Combat Mechanics Guide

Table of Contents

  1. Melee Attacks
    • 1.1 Damage Calculation
      • 1.1.1 Maximum Damage (Max Hit)
      • 1.1.2 Minimum Damage
      • 1.1.3 No Damage Cap
    • 1.2 Hit Chance
      • 1.2.1 Calculation
      • 1.2.2 Influencing Factors
      • 1.2.3 Modifiers and Buffs
      • 1.2.4 Additional Mechanics
    • 1.3 Triple Attack
    • 1.4 Monk/Beastlord Fist Damage
  2. Armor Class (AC) and Damage Reduction
    • 2.1 AC Calculation
    • 2.2 Softcaps
    • 2.3 Shields
  3. Experience (XP)
    • 3.1 Group XP Split
    • 3.2 Area XP Penalties
  4. Haste
    • 4.1 Types of Haste
  5. Pets
    • 5.1 All Pets
    • 5.2 Mage Pets
    • 5.3 Enchanter Pets
  6. Procs
  7. Meditation
  8. Damage over Time Spells (DoTs)
  9. Heal over Time Spells (HoTs)
  10. Debuffs
  11. Raid Loot Mechanic

1. Melee Attacks

1.1 Damage Calculation

1.1.1 Maximum Damage (Max Hit):

  • Formula: Maximum damage is calculated by multiplying your weapon’s damage by a derivative based on your ATK (Attack).
  • ATK Influence: As your ATK increases with level, so does your maximum damage. This derivative is influenced by various factors such as buffs, debuffs, and gear.
  • ATK Role: ATK determines the damage multiplier of your weapon’s damage on a successful hit but is not relevant to your hit chance.

1.1.2 Minimum Damage:

  • Limit: There is a minimum damage limit; post-mitigation, you can only hit for 1 if you have a 1 damage weapon.

1.1.3 No Damage Cap:

  • Mechanic: The damage cap has been removed, allowing for potentially higher damage outputs depending on your stats and gear.

1.2 Hit Chance

1.2.1 Calculation:

  • Factors: Your chance to hit an opponent is determined by a combination of:
    • DEX (Dexterity)
    • Weapon Skill
    • Offense Skill
  • Higher Values: Higher values in these attributes increase your likelihood of successfully hitting the target.

1.2.2 Influencing Factors:

  • Accuracy:

    • Accuracy Styles: Different combat styles that boost accuracy.
    • Accuracy AAs (Alternate Abilities): Special abilities that enhance accuracy.
    • DEX (Dexterity): Higher dexterity increases your hit chance.
    • Offense Skill: Skill level in offensive maneuvers and attacks.
    • Weapon Skill: Proficiency with the specific weapon being used.
  • Avoidance:

    • Avoidance Styles: Defensive combat styles that improve your chances to avoid hits.
    • Avoidance AAs (Alternate Abilities): Special abilities that enhance avoidance.
    • AGI (Agility): Higher agility improves your ability to dodge attacks.
    • Defense Skill: Skill level in defensive maneuvers and blocking.

1.2.3 Modifiers and Buffs:

  • Buffs and Debuffs: Various buffs and debuffs can modify your hit chance, including temporary boosts from spells, potions, and equipment effects.
  • Mob Evasion: The target’s evasion capabilities, such as its AGI and defense skill, can decrease your hit chance.

1.2.4 Additional Mechanics:

  • High-Level Mobs: If a mob is significantly higher in level (e.g., 7+ levels above you), you will have a very low chance to hit it, similar to how you would struggle to land spells on it.
  • Innate Crit Chance: Paladins and Warriors receive an innate critical hit chance against all mobs, providing these classes with a consistent edge in combat through occasional high-damage attacks.
  • Hunger/Thirst Penalty: 25% penalty to hit and avoid hits when hungry or thirsty; 50% penalty when both.

1.3 Triple Attack

  • Rangers: Rangers now receive triple attack similar to Monks. When Rangers begin to double attack, they also start being able to triple attack with their main hand, although at a lower chance than double attack.

1.4 Monk/Beastlord Fist Damage

Level Damage Delay
1 6 30
6 7 30
15 8 30
20 9 30
25 9 29
30 10 28
35 10 27
40 11 26
45 11 25
50 12 24
53 12 23
56 12 22
59 12 21
60 12 20
63 13 19
65 13 18

2. Armor Class (AC) and Damage Reduction

2.1 AC Calculation:

  • Reduction Mechanism: AC translates into a percentage of potential damage reduction.
    • Certain Reduction: 1/4 of AC is certain reduction (e.g., 1500 AC = 20% minimum reduction).
    • Randomized Reduction: The remaining AC value is randomized (e.g., 1500 AC = 20-80% reduction, averaging 50%).

2.2 Softcaps:

  • First Softcap: 100 AC.
  • Second Softcap: 250 AC.
  • Third Softcap: 500 AC.
  • Beyond 500 AC: AC beyond 500 provides consistent value.

2.3 Shields:

  • Calculation: AC + (AC * 2) in Block skill.

3. Experience (XP)

3.1 Group XP Split

  • This system ensures that each player in a group of 2 to 6 members receives an equal share of the XP, maintaining fairness and consistency in experience gain across different group sizes.
    • 2 players: The total XP gained is 100, split as 50 XP each.
    • 3 players: The total XP gained is 150, split as 50 XP each.
    • 4 players: The total XP gained is 200, split as 50 XP each.
    • 5 players: The total XP gained is 250, split as 50 XP each.
    • 6 players: The total XP gained is 300, split as 50 XP each.

3.2 Area XP Penalties

  • These penalties are reset at levels 30, 50, and 65.
  • After level 65, the penalties reset based on the total AA (Alternate Advancement) equivalent XP.

4. Haste

4.1 Types of Haste:

  • Type 1: Normal spell haste.
  • Type 2: Bard song haste, dawn shoulders, guardian of the forest.
  • Type 3: AA abilities, enchanter illusion haste, Heavenly Wrath.
  • Bard Haste: Includes normal spell haste and song haste.

5. Pets

5.1 All Pets:

  • Fixed Delay: Pets have a fixed attack delay and number of attacks.
  • Weapon Wielding: When wielding two weapons, each weapon can proc.
  • Charmed Pets: Max haste of 50%.

5.2 Mage Pets:

  • Each mage pet has its own unique ability and self buff.

  • Each mage pet has equal base pet damage.

    • Air Pet: Spell damage reduction self buff. Stun and Direct Damage ability.
    • Earth Pet: Self Armor Class self buff. Root and Threat ability.
    • Fire Pet: Damage Shield self buff. Direct Damage ability.
    • Water Pet: Health Regen self buff. Group Heal ability.
  • HP: Fire pet has the lowest HP; Water and Air pets have identical HP; Earth pet has the highest HP.

  • Resistances: Each pet has resistances based on its element.

5.3 Enchanter Pets:

  • Pets must be illusioned in order to receive commands from the pet window or as text commands.

6. Procs

  • Breast Plate: Procs when hit with normal melee damage, including AoE attacks.
  • Feet: Procs when you kick, including Monk kick abilities.
  • Hands: Procs when attacking with bare hands, including dragon punch.
  • Bracer: Procs whenever you cast a spell.
  • Primary: Procs when attacking with the main hand weapon.
  • Secondary: Procs when attacking with the secondary weapon, when using the skill slam, or when bashing with a shield.
  • Ammo: Procs when attacking with the primary or secondary weapon, excluding arrows and throwing weapons.

7. Meditation

  • Combat Meditate: Cannot meditate in combat (on aggro list or grouped with someone in combat).
  • Faster Meditation: Significantly faster when available.
  • Regen Caps:
    • 30 mana regen from spells.
    • 20 mana regen from items.
    • 40 HP regen from items.
  • Skill Caps: Increased for int/wis caster classes.
  • NPC Memory: NPCs remember you for a few minutes or as long as they are in combat if you zone/log out.

8. Damage over Time Spells (DoTs)

  • Weakening: Total DoT damage per tick reduces mob melee damage proportionally to its HP, with a maximum 10% direct melee damage reduction from DoTs.
  • Roots: Damage over Time spells do not break Root effects.
  • Critical Hits: These effects can crit, following the same rules/AAs/focuses as direct damage spells. Necros have an innate DoT crit chance.

9. Heal over Time Spells (HoTs)

  • Critical Hits: These effects can crit, following the same rules/AAs/focuses as heals. Clerics have an innate HoT and heal crit chance.

10. Debuffs

  • Resist Debuff Cap: Mobs have a limit on resist debuff.
  • Debuff Slots: Mobs have 42 debuff slots.

11. Raid Loot Mechanic

  • Standard Drops: Raid encounters designed for 18 players drop 2 random items by default, along with gems, spells, and other merchant-bait.
  • Bonus Loot: Chance for a third item drop if certain conditions are met.
    • Eligible Mobs: Only mobs designed for 18-player raids.
    • Loot Characteristics: No guaranteed loot class.
  • Participation Requirement: The mob’s hate list is checked at the time of death. Players must have actively participated by generating aggro.
  • Class Diversity:
    • Bonus loot chance starts at 11 unique classes.
    • Maximum bonus chance is achieved with 15 unique classes.