Combat: Difference between revisions

From UO Icebound
Jump to navigation Jump to search
No edit summary
Line 5: Line 5:
'''Martial Tactics''' represents formal military training, and '''Underhand Tactics''' represents informal self-taught experience and the actual military experience that comes from combat.<br>  
'''Martial Tactics''' represents formal military training, and '''Underhand Tactics''' represents informal self-taught experience and the actual military experience that comes from combat.<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>


<br>
<br>

Revision as of 12:51, 8 June 2026

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 UnderhandTactics determine your ability to hit. There are also Tactics-specific abilities that can be used with any weapon as you raise the skill.

Martial Tactics represents formal military training, and Underhand Tactics represents informal self-taught experience and the actual military experience that comes from combat.
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 skills, or be fully optimized for PVP combat?


Example

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

Weapon Skill determines your damage, and unlocks special weapon moves that can be used with that weapon class. 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 and effective range.


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.