Elin:Combat: Difference between revisions

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Mirroring info from JP side. On the mechanics of protecting allies through taunt, loyalty, flesh walls, and knightly spirit. The impact of character height differences on combat.(Translated by machine. Please make appropriate corrections.)
m (Added Turret AI)
m (Mirroring info from JP side. On the mechanics of protecting allies through taunt, loyalty, flesh walls, and knightly spirit. The impact of character height differences on combat.(Translated by machine. Please make appropriate corrections.))
 
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{{DISPLAYTITLE:Combat}}
{{EA}}
{{EA}}
This page contains detailed specifications for '''[[Elin:Skills|Skills]]''' and systems related to combat.
This page contains detailed specifications for '''[[Elin:Skills|Skills]]''' and systems related to combat.
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==Critical==  
==Critical==  
Criticals occur after the hit decision. Therefore, the critical hit rate also depends on the enemy's evasion rate.
Attacks may occasionally result in a critical hit.


The critical rate increases if the target is asleep or in a dim, and the rate can also be increased with the executioner's feat by meeting the requirements.
When a critical hit occurs, damage becomes the maximum value of the weapon's die roll, dealing greater damage than usual.


A critical hit will deal a max roll (+25% if martial)
Critical hits occur after the hit roll. Therefore, the critical hit chance also depends on the target's evasion rate.
 
The critical hit chance can be increased through Perception, Eye of Mind skill, enchantments, and feats like [[Elin:Class/Executioner|Mana Body]].
 
If the target is dazed, there is a 25% chance of a critical hit. If the target is asleep, a critical hit always occurs.


==Riding and Host==  
==Riding and Host==  
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In addition, both the player and the horse/parasite will suffer a hit penalty when riding or parasitizing, but this can be mitigated by raising the skill level of each.
In addition, both the player and the horse/parasite will suffer a hit penalty when riding or parasitizing, but this can be mitigated by raising the skill level of each.


==Weapon Hit Mechanics==
== Height Adjustment ==
Height differences between characters' floors or platforms, or when one character is on stairs or a trolley, affect combat.
 
Characters at higher elevations gain a bonus to hit when attacking and a bonus to dodge when being attacked.
 
Characters receiving height adjustment will display '''(Lower Ground)''' or '''(Higher Ground)''' next to their name when hovered over.
 
* Floating characters are treated as being at higher ground.
 
== Shielding (Taunt/Loyal) ==
Characters with abilities like Taunt or loyal feats such as [[Elin:Bestiary/Shiba|Shiba]] can shield allies from attacks, redirecting the target to themselves.
 
While shielding carries the risk of drawing concentrated fire, using it effectively can protect allies and gain an advantage in combat.
 
'''Common Shielding Mechanics'''
 
* Only enemy attacks can be shielded. Attacks between allies cannot be shielded.
* Shielding is impossible if an ally is hidden behind a wall or furniture, or if the Guardian is paralyzed, asleep, in a death-like state, or unconscious.
* Shielding is impossible against thrown attacks, additional attacks from Shockwave/Whirlwind enchantments, or area-of-effect spells.
* Shielding is impossible during the Loyal ability's cooldown.
 
'''Taunt'''
 
* Using this ability enters a “Taunt” stance, enabling the ability to shield allies.
* Shields allies within 1 tile with an approximately 50% chance. The Defender Feat extends this range to a maximum of 3 tiles.
 
'''Loyal'''
 
* Guaranteed to shield allies within 3 tiles.
* If more than 4 tiles apart, teleports to an adjacent tile before shielding (max 25 tiles, subject to teleport disruption).
* If Loyal triggers teleportation, a 10-turn cooldown applies.
* [[Elin:Armors|Shiva Tail]] allows players to temporarily acquire it.
* Talk to a character with Loyal and select “Actually...” → “Please don't shield allies” to toggle Loyal on/off.
 
== Damage Absorption ==
The Flesh Wall/Knight Spirit enchantment absorbs damage dealt to the target. Its behavior differs from taunts or Loyal that redirect the target, exhibiting several unique effects.
 
'''Flesh Wall''': Absorbs damage intended for allies. Effect range increases by 1 tile per Feat Level.
 
'''Knight Spirit''': Absorbs damage intended for allies with lower HP percentage than the caster. Effect range is fixed to adjacent 1 tile.
 
====== Damage Absorption Specifications ======
 
* All calculations related to attack success/failure use the Protected's stats.
** Specifically, this includes DV/Dodge/Evasion skills used in hit/evasion checks, and PV/Equipment skills used in damage calculation.
** Only the Protected can activate Parry/Counter.
** The Protected's Spiky and Acid Body effects do not activate; only the Guardian's do.
 
* Various damage calculation modifiers use the Guardian's stats.
** Elemental Resistance/Anti-magic/Ranged Defense/Physical Damage Reduction/Elemental Damage Reduction/Critical Defense/Shield Style/Blessing of the Earth/Metal Feat, etc.
** When taking damage for the Guardian, damage reduction effects from Physical Damage Reduction, Elemental Damage Reduction, and Metal Feat are halved.
 
====== Cannot be absorbed ======
Cannot absorb damage when the Guardian is paralyzed, asleep, in suspended animation, or stunned.
 
Additionally, the following damage and effects cannot be absorbed:
 
* Additional effects of attacks. Only the damage is absorbed; the additional effects are received by the Protected.
** Item destruction from fire/cold element attacks, additional status effects added to charges via Shield Bash or the Tyrant of Shields enchantment, etc.
 
Status abnormality applied by spells or potions that do not deal damage
 
Damage to allies restrained by devices like the Gallows
 
* Damage from Hunger, Exhaustion, Headhunter, Sturdy Rope, Wrath of the Gods, Mana Backlash, or Death Sentence


''See: [[Elin:Code_Analysis/Combat]]''
* Damage already taken by another ally (taking damage taken by another ally creates an infinite loop)


[[Category:EN]]
[[Category:EN]]
[[Category:Elin Mechanics]]
[[Category:Elin Mechanics]]