Difference between revisions of "Combat (Multi Player)"
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Once it's your turn, you will only be able to use any of the listed powers that are not on cooldown. After the use, you'll receive a large number of lines indicating the effects of your power, as well as all effects caused by powers and DoT from allies and enemies. The combat spam can easily drown any chatter you might try to keep track of, so keep in mind the #last option for most types of chat, such as OOC, Page and any channels. | Once it's your turn, you will only be able to use any of the listed powers that are not on cooldown. After the use, you'll receive a large number of lines indicating the effects of your power, as well as all effects caused by powers and DoT from allies and enemies. The combat spam can easily drown any chatter you might try to keep track of, so keep in mind the #last option for most types of chat, such as OOC, Page and any channels. | ||
+ | |||
+ | ==Actions== | ||
+ | During your turn, you can use any of the following actions: | ||
+ | |||
+ | * '''use NAME''' - Attempts to use the power with the ''NAME'' provided. Works with partial names: <code>use flame</code> is enough to use Flamethrower, for instance. | ||
+ | * '''pass''' - This will pass your turn. Might be useful if the game thinks it's your turn but you cannot use any powers. | ||
+ | * '''flee''' - Attempts to flee. If successful, you will move in a random direction. You can return to the previous room and continue the fight, but you will no longer receive any rewards. | ||
+ | * '''submit to X''' - Will make your character submit to the given enemy, causing the defeat message to show and affect your character. This counts as being defeated. Enemies that are much higher level than you (8+) will ignore these attempts. | ||
+ | * '''auto on''' or '''off''' - Turns autocombat on or off, respectively. | ||
+ | * '''stuck''' - Use this if combat fails to advance for any reason. | ||
+ | |||
==Types of Powers== | ==Types of Powers== | ||
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* Critical damage - Resisted only by DamageImmunity | * Critical damage - Resisted only by DamageImmunity | ||
* Healing - Not affected by damage resistances or immunities, but has its own list of effects. | * Healing - Not affected by damage resistances or immunities, but has its own list of effects. | ||
+ | |||
+ | ==In depth guide== | ||
+ | For much more in depth guide of how combat works, [[Combat_Guide|check this page]]. |
Latest revision as of 22:04, 3 July 2021
Combat in the multiplayer version happens whenever you search
, spar
or somehow trigger a fight, such as activating bosses or initiating prime fights.
Below is a rundown of how a turn usually looks:
--< FOES >----------- [/ ] 1. Female Husky [ 80% 804/1000 ] --< ALLIES >--------- [\\ TURN //] Player [ 52% 522/1000 EN 85 ] Active Powers: Flamethrower (0.4), Grenade Toss, Reload, Rest (2.1), Strike
- The
< FOES >
shows the list of enemies that are still standing, as well as their health in percentage and absolute numbers. - Under
< ALLIES >
you, other party members and any summons or minions are listed with their respective health and energy. -
Active Powers
is a list of items and powers you can use when it's your turn. Any powers with a number in parenthesis is on cooldown.
At any time, you can use the command hp
to see the health of everyone in the room. You can also use the command auto on/off
to turn autocombat on or off. This will make your character use powers according to the AI set via the webpage.
Mechanics of Combat
Combat does not work by simply having each participant take a turn. Instead, combat revolves around ATB
. Every 1000 equals one full round of combat. Every power has an ATB
cost to activate, listed as Charge, and a Cooldown, sometimes also referred to as Recharge. Although some powers have 0 or negative charge, they still cause your turn to advance. After you use a power, there is a minimum of 500 ATB before you can act again.
Powers may also apply effects (check here for a full list of mechanical effects), either as Damage over Time (DoT), Buffs or Debuffs.
Once it's your turn, you will only be able to use any of the listed powers that are not on cooldown. After the use, you'll receive a large number of lines indicating the effects of your power, as well as all effects caused by powers and DoT from allies and enemies. The combat spam can easily drown any chatter you might try to keep track of, so keep in mind the #last option for most types of chat, such as OOC, Page and any channels.
Actions
During your turn, you can use any of the following actions:
- use NAME - Attempts to use the power with the NAME provided. Works with partial names:
use flame
is enough to use Flamethrower, for instance. - pass - This will pass your turn. Might be useful if the game thinks it's your turn but you cannot use any powers.
- flee - Attempts to flee. If successful, you will move in a random direction. You can return to the previous room and continue the fight, but you will no longer receive any rewards.
- submit to X - Will make your character submit to the given enemy, causing the defeat message to show and affect your character. This counts as being defeated. Enemies that are much higher level than you (8+) will ignore these attempts.
- auto on or off - Turns autocombat on or off, respectively.
- stuck - Use this if combat fails to advance for any reason.
Types of Powers
In general, there are 3 types of powers:
- Active powers, which you have to use manually. You can use healing or self buffing powers outside of combat. Offensive powers can only be used during combat.
- Passives, found as either self buffs or enemy debuffs. They don't "fire" every turn, instead, they fire every 2 or 3 turns.
- Toggled powers, which you can (de)activate. They reduce your maximum energy while active, but cause its effects at the start of every turn.
Damage Types
There are 3 general damage types. Physical and Energy also have a number of subtypes. Any damage subtype can be resisted by effects of its main, IE: EnergyDamageResist status will resist all types of energy damage, while PositiveDamageResist will only resist positive damage. With the exception of Critical damage, all types of damage can be resisted with the DamageResist effect. Healing is also listed as a type of damage, but it works for recovering health.
- Physical damage
- Blunt, Pierce and Slash
- Energy damage
- Acid, Cold, Electrical, Heat, Negative, Poison, Positive, Psychic, Radiation and Sonic
- Critical damage - Resisted only by DamageImmunity
- Healing - Not affected by damage resistances or immunities, but has its own list of effects.
In depth guide
For much more in depth guide of how combat works, check this page.