Castle Marrach
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Go down
Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

MCombat 4.1 Outline Empty MCombat 4.1 Outline

Fri May 07, 2021 8:31 pm
INTRODUCTION

MCombat is the primary combat system used for Castle Marrach, and the only combat system that encorporates use of magic, archery, and CNPC opponents. A turn based combat system, MCombat revolves around the well timed use of buff and debuff skills known as "active abilities", combined with a series of three basic attack abilities used each turn known as an "attack sequence".


Last edited by Kurzon on Sun Mar 20, 2022 6:55 pm; edited 8 times in total

Aratan and Fenn verily approve this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

MCombat 4.1 Outline Empty Re: MCombat 4.1 Outline

Fri May 07, 2021 8:46 pm
GETTING STARTED: MCOMBAT COMMANDS

The primary command used to govern MCombat actions is the @mcombat command, followed by a parameter in quotations specifying what you wish MCombat to do. Note that '@mc' is an acceptable shortcut instead of typing '@mcombat'.

Preparation Commands

Before starting combat, you must first signal to the game that you are ready to enter battle:

@mcombat 'ready - Readies your character for MCombat, he or she will join the next MCombat fight that commences in this room

@mcombat 'unready - Unready your MCombat ready status so that you are no longer pulled into the next fight.

Additional rules can be set to alter the settings of the match before it begins:

@mcombat 'fighteasy (#) - This setting allows your character to 'hold back' in battle, making the match more even between unevenly matched opponents. The number you set for fighteasy represents the amount by which ALL of your dueling skills are lowered for that match, so even setting this to 1 or 2 makes a significant impact on your fighting ability. This setting remains in effect even after the conclusion of your match, until un-set using @mcombat 'fighteasy disable.

@team '(teamname) - This command specifices that you wish to fight on behalf of a certain team of fighters during multi-opponent combat. Team names can be any string (word) and are not case sensitive. Note that in fights against CNPCs, your team is always set to "players" regardless of your preferences.

@area '(direction) - This command specifies to MCombat which 'fighting area' you wish your character to start the match in. By default this set as the 'center of the room' and is generally only altered if there are ranged combatants who wish to start off the match away from potential attacks

Initiate/Join Combat Commands

Once all desired combatants in the room have readied for combat, anyone in the room may initiate the start of a new match. The rules of that match will be determined by the type of match initiated:

@mcombat 'practice - Initiate a practice match where individuals are removed from combat as soon as they are struck. Fatigue is fully restored for a practice match, but is reset to pre-practice match values after the fight.

@mcombat 'duel - Initiate a duel match where an individual is not removed from battle until they receive their first wound. Fatigue is not restored before a duel, so make sure you're properly rested first

@mcombat 'fight - Initiate a fight to the death where a combatant remains in MCombat until they die or withdraw (make sure you're not using rebated weapons for this!) Fatigue is not restored beforehand. Note that most CNPC enemies will only join this type of MCombat battle, and will ignore duels or practice matches that commence in their environment

@mcombat 'join - If one of the three battle types are already taking place, you may use this to immediately join an MCombat fight already in progress

@mcombat 'withdraw - Withdraw from an MCombat fight. If this is not a practice battle, you can only do this during your MCombat turn, and any opponents currently targeting you will get a free 'pursuit attack' on you as you attempt to disengage from battle


Additional Basic Commands

@attack - Attack an mcombat target using the listed basic attacks. See: The Attack Sequence

@hand - See a list of your available basic attacks. See: The Attack Sequence

@combatants - Or @comb for short. This command gives a list of all characters in the room currently in combat, as well as their team name, combat style and remaining fatigue/health. If cover objects are present in this fight, they will also be listed. If no combat is in progress this command will list MCombat CNPCs in the room.


Additional Advanced Commands

@advance - This command is used to move between 'fighting areas' in the room. See: Ranged Combat

@area - Choose which 'fighting area' to start in when commencing your next battle. See: Ranged Combat

@avoid - In certain battles against CNPCs, you may be attacked by an evadeable ability. Quickly entering the command @avoid (@av for short) will allow your character to quickly dodge this attack and avoid all damage

@cover - In certain battles, objects known as cover objects may be present. If your character is in the same fighting area as a cover object, they can use @cover to take cover behind that object, protecting them from most ranged attacks but also preventing them from attacking in turn.

@interrupt - In certain battles against CNPCs, you may have the opportunity to quick lash out and interrupt an attack in progress. Quickly entering the command @interrupt (@int for short) will allow your character to do so.

@rest - If used outside of combat, this command restores your fatigue to its current maximum and refreshes all active abilities on cooldown.

@stance - Swap between offensive (regular) and defensive stances for combat. See: Active Abilities


Last edited by Kurzon on Fri May 07, 2021 9:23 pm; edited 4 times in total

Aratan and Takara verily approve this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

MCombat 4.1 Outline Empty Re: MCombat 4.1 Outline

Fri May 07, 2021 8:47 pm
BASIC COMBAT: THE ATTACK SEQUENCE

Relevant Commands: @attack, @hand

The basic form of attack in MCombat is known as the attack sequence, this is a series of three standard attacks your character is permitted to perform every turn. At the start of your turn, a "hand" of 5 different available attacks is randomly drawn from your "deck" of available attacks, which is determined by the weapon(s) you have equipped. The @hand command may be used to view your currently drawn attack cards, and the @attack command may be used to select 3 of those 5 available attacks to perform against your opponent (discarding the other 2).

There are three different types of attack that can be drawn into your attack hand, each of the three types of attack has a different bonus effect, and the potency of that bonus effect varies depending on the whether it is the first, second or third attack in your sequence.

Quick attacks: Rapidly strike at the enemy, seeking a lucky opening in the opponent's defenses.

⦁ Quick attacks generate 'critical points' when attacking an enemy. At the start of your next turn, those critical points are automatically consumed to increase the critical hit chance of your basic attacks. An attack that successfully crits will deal +50% damage and generate double critical points and focus points.

⦁ First attack bonus: If the first attack in your sequence is a quick attack, all following attacks will also generate critical points even if they are not quick attacks - if they ARE quick attacks, they will generate bonus critical points.

⦁ Third attack bonus: If the third attack in your attack sequence is a quick attack, it will generate 50% more critical points than a standard quick attack.

⦁ Flush bonus: If all three attacks are quick attacks, a bonus chunk of critical points is gained at the start of your attack sequence.

Precise attacks: Carefully strike at the enemy, using methodically planned attacks to open your target's defenses and deliver a deadly Focus Attack.

⦁ Precise attacks generate focus points every time they are used. After obtaining 100 focus points the character can use a 4th ability type called a Focus Attack, these are extremely damaging attacks that also have secondary effects. The Focus Attack used is determined by a character's equipped weapon(s).

⦁ First attack bonus: If the first attack in your sequence is a precise attack, all following attacks will also generate focus points even if they are not precise attacks - if they ARE precise attacks, they will generate bonus focus points.

⦁ Third attack bonus: If the third attack in your attack sequence is a precise attack, it will generate 50% more focus points than a standard precise attack

⦁ Flush bonus: If all three attacks are precise attacks, a bonus chunk of focus points is gained at the start of your attack sequence.

Strong attacks: Attack an enemy with a forceful swing of your weapon, tiring them faster or wounding them deeper.

⦁ Strong attacks receive a bonus to their base damage, thus dealing more fatigue or health damage to a target per attack.

⦁ First attack bonus: If the first attack in your sequence is a strong attack, all following attacks will also deal extra damage even if they are not strong attacks - if they ARE strong attacks, those damage bonuses will stack for even more damage

⦁ Third attack bonus: If the third attack in your attack sequence is a strong attack, it will gain a higher damage bonus than a standard strong attack.

⦁ Flush bonus: If all three attacks are strong attacks, an additional damage bonus is granted to all three attacks which stacks with their existing damage bonuses.

⦁ Synergies: Strong attacks receive a lessened synergy from quick and precise attacks. That is to say, if the very first attack is a quick or precise attack, strong attacks which follow will not receive as many bonus critical points or focus points as follow-up quick or precise attacks do.


Attack Suffixes & Bold Attacks

All basic attacks in a character’s deck receive an attack suffix. For most weapon based combat, these suffixes are one of either "left", "right" or "high"; though ranged weapons and magic receive differently named suffixes their purpose is the same: execution of bold attacks. If all three of a character’s attacks in an attack sequence have a matching suffix, they automatically will deal a fourth attack for free at the end of their attack sequence, called a bold attack. There are three forms of bold attack:

⦁ Standard bold attack: All three attacks have matching suffixes. A fourth free attack is generated dealing basic weapon damage.

⦁ Strong bold attack: All three attacks have matching suffixes and are also "strong" attack types. A fourth free attack is generated dealing the damage of a strong attack. Additionally, this attack type is registered as a strong attack type instead of a bold, granting it the benefits of any buffs you have that affect strong attack cards.

⦁ Masterful bold attack: All three attacks have matching suffixes, and one of each attack type is used (quick, strong, precise). A fourth free attack is generated which bears a significant bonus to its damage.

Focus attacks have a special parameter that allows them to act as a wildcard when generating bold attacks. A focus attack used in an attack sequence counts as 'every suffix', which means that combining a focus attack with any two attacks that have a matching suffix will generate a bold attack.


Focus Points & Focus Attacks

As outlined earlier, focus points are generated by using precise attacks or by using strong/quick attacks after using a precise attack as the first attack in an attack sequence. Focus points can also be granted by using certain Active Abilities. When a character reaches 100 focus points, they can use a powerful Focus Attack. The Focus Attack available depends on a character's equipped weapon(s).

Focus attacks exist as a 6th attack opportunity (in addition to the 5 attacks in your @hand) that is always present as an option so long as focus is full. A focus attack will use up one of the three available attacks in that attack sequence and also counts as its attack type for your attack sequence's opening attack (eg; a focus attack that is also a quick attack will generate the critical point bonus for the rest of the sequence if used as the first attack, etc). While focus attacks can grant the 'first attack bonus' for the rest of the attacks in their sequence, they do not benefit from said bonus if a different attack is used prior to a focus attack in that sequence.

Focus points may be used for more than just focus attacks, they can also be used to dodge certain attacks or interrupt others, though this can generally only be done to certain abilities used by CNPCs and not other players.


Critical Points

As outlined earlier, critical points are gained for using quick attacks, or using precise/strong attacks after using a quick attack as the first attack in an attack sequence. After gaining critical points, those points are automatically consumed to give the basic attacks on your *next* turn a chance to critically strike. Every 1 critical point you gain during an attack sequence will increase the attack chance of a random attack card in your next hand by 10% (meaning theoretically, at 50 criticals all 5 attacks would have a 100% crit chance). The chance to land a critical hit is shown next to an attack card in carets < >.

A critical hit increases an attack's damage by 50%, and doubles the focus points and critical points that attack generates if it generates any to begin with.


Last edited by Kurzon on Fri May 07, 2021 10:08 pm; edited 4 times in total

Aratan and Takara verily approve this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

MCombat 4.1 Outline Empty Re: MCombat 4.1 Outline

Fri May 07, 2021 8:49 pm
STACKING THE DECK: WEAPON TYPES & STYLES

All weapons in MCombat deal the same base damage, from a dagger to a spear to an axe. The only variances between weapon types comes in the form of the attacks they add to your attack deck, the focus attack they make available, and the active abilities they grant you.

As covered earlier, every new turn, 5 attacks are randomly drawn from your attack deck, 3 of which can be used to perform your Attack Sequence while the remaining 2 are discarded. The deck in its entirety consists of 15 cards, and the entire deck is therefore reshuffled every 3 turns when all 15 cards have been drawn. Of the 15 attacks this attack deck is comprised of, 10 of those are determined by the weapon(s) you have wielded; 5 for the right handed weapon and 5 for the left handed weapon. The remaining 5 are then determined by your MCombat fighting @style.

By understanding the cards added by every weapon and style, it is possible to set your deck in a desired manner. For example, if you wish to focus on critical strikes, you could pair a quick oriented weapon with a quick oriented style to ensure lots of quick cards are in your deck to draw from.


Weapons

All existing weapons in Castle Marrach are broken up into one of several weapon type categories.

Unarmed - SSPQQ - If unarmed, or if armed with only a one handed weapon with a spare off hand
Sidearm - SPQQQ - All small weapons such as daggers, stilettos and so on
Swordonehand - SPPPQ - All straight bladed one handed swords such as shortswords
Swordtwohand - SSPPQ - All stright bladed two handed swords or hand-and-halfers such as longswords
Rapier - SPPQQ - Long, thin bladed single handed swords, primarily rapiers but also fencing weapons
Swordcurved - SSPQQ - Single or double handed curved swords
Polearms - SSPQQ - Long shafted weapons such as spears, halberds, etc
Bludgeon - SSSPQ  - Heavy swinging weapons includes maces, clubs, axes, whether single or two handed
Shield - SSPQQ - All shields used in the off hand
Bow - SPPQQ - All standard bow type weapons
Crossbows - SSPPQ - All crossbows

* When wielded in the offhand, the swordonehand weapon type grants SPQQQ


Last edited by Kurzon on Sat Dec 24, 2022 4:53 am; edited 11 times in total

Aratan and Takara verily approve this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

MCombat 4.1 Outline Empty Re: MCombat 4.1 Outline

Fri May 07, 2021 8:49 pm
ACTIVE ABILITIES

Relevant Commands: @ability, @stance

If one half of MCombat revolves around the Attack Sequence, the other half revolves around Active Abilities.

In addition to the basic attack types of quick, strong and precise, characters have up to 3 Active Abilities available to them based on their currently equipped weapon(s) and associated weapon skills. These abilities, all of which have cooldowns, are used outside of the Attack Sequence and thus do not use up one of your 3 attacks for that turn. Active Abilities do not deal damage, and instead revolve around addition and removal of buffs and debuffs, focus points, critical points and other elements which affect the outcome of battle. Active abilities can only be used during your turn, at the start of your turn before attacking.

The three Active Abilities you are granted are dependent on what hand your weapon is equipped in, with the first 2 abilities dependent on the main hand and the last ability dependent on the off hand. For example, using a dagger in the main hand will grant the abilities 'Rapid Jab' and 'Evasion', while using that same dagger the off hand will instead grant 'Debilitating Strike'. Two handed weapons grant all 3 abilities, unless it is a hand-and-halfer being used with an offhand weapon or shield, in which case the two-hander's ability #3 is replaced by the ability #3 of your offhand weapon or shield.

See the weapons glossary section at the end of this outline for a full list of weapons and their @ability effects.


Stance

The @stance command is a toggle to swap between offensive (regular) and defensive stance. Switching into a defensive stance will alter the @abilities of some weapons to be more defensive oriented, and sometimes increase your passive defense while lowering your attack. It is not recommended for use in 1v1 combat. Your @stance cannot be toggled while already in combat.


Last edited by Kurzon on Fri May 07, 2021 9:15 pm; edited 3 times in total

Aratan and Takara verily approve this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

MCombat 4.1 Outline Empty Re: MCombat 4.1 Outline

Fri May 07, 2021 8:50 pm
RANGED COMBAT

Relevant Commands: @advance, @area

MCombat includes support for ranged combat, both using ranged weapons and using magic.

Before starting a battle in MCombat, a character can choose what 'fighting area' to begin the battle in using the @area command. Fighting areas are 9 fictional regions of the room, used by MCombat to determine where people are. These 9 regions are "the center fighting area", which is the default area all combatants start in if none is specified, followed by 8 directional areas that surround it. Think of the combat arena as a 3x3 grid of 'fighting areas'. Two characters in separate fighting areas cannot use basic / close range weapon attacks on each other, only archery weapons and sorcery attacks can hit an individual in another fighting area.

The @advance command can be used, only on your character's turn, to move to a new fighting area. The new area must be "adjacent" to the one you're in (so you cannot move from the north fighting area to the south fighting area in one go, you have to move to the center first). Moving your area costs 2 of the 3 attacks in your Attack Sequence, meaning you can only use a single attack on a character after moving areas. Moving through an area triggers a 'pursuit attack' by any hostile characters in the same fighting area as you who have attacked you as their most recent target; a pursuit attack is a single high damage swing at your character as they attempt to retreat from that fighting area.


Sorcery

Attack Hands

Sorcerers now use the same @attack command for their attacks as regular characters do. By default the spell used to attack with is the inherent sorcery 'willburst' ability, this is calculated in the same manner as an unarmed melee attack is - that is to say, it receives a significant damage penalty and cannot inflict an actual wound, it can only deal fatigue damage. If you possess an offensive wound capable sorcery spell, you can replace willburst with that spell by empowering your focus with the proper command. Presently there are at least nine existing sorcery spells that can be 'attached' to your basic attack cards to use in place of willburst - a strong, quick and precise spell for each of the schools of palai, fortis and communis.

Fatigue & Willpower

Sorcerers have exceptionally low fatigue due to the penalties inflicted during the binding, but receive combat willpower based on their sorcery skill level and out-of-combat sorcery willpower. Combat willpower can (and should) be used to defend against attacks in place of fatigue, by activating a defensive spell which will trigger to defend your characters from attacks via magic instead of through physical means. In order to do this, one such spell must first have been learned by your sorcerer character, and then must be activated by switching to that spell's corresponding @style. Presently there are at least three existing sorcery spells that can be learned to defend yourself from attacks in MCombat at the cost of willpower instead of fatigue, one each for the schools of palai, fortis and communis.

Active Abilities

Active Abilities for sorcerers are determined by their learned sorcery spells instead of their weapons. This means it is potentially possible for a sorcerer to have dozens of Active Abilities to choose from, compared to other fighters who only have 3 at any given time. This adds versatility and allows sorcerers to fit into their intended role as support characters, with a wide variety of buff and debuff abilities to choose from. Despite this versatility, a sorcerer may still only have 3 abilities on cooldown at any given time; if 3 abilities are recharging, a 4th cannot be used even if that ability is not on cooldown.


Last edited by Kurzon on Fri May 07, 2021 9:14 pm; edited 3 times in total

Aratan and Takara verily approve this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

MCombat 4.1 Outline Empty Re: MCombat 4.1 Outline

Fri May 07, 2021 8:51 pm
CNPC ENEMIES

The MCombat system includes support for CNPC (computer controlled) opponents throughout the Castle Marrach world. Such enemies can commonly be found in dangerous regions outside the Castle walls, or even sometimes inside the Castle proper during special plots and events. CNPCs will always automatically join any live (non practice / non duel) MCombat matches that commence within the room they are in, and will attack characters not on their team. When entering a room where MCombat CNPCs are present, you will not be able to @rest and recover in their presence, and they will effectively block you from leaving the room through any exits other than the one you entered from.

MCombat CNPCs are broken into classes, with different classes behaving differently.

Agile - Nimble, unarmed creatures such as rats and wolves. These enemies are weak against 'quick' type attacks and will receive extra damage from them, but have a chance to evade strong attacks and take no damage. These enemies rely on quick attacks themselves and will often critically hit.

Shambler - Lumbering, brutish, unarmed enemies such as zombies. These enemies tend to have high health, but are weak against 'strong' type attacks and will receive extra damage from them. Often they use strong attacks themselves, and only use one attack per sequence, though that attack hits extra hard.

Fighter - Weapons bearing enemies often carrying single handed weapons, such as skeletons. These enemies are weak against 'precise' type attacks and will receive extra damage from them. Fighter type enemies often have @abilities of their own that they will use to try to turn the tide of battle.

Defender - Defensive enemies often though not always equipped with a shield and/or armour. These enemies are strong against all melee attacks and will take reduced damage from them, but are weak against magic attacks. Defenders can and will attempt to 'tank' via use of @abilities with taunt effects and defensive abilities of their own.

Berserker - Recklessly offensive enemies, often though not always equipped with large, heavy weapons. These enemies are weak against all attacks and will always take increased damage, but also deal inflict extra damage with all of their attacks and tend to favour strong attack cards.

Archer - Typically bow and crossbow wielding enemies who start battle in combat areas other than the middle and attack from range. Archer are weak against shield bearing characters and will always deal reduced damage to characters with shields, but are strong against characters without them and will deal extra damage to such characters.

Mage - Magic wielding monsters who often start battle in combat areas other than the middle and attack from range. Mage type enemies often have @abilities of their own that they will try use to try to turn the tide of battle.

Threat

Most CNPCs are compliant with a 'threat' system; they prefer to attack whatever character is attacking them, and it multiple characters are doing so, they will attack the most aggressive opponent (the one who has dealt the most damage). Exceptions to this exist; they prefer targets close to them over ranged targets, and they will always focus their attention on a character who has used a 'taunt' ability on them.

Boss Encounters

MCombat features 'boss like' enemies; extremely powerful opponents not intended to be fought in one-on-one combat. Such enemies possess special abilities which must be dealt with often in unique ways, and failing to do so can prove devastating. When such an ability is going to be used, a 'cue' for the ability is often displayed at the start of the combat round, with the ability executing at the round's conclusion. The cue is always at the start and the execution always at the end regardless of MCombat turn order. Example ability types include:

Area Attack - An attack which targets a specific fighting area at the start of the turn, and dealing significant damage to all characters still in that area at the end of the turn.

Spread Attack - An attack which targets a specific character at the start of the turn, and deals damage to that character and all other characters in the same fighting area as that character at the end of the turn.

Stack Attack - An attack which targets a specific character at the start of the turn for severe damage, and strikes that character at the end of the turn. Damage dealt to that character is reduced and spread amongst all friendly characters in the same fighting area.

Avoidable Attack - An attack which can be dodged by quickly entering the @avoid command at the appropriate time. Focus points are required to do this.

Interruptable Attack - An attack which can be interrupted by quickly entering the @interrupt command at the appropriate time. Focus points are required to do this, and additionally an interrupt-capable weapon must be equipped and the interrupter must be within melee range of the target. Some abilities require multiple characters performing an interrupt ability in order to successfully stop it.

Buster - An unavoidable attack dealing severely high damage to whomever the boss' target is at the end of the combat round. A defensive character should ensure they have the attention of the boss at the end of the turn, and use a defensive ability to minimize damage taken.

Group Buster - An unavoidable attack dealing moderate-to-high damage to all players, for which defensive abilities should be used to minimize damage taken.

Other abilities exist, and many abilities use some combinations of the above attacks to create potent attacks which must be handled in specific ways.

Focus Attacks

Boss characters do not generate focus points normally via precise attacks, but instead generate focus points at the start of each turn, with an emit displaying their current focus. Their focus cannot be affected by buffs or debuffs, and always execute at the end of the combat round in which the boss obtained full focus points. Boss focus attacks are extremely deadly attacks that are often fatal if not handled correctly, and deal significant damage even when they are.

Adventures and Danger Areas

Certain plots and/or game areas involve what is known as Danger Areas or Survival Areas. When entering such regions of the game, the odds of encountering hostile MCombat CNPCs is high. The @rest ability does not function in Danger Areas, running the risk of wearing your character down from fight to fight, but sheltered 'safe zones' can be used to @rest within instead.


Last edited by Kurzon on Fri May 07, 2021 8:54 pm; edited 1 time in total

Aratan and Takara verily approve this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

MCombat 4.1 Outline Empty Re: MCombat 4.1 Outline

Fri May 07, 2021 8:51 pm
GLOSSARY OF SKILL EFFECTS

Guard:
Increases maximum fatigue by +1000 per level
Reduces damage you take from melee attacks by -10% per level if wielding a parry-capable weapon or using a shield
Reduces damage you take from projectiles by -10% per level if using a shield

Dodge:
Increases maximum fatigue by +500 per level
Increases your chance to evade attacks by +10% per level (must be under the effects of the Evade buff)

Attacking:
Increases maximum fatigue by +1000 per level
Reduces bonus damage you receive from critical strikes by +5% per level

Recover:
Increases maximum fatigue by +500 per level
Increases your combat initiative by +3 per level, increasing the chances you will attack first in MCombat

Rest:
Increases maximum fatigue by +1500 per level
Increases all fatigue recovery from abilities and effects by 5% per level

Feint:
Increases your critical strike bonus damage by +5% per level when attacking with a melee weapon
Increases base damage you inflict with any melee weapon by +5% per level

Cut:
Increases base damage by +50 per level when attacking with curved swords, two handed swords, one handed bludgeons or two handed bludgeons
Increases base damage you inflict with any melee weapon by +5% per level

Thrust:
Increases base damage by +50 per level when attacking with one handed swords, sidearms, rapiers or polearms
Increases base damage you inflict with any melee weapon by +5% per level

Weaponskills:
Increases base damage by +35 per level when attacking with the associated weapon.
Increases base damage of that weapon's focus attacks by +5% per level.
Improves your @abilities with the associated weapon to "Expert" at Journeyman level and "Master" at Master level.

Archery Weaponskills:
Increase base damage by +100 per level when attacking with the associated weapon.
Increase base damage of that weapon's attacks by +15% per level
Increase base damage of that weapon's focus attacks by +5% per level
Improves your @abilities with the associated weapon to "Expert" at Journeyman level and "Master" at Master level.

Sorcery:
Increase the base damage of all sorcery attacks of any sphere by +50 per level
Increase the damage of all sorcery attacks of any sphere by +3% per level
Increases your combat initiative by +3 per level, increasing the chances you will attack first in MCombat

Sorcery (Sphere):
Increase the base damage of all sorcery attacks belonging to that spell sphere by +35 per level
Increase the damage of all sorcery attacks of any sphere by +3% per level
Increase the damage of that sphere's focus attacks by +5% per level
Improves your @abilities with the associated sphere to "Expert" at Journeyman level and "Master" at Master level.


Last edited by Kurzon on Sun Feb 18, 2024 4:57 am; edited 8 times in total

Aratan and Takara verily approve this post

Kurzon
Kurzon
Posts : 31
Join date : 2020-10-02

MCombat 4.1 Outline Empty Re: MCombat 4.1 Outline

Fri May 07, 2021 8:54 pm
GLOSSARY OF WEAPONS, ABILITIES, ATTACK CARDS & FOCUS ATTACKS

One Handed Swords [SPPPQ]

[#1] Precision
- Basic: Increase the damage of your precise type attacks by 20% [3 turns]
- Expert: Increase the damage of your precise attacks by 20% [3 turns] and increase your focus point gain by 25% [3 turns]
- Master: Increase the damage of your precise attacks by 25% [3 turns] and increase your focus point gain by 35% [3 turns]
- Cooldown: 7/6/5 turns

[#2] Deflection
- Basic: Reduce damage you take from melee attacks by 25% [1 turn] and an additional 15% [3 turns]
- Expert: Reduce damage you take from melee attacks by 25% [1 turn] and an additional 15% [3 turns] and restore 10% fatigue per turn [3 turns]
- Master: Reduce damage you take from melee attacks by 30% [1 turn] and an additional 20% [3 turns] and restore 10% fatigue per turn [3 turns]
- Cooldown: 8/7/6 turns

[#3] Ambidexterity
- Basic: Increase critical strike damage bonus by 50% [3 turns]
- Expert: Increase critical strike damage bonus by 50% [3 turns] and gain 10 criticals per turn [3 turns]
- Mastery: Increase critical strike damage bonus by 65% [3 turns] and gain 15 criticals per turn [3 turns]
- Cooldown: 7/6/5 turns

[Focus Attack] Triple Strike (Precise)
- Increase the damage of your precise attacks by 35% [1 turn] then attack three times totaling 400% base damage

--------------------

CURVED SWORD [SSPQQ]

[1] Hack and Slash
- Basic: Increase the damage of your Strong attacks by 25% [3 turns]
- Expert: Increase the damage of your Strong attacks by 25% [3 turns] and increases the damage of your Critical attacks by 50% [3 turns]
- Master: Increase the damage of your Strong attacks by 30% [3 turns] and increases the damage of your Critical attacks by 65% [3 turns]

[2] Cross Step
- Basic: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns]
- Expert: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns] and your critical hits restore 5% fatigue [3 turns]
- Master: Gives you 125% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns] and your critical hits restore 5% fatigue [3 turns]

* If the off hand is left empty, the curved sword grants freehand as its third ability
* If the offhand contains a curved sword, it grants the ambidexterity ability offered by swordonehand weapon types as its third ability
* If the curved sword is also two handed, it grants the two hand parrying ability offered by swordtwohand as its third ability

[Focus] Beat Strike (Strong)
- Powerfully slash at a target, knocking their weapon aside then lunge at their exposed body
- Deals 300% damage across two attacks
- Inflicts DEF Down (1 turn) after the first attack

--------------------

TWO HANDED SWORD [SSPPQ]

[#1] Sweeping Strikes
- Basic: Increase the damage of your strong attacks by 20% [3 turns]
- Expert: Increase the damage of your strong attacks by 20% [3 turns] and gain 15 focus points per turn [3 turns]
- Master: Increase the damage of your strong attacks by 25% [3 turns] and gain 20 focus points per turn [3 turns]
- Cooldown: 7/6/5 turns

[#2] Hilt Strike
- Basic: Reduce a target's focus by 30pts
- Expert: Reduce a target's focus by 30pts and increase the damage of your melee attacks by 25% [1 turn]
- Master: Reduce a target's focus by 35pts and increase the damage of your melee attacks by 30% [1 turn]
- Cooldown: 8/7/6 turns

[#3] Two Handed Parrying
- Basic: Reduce damage you take from melee attacks by 25% [1 turn] and an additional 15% [3 turns] and restore 25% fatigue
- Expert: Reduce damage you take from melee attacks by 25% [1 turn] and an additional 15% [3 turns] and restore 25% fatigue
- Master: Reduce damage you take from melee attacks by 30% [1 turn] and an additional 20% [3 turns] and restore 25% fatigue
- Cooldown: 8/7/6 turns

[Focus Attack] Assault (Strong)
- Increase the damage of your melee attacks by 15% [3 turns] then perform a series of attacks totaling 300% to 600% base damage depending on your swordtwohand skill level

--------------------

TWO HANDED SWORD (JUGGERNAUT) [SSPPQ]

[#2] Pommel Bash
- Basic: Inflict Taunt on a target [3 turns]
- Expert: Inflict Taunt on a target [3 turns] and reduce the damage they deal by 15% [3 turns]
- Master: Inflict Taunt on a target [3 turns] and reduce the damage they deal by 20% [3 turns]
- Required Style: Juggernaut
- Cooldown: 7/6/5 turns

[Focus Attack] Warding Strike (Strong)
- Attack for 300% normal damage, inflicting Taunt [3 turns] and reducing the damage you take by 25% [1 turn]
- Required Style: Juggernaut

-------------------

SIDEARM [SPQQQ]

[#1] Rapid Jab
- Basic:  Increase target's damage taken by 25% [1 turn]
- Expert: Increase target's damage taken by 25% [1 turn] and immediately gain 30 focus points
- Master: Increase target's damage taken by 30% [1 turn] and immediately gain 35 focus points
- Cooldown: 7/6/5 turns

[#2] Evasion
- Basic: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [1 turn]
- Expert: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [1 turn] and restores your fatigue by 5% every time you critically hit [3 turns]
- Master: Gives you 125% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [1 turn] and restores your fatigue by 5% every time you critically hit [3 turns]
- Cooldown: 7/6/5 turns

[#3] Debilitating Strike
- Basic: Remove up to 2 buffs from a target
- Expert: Remove up to 2 buffs from a target and increase the damage bonus of your critical attacks by 50% [3 turns]
- Master: Remove up to 3 buffs from a target and increase the damage bonus of your critical attacks by 65% [3 turns]
- Cooldown: 8/7/6 turns

[Focus Attack] Assassinate (Quick)
- Deal a lethal slash aimed at the target's throat dealing 300% damage, this damage is tripled if target is below 30% fatigue

--------------------

RAPIER [SPPQQ]

[#1] Advance
- Basic: Increase the damage of your melee attacks by 15% [3 turns]
- Expert: Increase the damage of your melee attacks by 15% [3 turns] and increase the damage bonus of your critical strikes by 50% [3 turns]
- Master: Increase the damage of your melee attacks by 20% [3 turns] and increase the damage bonus of your critical strike damage by 65% [3 turns]
- Cooldown: 7/6/5 turns

[#2] Retire
- Basic: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [1 turn]
- Expert: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [1 turn] and restore 10% fatigue per turn [3 turns]
- Master: Gives you 125% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [1 turn] and restore 10% fatigue per turn [3 turns]
- Cooldown: 8/7/6 turns

** Rapier does not have an exclusive off hand #3 skill, instead granting Free Hand or the ability of the offhand weapon wielded. **

[Focus Attack] Feint (Quick)
- Attack for 300% base damage, dealing double damage against fatigue points and also removing up to 2 physical buffs from the target

--------------------

POLEARM [SSPQQ]

[#1] Piercing Strike
- Basic: Immediately gain 25 critical points
- Expert: Immediately gain 25 critical points & restores your fatigue by 5% every time you critically hit [3 turns]
- Master: Immediately gain 30 critical points & restores your fatigue by 5% every time you critically hit [3 turns]
- Cooldown: 7/6/5 turns

[#2] Distant Stance
- Basic: Reduce damage you take from melee attacks by 25% [1 turn] and an additional 15% [3 turns]
- Expert: Reduce damage you take from melee attacks by 25% [1 turn] and an additional 15% [3 turns] and gain 15 focus points per turn [3 turns]
- Master: Reduce damage you take from melee attacks by 30% [1 turn] and an additional 20% [3 turns] and gain 20 focus points per turn [3 turns]
- Cooldown: 8/7/6 turns

[#3] Lance Striking
- Basic: Increase the damage of your melee attacks by 15% [3 turns]
- Expert: Increase the damage of your melee attacks by 15% [3 turns] and increases the damage bonus of your critical strikes by 50% [3 turns]
- Master: Increase the damage of your melee attacks by 20% [3 turns] and increases the damage bonus of your critical strikes by 65% [3 turns]
- Cooldown: 7/6/5 turns

[Focus Attack] Impale (Strong)
- Forcefully drive you spear at your enemy dealing 500% damage and removes target's buff effects

--------------------

BLUDGEON (ONE OR TWO HANDED)

[#1] Renewed Assault
- Basic: Increase the damage of your melee attacks by 15% [3 turns]
- Expert: Increase the damage of your melee attacks by 15% [3 turns] and restore 25% of your fatigue
- Master: Increase the damage of your melee attacks by 20% [3 turns] and restore 25% of your fatigue
- Cooldown: 7/6/5 turns

[#2] Dodge and Cleave
- Basic: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [1 turn]
- Expert: Gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [1 turn] and gain focus points when you're attacked [1 turn]
- Master: Gives you 125% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [1 turn] and gain focus points when you're attacked [1 turn]
- Cooldown: 7/6/5 turns

[#3] Berserking
- Basic: Increase the damage of your strong attacks by 35% [1 turn]
- Expert: Increase the damage of your strong attacks by 35% [1 turn] and remove 2 physical debuffs from yourself
- Master: Increase the damage of your strong attacks by 50% [1 turn] and remove 3 physical debuffs from yourself
- Cooldown: 7/6/5 turns

[Focus Attack] Massacre (Strong)
- Increase the damage of your strong type attacks by 30% [1 turn] and deal a mighty blow inflicting 400% damage

--------------------

SHIELD

[#3] Shield Smite
- Basic: Increase the damage of your offhand (left) attacks by 35% [1 turn]
- Expert: Increase the damage of your offhand (left) attacks by 35% [1 turn] and your offhand (left) attacks remove 1 physical buff per attack [1 turn]
- Master: Increase the damage of your offhand (left) attacks by 50% [1 turn] and your offhand (left) attacks remove 1 physical buff per attack [1 turn]
- Cooldown: 7/6/5 turns
- Required Stance: Offensive

[#3] Intercept
- Basic: Inflict Taunt on a target [3 turns]
- Expert: Inflict Taunt on a target [3 turns] and reduce the damage you take by 15% [3 turns]
- Master: Inflict Taunt on a target [3 turns] and reduce the damage you take by 20% [3 turns]
- Cooldown: 7/6/5 turns
- Required Stance: Defensive

[Focus Attack] Shield Slam (Precise)
- Attack for 300% base damage, inflicting Taunt [3 turns] and reducing the target's damage done by 25% [1 turn]
- Required Stance: Defensive
- If not in defensive stance, shield bearers will instead use the focus attack of their wielded main hand weapon

--------------------

DUAL WIELD

** Dual wielding does not have active abilities, instead it receives the abilities of the two weapons wielded **

[Focus Attack] Flurry (Quick)
- Increase the damage of your quick attacks by 30% [1 turn] then perform 1 to 10 strikes dependent on your dual wield skill, each attack dealing 100% damage

--------------------

FREE HAND

[#3] Freehand
- Basic: Immediately gain 30 focus points
- Expert: Immediately gain 30 focus points and 25 critical points
- Master: Immediately gain 35 focus points and 30 critical points
- Cooldown: 7/6/5

--------------------

BOW [SPPQQ]

[1] Aimed Shot
Basic: Increase the damage of your Precise attacks by 35% [1 turn]
Expert: Increase the damage of your Precise attacks by 35% [1 turn] and increase your Focus Gain by 50% [1 turn]
Master: Increase the damage of your Precise attacks by 50% [1 turn] and increase your Focus Gain by 70% [1 turn]

[2] Retreat
Basic: Allows you to @advance to an adjacent combat area without attack penalty [1 turn]
Expert: Allows you to @advance to an adjacent combat area without attack penalty [1 turn] and gives you 100% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns]
Master: Allows you to @advance to an adjacent combat area without attack penalty [1 turn] and gives you 125% chance to evade incoming attacks, decreasing by 25% every time you successfully evade [3 turns]

[3] Rapid Shot
Basic: Increase the damage of your Quick attacks by 25% [3 turns]
Expert: Increase the damage of your Quick attacks by 25% [3 turns] and increases the damage of your Critical attacks by 50% [3 turns]
Expert: Increase the damage of your Quick attacks by 30% [3 turns] and increases the damage of your Critical attacks by 65% [3 turns]

[Focus] Suppressing Fire (Quick)
- Rapidly fire several arrows at a target, dealing 375% damage over five attacks
- Forces the target to take cover, inflicting Immobile [1 turn]
- Lowers the cooldown of your Retreat ability by 1 turn

--------------------

CROSSBOW [SSPPQ]

[1] Rapid Reload
Basic: Gain 15 focus points per turn [3 turns]
Expert: Gain 15 focus points per turn [3 turns] and increases the damage of your attacks by 15% [3 turns]
Master: Gain 20 focus points per turn [3 turns] and increases the damage of your attacks by 20% [3 turns]

[2] Stock Strike
Basic: Inflicts Daze on a single target, preventing them from taking any action [1 turn]
Expert: Inflicts Daze on a single target, preventing them from taking any action [1 turn] and also increases the damage they take by 30% [1 turn]
Master: Inflicts Daze on a single target, preventing them from taking any action [1 turn] and also increases the damage they take by 35% [1 turn]

[3] Critical Shot
Basic: Immediately grants you 25 critical points
Expert: Immediately grants you 25 critical points and increases the damage of your Critical attacks by 100% [1 turn]
Master: Immediately grants you 30 critical points and increases the damage of your Critical attacks by 125% [1 turn]

[Focus] Snipe (Strong)
- Take careful aim and fire at a target, dealing 500% damage
- Attack removes defensive effects from the target
- Attack ignores shield defensive bonus vs projectile attacks

--------------------

SORCERY

** Sorcery Active Abilities are based on learned spells, not equipped weapons **

[Focus Attack] Willpower Cascade (Precise)
- Call heavily upon your Will, blanketing yourself with its eneries
- Grants self Restore Willpower 15% per turn [3 turns]
- Increases magic damage dealt by 25% [3 turns]
- Reduces magic damage taken by 25% [3 turns]

_________________
StoryHost Kurzon
Castle Marrach Staff

----------------------


- "The destiny of the world is determined less by the battles that are lost and won than by the stories it loves and believes in."

Aratan and Takara verily approve this post

Sponsored content

MCombat 4.1 Outline Empty Re: MCombat 4.1 Outline

Back to top
Permissions in this forum:
You cannot reply to topics in this forum