Elin:Combat

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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.

Combat Type (Playable)
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.

Combat Type (NPC only)
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

Expand on the right

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

TO HIT
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:

MODIFIERS
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