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Downtimes: June 24 - July 2nd

We've got another batch of shutdowns coming in late June and early July, so that the machines can be repaired for the newest bug, the ZombieLoad CPU bug.

In general, the Genesis games (Grendel, TEC, TEC-Test) all have reboots scheduled for the absolute middle of the night, so I'll be taking each down the previous evening at midnight and bringing them back up the next morning at 9am.

The SkotOS games have always been more robust about reboots, so we'll let them reboot on their own, though there's some chance for an ~2 hour data loss. In any case, I'll be checking them after the 2-hour window when I can, though Marrach has a middle-of-the-night reboot, so that'll be the next morning.

The UserDB and Web reboots will cause some downtime for the entire site, but again they will hopefully come up cleanly.

GENESIS:

- Shutdown Grendel (late Sunday 6/23)

- Startup Grendel (early Monday 6/24)

- Shutdown TEC (late Monday 6/24)

- Startup TEC (early Tuesday 6/25)

- Check TEC Client (9pm Tuesday 6/25)

- Shutdown TEC-Test (late Thursday 6/27)

- Startup TEC-Test (Friday 6/28)


SKOTOS:

- Marrach (Monday early morning 6/24)

- Ironclaw (Monday 10pm-midnight 6/24)

- Lovecraft, Lazarus (Monday 8pm-10pm 7/2)


MAIN SITE:

- UserDB (Monday 10pm-midnight 6/24)

- Web (Sunday 9pm-11pm 6/30)
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MCombat 4.1 Update Info

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  • MCombat 4.1 Update Info

    FOREWORD

    MCombat update 4.1 is an ability overhaul for MCombat 4 with a goal of simplifying and quickening combat so that less time can be spent calculating and more time actually fighting. To achieve this, MCombat 4.1 removes Action Points, takes buff/debuff abilities out of the Attack Sequence, removes focus cost from all moves except for one, and replaces the entire ability list with a new set of abilities, only 3 of which you can ever have at any given time.

    The basic attacks of cut and thrust have been replaced with a choice of making strong, quick or precise attacks from a "hand" 5 of attacks that are dealt to you at the start of each turn, from a deck of 15 attacks determined by your equipped weapons. The strategic focus now moves away from calculating action points or deciding whether to use an attack ability or debuff ability in your Attack Sequence to deciding which 3 of the 5 attacks you've been dealt to use this turn, and in which order based on the benefits they provide, as well as when it will be most beneficial to use your Active Abilities (buffs and debuffs) before you attack.

    MCombat 4.1 also fully implements ranged combat with a particular focus on Sorcery, giving sorcerers a way to duel each other (or other non-sorcerers).

    SUMMARY OF CHANGES

    - Action Points have been removed. A character is now allowed 3 attacks per Attack Sequence regardless of the type of attack being used.
    - Basic attacks such as cut and thrust have been replaced with three new basic attack types; quick, strong and precise. Each basic attack type has a different perk associated.
    - Basic attacks are now 'dealt' to you at the start of each turn, you're permitted to choose 3 from a hand of 5, which themselves come from a 'deck' of 15 determined by your equipped weapons.
    - All other abilities from MCombat 4.0 have been removed and replaced with a new list of abilities called Active Abilities.
    - Active Abilities are used outside of the Attack Sequence and do no damage but inflict buffs, defuffs, fatigue recovery or other phenomena.
    - A character can only ever have 3 Active Abilities at a time, determined by their equipped weapon(s).
    - Ability names no longer have to be entered when attacking, reducing typing time of chance for typos. Instead, an ability's listed number is entered when using a Basic Attack or Active Ability.
    - Sorcery has been vastly implemented into MCombat and should now be fully functional and competitive with sword/weapons combat.
    - @advance now functions properly to allow ranged characters to attempt to keep melee fighters at a distance.
    Last edited by Kurzon; 04-06-2019, 04:52 AM.
    StoryHost Kurzon
    Castle Marrach Staff

    kurzon.marrach@outlook.com

    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.

  • #2
    ATTACK SEQUENCE

    Relevant Commands: @attack, @hand

    At the start of a character's turn they are dealt a hand of 5 different Basic Attacks, from which they may choose from, 3 to use that turn. Basic Attacks come in 3 different types, each with its own benefits. After attacking, a fresh hand of 5 Basic Attacks will be dealt to you, these attacks all come from a 'deck' of 15 attacks that refreshes every 3 turns; that 'deck' is not necessarily evenly comprised of the 3 different attack types, but rather determined by the weapons you have equipped.


    BASIC ATTACKS

    Quick attacks: Rapidly strike at the enemy, potentially exposing an opening in the opponent's defenses.
    ⦁ Quick attacks generate 'critical points', which are used to increase the critical hit chance of the attacks you use on your next turn. Attacks can never crit without crit points, and quick attacks are the only attack type that generates these by default.
    ⦁ If the first attack in an Attack Sequence is a quick attack, all following attacks regardless of attack type will generate a lesser amount of critical points.
    ⦁ If the third attack in an Attack Sequence is a quick attack, that attack will grant even more critical points than a regular quick attack.
    ⦁ If all three attacks in an Attack Sequence are quick attacks, the attacker gains an additional lump sum of critical points.

    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.
    ⦁ If the first attack in an Attack Sequence is a strong attack, all following attacks regardless of attack type also receive a lesser damage boost.
    ⦁ If the third attack in an Attack Sequence is a strong attack, that attack will deal even more damage than a regular strong attack.
    ⦁ If all three attacks in an Attack Sequence are strong attacks, all attacks that turn will receive an additional stacking damage boost.

    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. The permitted Focus Attack is determined by a character's equipped weapons.
    ⦁ If the first attack in an Attack Sequence is a precise attack, all following attacks regardless of attack type will generate a lesser amount of focus points.
    ⦁ If the third attack in an Attack Sequence is a precise attack, that attack will generate even more focus points than a regular precise attack.
    ⦁ If all three attacks in an Attack Sequence are precise attacks, the attacker gains an additional sum of focus points.

    Bold attacks: Press your assault even further with a hard hitting 4th attack, driving your enemy back.
    ⦁ All basic attacks have a suffix attached to its attack card (eg: Quick-Left, Quick-Right, Strong-Right, etc). If all three attacks in an Attack Sequence have a matching suffix, it will produce a bold attack.
    ⦁ Bold attacks are a free 4th attack at the end of your attack sequence.
    ⦁ Bold attacks do not receive the 'first card' bonus from the first attack used in your attack sequence, but are by default balanced to hit harder than any of the other three basic attacks.



    FOCUS ATTACKS

    Focus points are generated by using precise attacks or by using strong or quick attacks after using a precise attack as the first attack in an attack sequence. They can also be granted by using certain Active Abilities. When a character reaches 100% focus, 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 that is always present so long as focus is full, and does not need to be drawn from a character's attack opportunity pool each turn. A focus attack will use up one of the three available attacks used in that sequence and also counts as its attack type for the sequence (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). Focus attacks also count as "all" suffixes when used, meaning if the other two suffixes in a sequence match each other, the focus attack will count as the 3rd needed to produce a bold attack no matter what the suffix is. Eg; FocusAttack - HighAttack - HighAttack would yield a bold combo.


    CRITICALS

    Critical points are gained for using quick attacks, or using precise or strong attacks after using a quick attack as the first attack in a sequence. After gaining critical points, those points are used to give your basic attacks on your next turn a chance to critically strike. Every 1 critical point will increase the attack chance of a random attack card in your 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 doubles the damage, focus gain and critical points for that attack. Focus attacks and bold attacks can never obtain critical points, and will never critically hit.


    EFFECT ON CNPCs

    MCombat CNPCs are now affected differently by different attack types in accordance with the new attack trinity.

    Agile class enemies such as wolves and many beasts take increased damage from quick type attacks as the speed of these attacks help catch nimble foes.
    Shambler class enemies like zombies or other large foes take increased damage from strong type attacks, as the force of the attack digs into their tough exterior.
    Fighter class enemies which wield weapons take increased damage from precise attacks, which use superior swordsmanship to bypass their weapons.
    Last edited by Kurzon; 04-06-2019, 05:05 AM.
    StoryHost Kurzon
    Castle Marrach Staff

    kurzon.marrach@outlook.com

    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.

    Comment


    • #3
      ATTACK DECK

      Your 15 card attack deck is not necessarily an even distribution of 5 of each of the 3 types of attack card. Rather, your attack deck is determined by the weapons your character has wielded. Faster weapons or weapons oriented around thrusting generate a higher quantity of quick attacks, whereas heavier weapons, bludgeons or two handed weapons generate more strong attacks, and swords then generate more precise attacks. Regardless of weapon type, every weapon generates a total of 5 attack cards and at least 1 of each of the 3 attack types are included.

      The first 10 of your 15 card attack deck is generated by your equipped weapon(s). Each wielded weapon counts for 5 of those 10, or all 10 if it's a two handed weapon. All weapons now deal the same base damage, what varies the weapons now is their attack type yield and associated skills. A dagger hits for the same base damage as a longsword, but the longsword places a higher yield of strong attacks in your deck, making it more likely the longsword will hit harder save for when the dagger crits due to its high quick attack yield, and so on.

      WEAPON CARDS INFO
      Sidearm SPQQQ
      Rapier SPPQQ
      1 Handed Sword SPPPQ
      2 Handed Sword SSPPQ Gives shown cards x2 for both hands, or x1 if hand-and-halfer being used in one hand with a shield, etc.
      Polearm SSPQQ Gives shown cards x2 for both hands, or x1 if hand-and-halfer being used in one hand with a shield, etc.
      Bludgeon SSSPQ Same attack card yield whether using a 1 handed or 2 handed bludgeon, though the 2 handed will give 10 attack cards.
      Unarmed SSPQQ Gives shown cards x2 if completely unarmed, or x1 if off hand is empty but weapon in main hand.
      Shield SSPQQ
      Bow SPQQQ Gives shown cards x2 as two handed weapon.
      Crossbow SSSPQ Gives shown cards x2 as two handed weapon.
      Sorcery SPPPQ Bound characters receive shown cards x2 regardless of wielded weapons.

      STYLE

      Relevant Commands: @style

      In addition to the 10 attacks generated by equipped weapons, 5 more are added based on a character's current fighting style. Fighting style can be selected freely outside of combat but cannot be changed once battle has begun. The novice style is used by default, granting 5 attacks and no special benefits, whereas the remaining combat styles are obtained by reaching a particular level in its associated dueling skill. These more advanced styles grant bonuses to certain attack types and yield more attacks of that benefitting type.

      STYLE CARDS INFO
      The Novice SSPQQ No special effect / default style
      The Rogue SPQQQ +15% dmg to quick attacks / requires Senior Artisan (7) thrust to activate
      The Brute SSSPQ +15% dmg to strong attacks / requires Senior Artisan (7) cut to activate
      The Tactician SPPPQ +15% dmg to precise attacks / requires Senior Artisan (7) guard to activate
      The Gentleman SPPQQ +10% dmg to precise attacks, +15% critical strike dmg / requires Journeyman (5) feint to activate
      The Raider SSPQQ +10% dmg to strong attacks, +15% critical strike dmg / requires Journeyman (5) attacking to activate
      The Knight SSPPQ +10% dmg to strong attacks, +10% dmg to precise attacks / requires Artisan (6) recover to activate
      Last edited by Kurzon; 04-06-2019, 04:45 PM.
      StoryHost Kurzon
      Castle Marrach Staff

      kurzon.marrach@outlook.com

      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.

      Comment


      • #4
        ACTIVE ABILITIES

        Relevant Commands: @ability

        In addition to the basic attack types, 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 adding and removing of buffs and debuffs, focus points, critical points and other elements which affect the outcome of battle.

        A character receives ability #1 automatically for equipping a weapon. If they are at least level 2 (Apprentice) in that weapon's weapon skill, they'll also receive ability #2 for that weapon, and at level 4 (Fellowcraft) they receive the weapon final #3 ability. At level 6 (Artisan) all of those abilities are upgraded to Expert level, increasing the efficiency of each ability's effect and granting each ability a second effect, as well as lowering their cooldowns. At level 8 (Master) the effects of each ability are again increased, and the cooldown again lowered.

        This looks like this:

        Unskilled (0): [#1 Basic]
        Apprentice (2): [#1 Basic], [#2 Basic]
        Fellowcraft (4): [#1 Basic], [#2 Basic], [#3 Basic]
        Artisan (6): [#1 Expert], [#2 Expert], [#3 Expert]
        Master (8): [#1 Master], [#2 Master], [#3 Master]

        The three Active Abilities you are granted are dependant on what hand the weapon is equipped in, with the first 2 abilities dependant on the main hand and the last ability dependant on the off hand. For example, using a dagger in the main hand will grant the abilities Swiftness and Rapid Jab, using it on the off hand will grant Debilitating Strike. Using a shield replaces your off hand ability with the shield's number 3 ability, and so on. 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.

        The @ability command is used to trigger these moves. With a few exceptions, all of these abilities are used at the start of your turn before your attack sequence, the exception being some defensive abilities used to evade, etc.

        Abilities always go on the same number, you'll never run into a case of the same ability being a different number depending on your weapon setup, so it should be easy to remember them after using them a bit. If you are unsure, using @ability alone will yield you a list of your abilities, and using @ability with a number will use that ability.
        StoryHost Kurzon
        Castle Marrach Staff

        kurzon.marrach@outlook.com

        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.

        Comment


        • #5
          RANGED COMBAT

          Relevant Commands: @advance, @area

          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. Two characters in separate combat 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 takes up 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 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.

          RANGED COMBAT: SORCERY

          Sorcerers now use the same @attack command for their attacks as regular characters do. By default the spell used 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.

          Sorcerers have exceptionally low fatigue due to the penalties inflicted during the binding, but receive combat willpower. Combat willpower is calculated based on your regular, non combat willpower, and is used in MCombat 4.1 both for attacking other characters, and defending against *magical attacks only*. Combat willpower will not defend against basic melee attacks, meaning a sorcerer will fall quite quickly if a melee character starts attacking them. Certain spells and abilities exist or can be created which can keep enemies out of melee range or utilize combat willpower to defend against certain physical attacks in addition to magic ones.

          Active Abilities for sorcerers are determined by their 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. However a sorcerer may still only have 3 abilities on cooldown at any time; if 3 abilities are recharging, a 4th cannot be used even if that ability is not on cooldown.
          StoryHost Kurzon
          Castle Marrach Staff

          kurzon.marrach@outlook.com

          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.

          Comment


          • #6
            MISCELLANEOUS

            DAMAGE FORMULA BRIEF NOTES

            - All weapons now deal the same base damage regardless of weapon type
            - Damage is entirely calculated by your combat skills and buffs/debuffs/effects
            - Equipping a shield reduces all damage received and inflicted by 30%
            - Unarmed attacks deal half base damage compared to weapon attacks
            - An unarmed character also receives double damage from melee weapon attacks
            - Ranged projectile attacks deal reduced damage to characters with shields, but extra damage to everyone else
            StoryHost Kurzon
            Castle Marrach Staff

            kurzon.marrach@outlook.com

            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.

            Comment


            • #7
              GLOSSARY OF ACTIVE ABILITIES & FOCUS ATTACKS BY WEAPON TYPE

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

              ONE HANDED SWORD

              [#1] Precision
              - Increase the damage of all precise attacks by 20% [3 turns]
              - Expertise: Increase precise damage bonus to 25%, also increase focus point gain when attacking [3 turns]
              - Mastery: Increase precise damage bonus to 35%
              - Cooldown: 7/6/5 turns

              [#2] Deflection
              - Reduces damage taken from melee attacks by 15% [3 turns]
              - Expertise: Damage reduction increased to 20%, also gain Regenerate Fatigue 10% per turn [3 turns]
              - Mastery: Damage reduction increased to 25%
              - Cooldown: 7/6/5 turns

              [#3] Ambidexterity
              - Increase critical damage by 25% [3 turns]
              - Expertise: Critical damage bonus increased to 35%, also gain 10 criticals per turn [3 turns]
              - Mastery: Critical damage bonus increased to 50%, criticals per turn increased to 15
              - Cooldown: 7/6/5 turns

              [Focus Attack] Triple Strike (Precise)
              - A series of 3 attacks dealing an accumulated 400% damage
              - Lowers the opponent's focus by 25 points
              - Notes: This deals an averageish amount of damage for a focus attack, but being a precise attack, each of its 3 strikes generates focus. If used in sequence with other precise attacks this attack becomes frequently available, allowing you to constantly damage a target and drain their focus points.

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

              TWO HANDED SWORD

              [#1] Sweeping Strikes
              - Increase the damage of all strong attacks by 20% [3 turns]
              - Expertise: Increase strong damage bonus to 25%, also gain 15 focus points per turn [3 turns]
              - Mastery: Increase strong damage bonus to 35% and focus point gain to 20
              - Cooldown: 7/6/5 turns

              [#2] Hilt Strike
              - Increase a target's physical damage taken by +15% [3 turns]
              - Expertise: Damage taken is increased to +20%, also reduce target's focus by 25pts
              - Mastery: Damage taken is increased to +25%, focus reduction increased to 35pts
              - Cooldown: 7/6/5 turns

              [#3] Two Handed Parrying
              - Reduce damage taken from melee attacks by 15% [3 turns]
              - Expertise: Damage reduction increased to 20%, also restore own fatigue by 20%
              - Mastery: Damage reduction increased to 25%, fatigue restoration increased to 25%
              - Cooldown: 7/6/5 turns

              [Focus Attack] Assault (Strong)
              - Deal 2 to 5 strong attacks dependant on your two hand sword skill, each attack dealing 100% damage (150% with strong attack damage multiplier).
              - Increase attack by 20% [2 turns] (applies before attack)
              - Notes: Deals a lot of damage on its own due to being a strong type multi-strike focus attack especially if two handed sword skill is high enough.

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

              SIDEARM

              [#1] Swiftness
              - Evade the next 3 attacks [3 turns]
              - Expertise: Also increase the damage of quick attacks by 25% [3 turns]
              - Mastery: Increases evades to 4 and quick damage boost to 35%
              - Cooldown: 7/6/5 turns

              [#2] Rapid Jab
              - Increase critical damage by 25% [1 turn]
              - Expertise: Critical damage bonus increased to 35%, also gain 15 critical points
              - Mastery: Increase critical boost to 50% and critical points to 20
              - Cooldown: 5/4/3 turns

              [#3] Debilitating strike
              - Removes a physical buff from the target
              - Expertise: Removes 2 physical buffs and also increases target's physical damage taken by 25% [1 turn]
              - Mastery: Removes 3 physical buffs and target's physical damage taken boost is increased to 35%
              - Cooldown: 7/6/5 turns

              [Focus Attack] Assassinate (Quick)
              - A lethal slash aimed at the target's throat dealing 300% damage
              - Damage tripled if target is below 30% fatigue
              - Notes: 900% damage on a low fatigue enemy makes this the single hardest hitting attack if used right. Having 0 fatigue remaining also counts to trigger this, meaning the triple damage effect is always triggered vs CNPCs without fatigue such as zombies.

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

              RAPIER

              [#1] Haste
              - Increase the damage of all melee attacks by 15% [3 turns]
              - Expertise: Damage boost increased to 20%, also increase focus point gain when attacking[3 turns]
              - Mastery: Damage boost increased to 25%
              - Cooldown: 7/6/5 turns

              [#2] Feinting
              - Increase critical strike damage bonus by 50% [1 turn]
              - Expertise: Critical damage bonus increased to 75%, gain Ignore Evade [1 turn]
              - Mastery: Critical damage bonus increased to 100%
              - Cooldown: 7/6/5 turns

              ** Rapier does not have an exclusive off hand #3 skill. **

              [Focus Attack] Disengage (Quick)
              - A deceptive strike dealing 300% damage
              - Deals double damage vs fatigue points only
              - Removes 2 physical buff effects from target
              - Notes: One of only two 'buff purge' abilities, and the only one of those two which comes off a Focus Attack instead of an Active Ability, meaning you can consistently remove buffs for so long as you're able to refill your focus points. The doubled damage vs fatigue also makes it excellent vs other players.

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

              POLEARM

              [#1] Sentinel
              - Evade the next 3 attacks [3 turns]
              - Expertise: Also increase critical strike damage by 35% [3 turns]
              - Mastery: Increase evades to 4 and crit damage bonus to 50% [3 turns]
              - Cooldown: 7/6/5 turns

              [#2] Distant Stance
              - Reduces damage taken from melee attacks by 15% [3 turns]
              - Expertise: Damage reduction increased to 20%, also gain focus 3 points when attacked [3 turns]
              - Mastery: Damage reduction increased to 25% and focus gain increased to 4 points
              - Cooldown: 7/6/5 turns

              [#3] Shaft Sweep
              - Inflict Taunt on all targets within melee attack range (50% success chance, each target) [3 turns]
              - Expertise: Increase success chance to 75%, also reduce physical damage of taunted targets by 20% [3 turns]
              - Mastery: Increase success chance to 100% and damage reduction to 25%
              - [Taunt] A taunted CNPC always attacks your character. A taunted player receives a 50% damage penalty when attacking someone other than your character.
              - Cooldown: 8/7/6 turns

              [Focus Attack] Impale (Strong)
              - Forcefully drive you spear at your enemy dealing 400% damage (600% with strong attack damage multiplier)
              - Ignores target's defensive buffs
              - Notes: A consistent 600% damage that doesn't need special conditions or skills. The ignore defense trait disregards not just defensive buffs, but also armour, making it useful for armored targets.

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

              BLUDGEON

              [#1] Recklessness
              - Increase the damage of all melee attacks by 15% [3 turns]
              - Expertise: Damage boost increased to 20%, also evade the next 3 attacks [3 turns]
              - Mastery: Damage boost increased to 25%, increases evades to 4
              - Cooldown: 7/6/5 turns

              [#2] Resolve
              - Remove a physical debuff from yourself
              - Expertise: Removes 2 debuffs, also restore own fatigue by 20%
              - Mastery: Removes 3 debuffs, fatigue restoration increased to 25%
              - Cooldown: 7/6/5 turns

              [#3] Heavy Blows
              - Increase the damage of all strong attacks by 25% [1 turn]
              - Expertise: Increase strong damage boost to 35%, also ignore target's defensive buffs and armour [1 turn]
              - Mastery: Increase strong damage boost to 50%
              - Cooldown: 7/6/5 turns

              [Focus Attack] Massacre (Strong)
              - A mighty blow dealing 400% damage (600% with strong attack damage multiplier)
              - Increase the damage of all strong attacks by 30% [1 turn] (applies before attack)
              - Lower target's defense by 20% [1 turn]
              - Notes: If used in a sequence followed by 2 strong attacks, those following attacks are benefitting both from the 30% strong damage bonus and also the 20% damage bonus from the debuff it places on the target, making it a very hard hitting attack sequence.
              StoryHost Kurzon
              Castle Marrach Staff

              kurzon.marrach@outlook.com

              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.

              Comment


              • #8
                UNARMED

                ** An empty off hand while using a single handed weapon grants 'offhand' ability, there are no #1 or #2 main hand abilities for being unarmed **

                [#3] Free Hand
                - Gain 20 focus points
                - Expertise: Increase focus gain to 25, also restore fatigue by 20%
                - Mastery: Increase focus gain to 35 and fatigue restore to 30%
                - This ability is present when using a one handed weapon with no off hand
                - Cooldown: 7/6/5 turns

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

                SHIELD

                ** A shield in the off hand replaces the 'free hand' ability with this one, or if used with a hand-and-half weapon, replaces the #3 ability of that weapon **

                [#3] Intercept
                - Inflicts Taunt on a single target [3 turns]
                - Expertise: Additionally reduces physical damage taken by 20% [3 turns]
                - Mastery: Damage reduction increased to 25%
                - [Taunt] A taunted CNPC always attacks your character. A taunted player receives a 50% damage penalty when attacking someone other than your character.
                - Cooldown: 7/6/5 turns

                [Focus Attack] Shield Slam (Precise)
                - Strike a target with your shield dealing 200% damage
                - Lowers target's attack by 30% [3 turns]
                - Grant self Recover Fatigue 15% per turn [3 turns]
                - Notes: This is a defensive move, obviously, and works well in conjunction with the shield's Active Ability, Intercept.

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

                DUAL WIELD

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

                [Focus Attack] Flurry (Quick)
                - Perform 1 to 10 strikes dependant on your dual wield skill, each attack dealing 100% damage
                - Increase the damage of all quick attacks by 30% [1 turn] (applies before attack)
                - Notes: 1 to 10 quick attacks means a ton of critical points on the next turn

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

                ARCHERY

                [#1] Ambush
                - Basic: Gain 10 critical points
                - Expertise: Critical gain increased to 15, also gain 25 focus points
                - Mastery: Critical gain increased to 20, focus gain increased to 35
                - Cooldown: 7/6/5 turns

                [#2] Retreat
                - Move to an adjacent fighting area without using your turn or triggering a pursuit attack
                - Expertise: Also evade the next 3 attacks [3 turns]
                - Mastery: Increases evades to 4
                - Cooldown: 6/5/4 turns

                [#3] Cover
                - Reduce damage taken from projectile attacks by 15% [3 turns]
                - Expertise: Damage reduction increased to 20%, also gain Regenerate Fatigue 10% per turn [3 turns]
                - Mastery: Damage reduction increased to 25%
                - Cooldown: 7/6/5 turns

                [Focus Attack] Leg Shot (Precise)
                - A carefully aimed shot at the opponent's leg dealing 300% damage
                - Grants self Increase Focus Gain [2 turns] (applies before attack)
                - Target cannot move between combat areas [2 turns]
                - Notes: This is a basic focus ability that deals averageish damage for a non-strong type focus attack. Its real value comes from its ability to pin a target in place allowing you to safely shoot at them. Since it's a precise attack it also generates focus, and coupled with the 2-turn increase to focus gain, this can be used with some frequency to keep an enemy out of melee range if combined with other precise 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]
                - 10% chance per skill level in Sorcery to increase magic damage dealt by 25% [3 turns]
                - 10% chance per skill level in Sorcery to reduce magic damage taken by 25% [3 turns]
                - Notes: This is the default sorcery focus ability, others can be learned via spell scrolls. It's mostly effective when fighting other magic users, although it's worth noting that blocking physical attacks with telekinesis (if the spell is possessed to do this) turns that attack into magic damage instead of physical, meaning the magic defense buff from this ability will remove 25% of that physical damage.
                StoryHost Kurzon
                Castle Marrach Staff

                kurzon.marrach@outlook.com

                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.

                Comment


                • #9
                  CLOSING

                  The 4.1 update for MCombat was something that started as a small project, intended only to change the @attack Attack Sequence to make combat faster paced with less time spent calculating Action Points, Focus Points, ability cooldowns, typing in awkward ability names or doing other things that was making the 4.0 system slow and generally unenjoyable. As it progressed it started to expand more and more as I realized new skills were going to need to be written and implemented to work with the new style of Attack Sequence, and it snowballed from there. My hope is that moving forward, we finally have a fun, fast paced combat system which still retains some element of planning and benefits to the user for smart playing and on-the-fly reactions and calculations. As to "why another combat system update", the answer is as simple as "we haven't gotten it right yet" and it's something I feel we need. In particular we needed a way to really bring Sorcery (finally) into the fold and I feel like maybe we've hit that now.

                  Note that this is a 4.1 update, not a 5.0 new release. This update uses the same core system as the 4.0 release which controls starting of the battle, passing of turns and so on. Any system mechanics not covered here were not updated, and explanations of their workings can be found in the original 4.0 thread.

                  As per usual with a release this size, bugs are inevitable. Please file the bugs as they come up and paste precisely the command you entered, and also make not of any other unusual circumstances.

                  CHANGELOG

                  2019-04-06 / MCombat 4.1 update
                  2019-04-09 / @Updkills updated (http://forum.skotos.net/forum/our-ga...ate-info/page2)
                  Last edited by Kurzon; 04-09-2019, 04:01 PM.
                  StoryHost Kurzon
                  Castle Marrach Staff

                  kurzon.marrach@outlook.com

                  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.

                  Comment


                  • #10
                    This looks great and I can't wait to actually have enough free time to log in to play and test it.
                    Proud member of: WWMHSBA

                    "Why don't you all just go submit some plots where you can get pregnant, give birth to you own alt as an annoying child character, have it grow up to be a drama queen, and then you can use IC/OOC crossover to hide the goods you stole and escape from the dungeon that you're locked in due to a badly run rape plot?!" - Age

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                    • #11
                      *thumbs up* Thanks for the hard work you put into this!

                      Squire to Dame Eeva
                      Equerry to Lady Rayna
                      Rangers Recruit
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                      _______________________
                      StoryBuilder Chimi says, "O_O I just found something weird in your body. Hang on a sec...."

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                      • #12
                        This excites me.
                        Ser Halvard
                        Bodyservant to the Lord Chancellor

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                        • #13
                          this is INCREDIBLE. seriously, i admire the amount of thought that must have got into not just implementing this, but conceiving and mapping it out in the first place.

                          technical question: how does the dualwield skill affect other weapon skill levels and the active abilities that they offer? as a handy example, melle has fellowcraft sidearm, artisan swordonehand and senior artisan dualwield. so the abilities he gets from one-handed swords are at expert level and the abilities he gets from daggers are at regular level when he is dualwielding. my question is, what effect does his dualwield skill have, given that dualwield doesn't grant abilities of its own?

                          Comment


                          • #14
                            Originally posted by Melle View Post
                            this is INCREDIBLE. seriously, i admire the amount of thought that must have got into not just implementing this, but conceiving and mapping it out in the first place.

                            technical question: how does the dualwield skill affect other weapon skill levels and the active abilities that they offer? as a handy example, melle has fellowcraft sidearm, artisan swordonehand and senior artisan dualwield. so the abilities he gets from one-handed swords are at expert level and the abilities he gets from daggers are at regular level when he is dualwielding. my question is, what effect does his dualwield skill have, given that dualwield doesn't grant abilities of its own?
                            The dualwield skill is used in your base damage formula in place of <insert weapon skill> when using two weapons. So if using two swords, swordonehand no longer impacts your base damage, dualwield will instead. Dualwield skill also affects how many times the Flurry Focus Attack strikes at its target.
                            StoryHost Kurzon
                            Castle Marrach Staff

                            kurzon.marrach@outlook.com

                            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.

                            Comment


                            • #15
                              I love this so much.

                              So much.

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