar
4 Melee·μ
  • Striking
  • Sweeping
  • +15% Off Balance
  • +15% Reeling
According to weapon·110% 40 Weapon:
  • Any axe
Icon ripapart.pngRip Apart
  • Deer
6 Unarmed·μ
  • Striking
  • Backhanded
  • Sweeping
  • Oppressive
  • +7.5% Off Balance
  • +7.5% Dizzy
  • +7.5% Reeling
  • +7.5% Cornered
50 30% 60
Icon sideswipe.pngSideswipe
  • Aurochs
  • Badgers
  • Bats
  • Foxes
  • Wildgoats
0 Melee·μ
  • Sweeping
  • +7.5% Reeling
According to weapon·75% 25 Weapon:
  • Any edged weapon
Very effective when paired with Uppercut that creates opening for this move to deal damage effectively.
Icon stealthunder.pngSteal Thunder
  • Badgers
  • Boar
  • Moose
0 Unarmed·μ
  • Backhanded
  • Sweeping
  • +10% Dizzy
None 40 To the extent that it is unblocked, Steal Thunder will take 3 points of initiative from its target and you will gain 2 of them.
Icon sting.pngSting
  • Badgers
  • Bear
  • Boar
  • Deer
  • Foxes
  • Wildgoats
2 Melee·μ
  • Striking
  • Backhanded
  • +20% Dizzy
  • +10% Reeling
According to weapon·125% 50 Weapon:
  • Any pointed weapon
Icon stormofswords.pngStorm of Swords
  • Bats
  • Deer
  • Green Oozes
2 Melee·μ
  • Backhanded
  • Sweeping
  • +30% Reeling
According to weapon 50 Weapon:
  • Any sword

Storm of Swords will attack up to five opponents in range, starting with your main target. The targets will receive 100%, 125%, 150%, 175%, and 200%, respectively, of the weapon's damage.

Icon takedown.pngTakedown
  • Aurochs
  • Bear
  • Boar
  • Badgers
3 Unarmed·μ
  • Sweeping
  • Oppressive
  • +30% Reeling
40 30% 50
Icon uppercut.pngUppercut
  • Aurochs
  • Badgers
  • Boar
  • Foxes
  • Mouflon
0 Unarmed·0.8·μ
  • Striking
  • Backhanded
  • +15% Reeling
30 5% 30 Useless as the only offensive move due to mismatching colors, but effective at creating Yellow opening for moves like Sideswipe.