Elin:Combat
Some of the text on this page is from the Beta build of the game. |
This page contains detailed specifications for Skills and systems related to combat.
For equipment specifications, see the Equipment page.
Auto Combat
If you move the cursor over the target and select “Auto” on the right click, the combat will be performed automatically.
During auto combat, less damage is inflicted than usual, but the penalty can be reduced by increasing your strategic skills. Also, when your stamina is above a certain level, you can spend a certain amount of stamina to withstand deadly attacks during combat.
You can set detailed combat type and autocombat settings from the “Strategy” tab on the character sheet.
Combat Type (AI)
The combat type can be applied to the player's autocombat style, and the Monster's behavior patterns also refer to it.
Combat types that fight with magic use remote weapons when they are short on MP.
Type | Pattern |
---|---|
Disable | Disable Auto Combat |
Archer | Fights with ranged weapons. Priority is given to ranged weapons even when adjacent to the enemy. |
Warrior | Uses taunt first, then fights with melee weapons. |
Tank | First use Taunt, Sacred Shield, and Holy Veil, then fight with melee weapons. |
Healer | Use various supportive spells at first, then attack with offensive spells. Attacks are less frequent as priority is given to support. |
Wizard | Fights with offensive spells. |
Hexer | Uses various kinds of interference spells on the enemy at first, then fights with attack spells. |
Summoner | Uses summoning spells first, and then fights with offensive spells. |
Predator | The AI assigned to many NPCs that do not have any special behaviors. All behaviors are used in roughly equal proportions. |
Paladin | First, use a Taunt and offensive support spells, then fight with a melee weapon. |
The following combat types are used only for NPC action patterns and cannot be used for player autocombat.
Type | Pattern |
---|---|
Gunner | |
Warmage | |
Thief |
Critical
Criticals occur after the hit decision. Therefore, the critical hit rate also depends on the enemy's evasion rate.
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.
Riding and Host
See also Riding and Symbiosis for more information.
Riding is an ability where the player rides a pet (henceforth referred to as a horse) and the player's speed becomes the same as that of the horse.
While riding, the horse takes some penalty to its speed, but this can be reduced by improving the riding skill. Monsters have their own aptitude for riding, and those suitable for riding receive less penalty, while those unsuitable for riding, such as metals and catsisters, receive significant penalties and cannot be used properly as horses.
See Bestiary for the suitability of each monster for riding.
Host is the opposite of riding, and allows the player to place a pet (hereinafter referred to as a parasite) on top of the player. The speed of the parasite will be the same as the player's. Even if both riding and Host are performed at the same time, the referenced value will refer to the original speed before the player rode the parasite.
In the beginning, the parasite will not be able to coordinate well with the parasite, and the parasite that was unable to act will often call out abuse, but the situation will improve as the symbiosis skill level is increased.
The horse/parasite will shoulder the damage that flies at the player. In addition, the horse/parasite does not die even if its HP reaches zero, but stays in a stunned state, allowing the player to participate in the battle again once its HP is restored.
However, while the horse is stunned, it loses its speed bonus from riding.
The horse/parasite is treated as being on the same square as the player, and spells that targets a single person will also benefit/damage everyone.
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
Updated EA23.46
"Curve" refers to the game's method for adding a sliding curve to the effectiveness of skill values
CURVE( input, start, step, rate) if input <= start return input repeat x10 { num = start + repeatindex * step if input <= num return input else input = num = (input - num) * rate /100 } return input
First the system evaluates the attacker's 'TO HIT' and the target's 'EVASION'
The TO HIT value will be calculated differently depending on the type of weapon used (thrown, range, melee, martial) and style
Weapon Type | Calculation |
---|---|
Thrown | Curve([attacker's DEX]/4 + [attacker's STR]/2 + [attacker's weapon skill], 50, 25, 75) + 75 (250 if not PC Faction) |
Martial (No Shield) | Curve([attacker's DEX]/3 + [attacker's STR]/3 + [attacker's weapon skill], 50, 25, 75) + 50 |
Martial (With Shield) | 75% of Curve([attacker's DEX]/3 + [attacker's STR]/3 + [attacker's weapon skill], 50, 25, 75) + 50 |
Cane | Curve([attacker's WIL]/4 + [attacker's weapon's primary attribute]/3 [attacker's weapon skill], 50, 25, 75) + 100 |
All Others | Curve([attacker's DEX]/4 + [attacker's weapon's primary attribute]/3 [attacker's weapon skill], 50, 25, 75) + 50 |
Your Hit modifier from gear and the weapon are then added to the above (a distance modifier is then applied for Ranged weapons)
EVASION is calculated on a Curve([target's PER] / 3 + [target's evasion skill], 50, 10, 75) + [target's DV] + 25
These values are then modified in the following order with compounding effect:
Condition | Effect |
---|---|
Attacker has Bane | TO HIT = 75% |
Attacker has HigherGround | TO HIT +20% |
Attacker is Riding | TO HIT = TO HIT * 100 / (100 + 500 / higher of(5 or 10 + [attacker's riding skill])) |
Attacker is Hosting | TO HIT = TO HIT * 100 / (100 + 1000 / higher of(5 or 10 + [attacker's symbiosis skill])) |
Attacker is Being Ridden | TO HIT = TO HIT * 100 / (100 + 1000 / higher of(5 or 10 + [attacker's STR])) |
Attacker is a Parasite | TO HIT = TO HIT * 100 / (100 + 1000 / higher of(5 or 10 + [attacker's DEX])) |
Attack is Two Handed | TO HIT = TO HIT + 25 + sqrt([attacker's two handed skill] * 2) |
Attack is Dual Wield | TO HIT = TO HIT * 100 / (115 * 15 * (2000 / (20 + [attacker's DualWield skill])[Clamped to 0-100]) |
Attacker is Blind | TO HIT = 33.33% (or 10% if ranged/throwing) |
Target is Blind | EVASION = 50% |
Target is Dim | EVASION = 50% |
Target has Higher Ground | EVASION + 20% |
Now the system has the TO HIT and EVASION values, it uses these to calculate if an attack was a hit, miss, or crit in this order
IF Target is Dim & 1 in 4 chance CRIT
IF Target is Dead or Sleeping CRIT
IF [target's Greater Evasion] * 10 > TO HIT num = EVASION * 100 / TO HIT IF 'num2' > 300 & random 0 to ([target's Greater Evasion]+250) > 100 MISS IF 'num2' > 200 & random 0 to ([target's Greater Evasion]+250) > 150 MISS IF 'num2' > 150 & random 0 to ([target's Greater Evasion]+250) > 200 MISS
IF [target's Perfect Evasion] > random 0 - 99 MISS
IF 1 in 20 HIT
IF 1 in 20 MISS
IF TO HIT < 1 MISS
IF EVASION < 1 HIT
IF random 0 - TO HIT < random 0 - (EVASION * 125 (150 if ranged attack) / 100) MISS
IF random 0 - 5000 < [attacker's PER] CRIT
IF [attacker's Critical skill] + sqrt([attacker's Eye of Mind skill]) > random 0 -200 CRIT
IF attacker has [Heart of Death] num = 100 - [attacker's current HP] * 100 / [attacker's Max HP] IF num >= 50 & (num^3 / 3) > random 0 - 100000000 CRIT
HIT