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==Tactics & Weapon Skill== | ==Tactics & Weapon Skill== | ||
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[ | In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your [[Martial Tactics]] and [[Underhand Tactics]] determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon. | ||
'''Martial Tactics''' represents formal military training, and '''Underhand Tactics''' represents informal | '''Martial Tactics''' represents formal military training, and '''Underhand Tactics''' represents informal training or actual combat experience.<br> | ||
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.<br> | In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.<br> | ||
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility skills, or be fully optimized for PVP combat?<br> | The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?<br> | ||
<br> | <br> | ||
==Example== | ==Example== | ||
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.<br> | Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.<br> | ||
| Line 31: | Line 32: | ||
==Weapons== | ==Weapons== | ||
Weapon Skill determines your damage, | Weapon Skill determines your damage, granting +1 damage per 20 skill points in your active weapon. Special Weapon Moves for each weapon type area unlocked every 25 skill. As a general rule, Tactics Abilities use [[Focus]] whereas Special Weapon Moves use [[Stamina]].<br> | ||
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity and | All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of [[Ranged Weapons]], which also consist of [[Firearms]], weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, maximum range, and [[cover]] mechanics. | ||
* [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails | * [[Pugilism]] - Fist Wraps, Brass Knuckles, Whips/Flails | ||
| Line 41: | Line 42: | ||
* [[Firearms]] - Pistols, Rifles, Shotguns | * [[Firearms]] - Pistols, Rifles, Shotguns | ||
<br> | <br> | ||
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]]. | All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with [[Weapon Attachments]].<br> | ||
<br> | |||
The '''[Sheath''', '''[Sling''', or '''[Holster''' commands may be used to sling, sheath, or holster your weapon if it has a sling, sheath, or holster. Mechanically it will remain in your hands, but its graphics will change to show it has slung or sheathed, and it will be automatically flip back to its normal animation if you enter combat. This is so that you may have a weapon at the ready while not making the role-play faux pas of walking around social settings with a sword or gun drawn and pointed at everyone. | |||
==Stats and Armor== | |||
[[Stats]] directly influence your damage, giving +1 damage per 20 points in the associated weapon stat. Bludgeoning and Pugilism weapons use Strength, Piercing Weapons and Swords use Dexterity, and Ranged Weapons (and any other weapons that may use non-combat skills) use Intelligence.<br> | |||
Stats also translate to your active HP, Stamina, and Focus pools: | |||
* Hit Points (HP) - Strength + 50 / 2 | |||
* Stamina (STAM) - Stamina = Dexterity | |||
* Focus (FOC) - Focus = Intelligence | |||
<br> | |||
Armor is flat damage reduction for damage of the associated type. At physical resist value of 50 would result in all damage of the Physical type being reduced by 50%. Damage reduction is applied after all skill and stat bonuses have been applied, in an effort to make fast low-speed weapons like Daggers more viable. Almost all weapons in the game do Physical damage, and as a consequence almost all armor has Physical Resistance as its primary armor value. | |||
Latest revision as of 18:35, 8 June 2026
Tactics & Weapon Skill[edit]
In normal Ultima Online, your skill in a particular weapon type determines your hit chance and your Tactics determines your damage. In our system it is reversed and split- your skill in a particular weapon unlocks abilities and determines damage, while your Martial Tactics and Underhand Tactics determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon. Your skill in the Weapon you are using determines how much damage is done when you land a hit, and unlocks Special Weapon Moves that may be used with that weapon.
Martial Tactics represents formal military training, and Underhand Tactics represents informal training or actual combat experience.
In combat, Martial Tactics and Underhanded Tactics are compared to determine the attacker’s effective combat skill and the defender’s effective defensive skill. Against NPCs, this system is simple: the attacker uses whichever of their two tactics skills is higher, and the defender uses whichever of their two tactics skills is higher. There is no Martial-versus-Underhanded penalty in NPC combat, so a character who only trains one tactics skill is not disadvantaged against creatures or other non-player enemies.
The underlying goal of this split in Tactics is to force a choice upon the player- would you rather have more utility or crafting skills, or be fully optimized for PVP combat?
Example[edit]
Bob has 100 Martial Tactics. Fred has 100 Underhanded Tactics and 40 Martial Tactics.
Bob swings at Fred.
Bob’s 100 Martial Tactics is used because it is higher than his Underhanded Tactics.
Because Bob is attacking with Martial Tactics, Fred’s Martial Tactics is the matching defensive skill and is counted at full value.
Fred has 40 Martial Tactics, so his matching defensive value is 40.
Fred’s Underhanded Tactics is not the matching defensive skill, so his 100 Underhanded Tactics is reduced to 60% value, giving him an effective defensive value of 60.
The system compares Fred’s 40 Martial Tactics against his reduced 60 Underhanded Tactics.
Because 60 is higher than 40, Fred defends using his reduced Underhanded Tactics value.
So the final skillcheck is Bob’s 100 Martial Tactics versus Fred’s effective 60 Underhanded Tactics.
With no other bonuses, maluses, cover, or modifiers involved, that produces:
Bob = (100 + 20) * 100 = 12000
Fred = (60 + 20) * 100 = 8000
Bob's hit chance = 12000 / (8000 * 2) = 0.75
(The +20 represents a baseline combat value added to both sides of the calculation, so even a character with little or no tactics skill still has a small amount of defensive or offensive value before bonuses and penalties are applied.)
So Bob would have a 75% hit chance before any other modifiers.
If Fred had 100 Martial Tactics instead, the final comparison would be 100 Martial Tactics versus 100 Martial Tactics, resulting in a 50% hit chance before modifiers.
Weapons[edit]
Weapon Skill determines your damage, granting +1 damage per 20 skill points in your active weapon. Special Weapon Moves for each weapon type area unlocked every 25 skill. As a general rule, Tactics Abilities use Focus whereas Special Weapon Moves use Stamina.
All weapons, regardless of type, One-handed and have a DPS of 6.0. With the exception of Ranged Weapons, which also consist of Firearms, weapons generally follow the pattern of swingspeed to damage of fast/low, mid/mid, low/fast. In effect, each skill only has 3 weapon types. Firearms are further balanced by their magazine capacity, maximum range, and cover mechanics.
- Pugilism - Fist Wraps, Brass Knuckles, Whips/Flails
- Bladed Weapons - Knives, Swords, Axes
- Piercing Weapons - Daggers, Rapiers, Spears
- Bludgeoning Weapons - Clubs, Maces, Hammers
- Ranged Weapons - Slings, Bows, Crossbows
- Firearms - Pistols, Rifles, Shotguns
All weapons of a specific type (i.e. Swords) have identical damage and speed statistics regardless of their quality and appearance. They may be further enhanced and customized with Weapon Attachments.
The [Sheath, [Sling, or [Holster commands may be used to sling, sheath, or holster your weapon if it has a sling, sheath, or holster. Mechanically it will remain in your hands, but its graphics will change to show it has slung or sheathed, and it will be automatically flip back to its normal animation if you enter combat. This is so that you may have a weapon at the ready while not making the role-play faux pas of walking around social settings with a sword or gun drawn and pointed at everyone.
Stats and Armor[edit]
Stats directly influence your damage, giving +1 damage per 20 points in the associated weapon stat. Bludgeoning and Pugilism weapons use Strength, Piercing Weapons and Swords use Dexterity, and Ranged Weapons (and any other weapons that may use non-combat skills) use Intelligence.
Stats also translate to your active HP, Stamina, and Focus pools:
- Hit Points (HP) - Strength + 50 / 2
- Stamina (STAM) - Stamina = Dexterity
- Focus (FOC) - Focus = Intelligence
Armor is flat damage reduction for damage of the associated type. At physical resist value of 50 would result in all damage of the Physical type being reduced by 50%. Damage reduction is applied after all skill and stat bonuses have been applied, in an effort to make fast low-speed weapons like Daggers more viable. Almost all weapons in the game do Physical damage, and as a consequence almost all armor has Physical Resistance as its primary armor value.