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Fighting

201 bytes added, 10:12, 4 December 2018
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Added note regarding the exact effects of sleep bonus on fighting
== Description ==
Skill used in melee fighting [[:Category:Bestiary|animals]] and [[Tactics|other players]].
==Targeting==
{{:Target}}
 
==Wounds==
 
{{:Wounds}}
== Skills ==
The height of the main fighting skill determines helps determine your chances to hit and chance to successfully focus[[Combat rating]], henceforth CR. Skill is generally only gained on the death of an opponent.
The best way to train fight skill is by fighting opponents that are near your skill range; that CR. That way , the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. [[animal conditions|<font color=green>Greenish</font>, <font color=red>raging</font>, <font color=red>angry</font>, and CHAMPION]] creatures are a very effective way to train fighting.
Fight Fighting skill gain against non-player creatures is slowed down at 70 skill.
=== Fighting sub-skills ===
::* [[Weaponless fighting]] - Fighting without [[:Category:Weapons|weapons]] equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.::* [[Aggressive fighting]] - Less parry and damage dealt seems close to normal Reduced defense, but may be slightly higher; generally a very poor choice to useincreased offense. Damage is enhanced. Two-handed weapons swing faster.::* [[Defensive fighting]] - Damage dealt is lower, attack speed suffersReduced offense, but increased defense. Moving CR penalties are reduced. Parry and miss dodge rate seems is increased.::* [[Normal Fighting]] - The best fighting mode that has an identical parry rate as defensive fighting. More damage is dealt than defensive fighting Defenses and offenses are weapons' defaults, scaled with skills and same hit-speed as aggressive fighting. Most people deem normal fighting as the "[[Wikipedia:Holy Grail|holy grail]]" for fighting stylesbody stats.::* [[Skills:Taunting|Taunting]] - Attempting to taunt your opponent to attack you instead of your allies. ::* [[Shield-Bashingbashing]] - Knocking over your opponent with your [[:Category:Shields|shield]]. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a [[Stuns|stun]]. Beware that this might take the attention of the enemy to the person doing the shield bashing.
=== Weapon skills ===
It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your Weapon skill gain is spread over two categories affects the following::* Damage dealt:* Swing timer:* Stance availability and will take longer /or chance:* Chance to raise.parry:* [[Special move|Special moves]] available
Weapon Swing timer is decreased by 1% for every 10 skill over 50 does very littlelevels. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's Weapon [[QL]] also affects everything listed except swing timer and chance to parry or hit.
An easy way to gain weapon skill with [[axes]] and [[swords]] ([[longsword]] and [[huge sword]], respectively) is to cut trees down with [[woodcutting]] until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good [[body]] and woodcutting skill gain to boot.
== Stances ==
While in autofight (button in combat, the player has the option to shift the focus of his blows to different parts of the opponent's body using 'stances'. Blows to different parts of the event window)body may have different effects. For example, aiming for the game will choose stances head of the opponent yields significantly more damage as well as a temporary decrease in [[Mind logic]]. Aiming for the feet or legs may also slow your opponent, etc. Aiming at different body parts also affects your chances of aiming at others. For example, if you. At low skillsaim for the right parts, no stance options then the chances of aiming for the lower right or upper right parts will normally increase. Most special moves may also only be available to you. More stances will appear with a higher primary weapon skillperformed when aiming at certain body parts.
If you target your opponents left side In addition to changing offensive aim, there are also defensive stances. The player cannot have an offensive and defensive stance selected at the same time; he targets your right side you clinch must choose one or the other. Defensive stances.This means both of you have worse chance are the last of hitting eachotherthe bunch to become available to the player - usually around 48-50 weapon skill.
At primary weapon skill level 50 While in autofight (button in the event window), the game will choose stances for you receive defensive stances.If you choose one of thoseHowever, at low skills, no stance options will be available to you . More stances will clinch appear with a bonus in several stances at once, but you will not attackhigher primary weapon skill.
 You can bind stances to keys, - see [[Client Key Bindings]].
== Special moves ==
As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves, most of which involve stunning the opponent or draining his stamina.
Special moves are kingdom dependent, so other kingdoms have other moves.
There is no need to try to learn your enemies special moves since you can't counter them anyways.
 
* Mol Rehan have quick stamina cheap moves that do less damage and punish the opponents combat rating.
* HOTS have slow high damage moves that cost more stamina and often drains stamina.
* Jenn Kellon have medium time moves that create multiple wounds.
* Freedom Isles special moves are a mixture of the above, more depending on the weapon you use.
Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail.
== Equipment ==
=== Weapons ===
The height of your weapon skill determines which stances you may take.:* Primary weapon should be wielded equipped in the right hand, as the left hand will attack less often. Left hand also does not parry at all.
:* [[:Category:Swords | Swords]] deal cutting and piercing damage. Swords have the highest a high parry rate and do a high base medium damage with a moderate speed.:* [[:Category:Axes | Axes]] deal cutting damage. Axes do not rarely parry so should be considered strongly for use with left hand combo's. Axes have a slow attack speed and high miss rate, but deal the highest amount of base damage.:* [[:Category:Mauls | Mauls]] deal the highest amount of base maul damage. They Mauls have a similar medium parry rate of swords and a moderate attack speeddo medium-high damage.
=== Armour types ===
'''Each armor type has a distinct a advantage and disadvantage.'''
:* [[:Category:Plate Cloth armour|Plate Cloth armour]] - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of Offers minimal protection with high mobility. Plate armor Cloth armour has a high damage reduction factor, which is more pronounced at higher quality. :* [[:Category:Chain armour|Chain armour]] - Chain armor provides superior defense at the expense highest evasion rate of mobility. Attack speed any armor type and evasion are moderately affected by chain armor. Chain armor is commonly can be used. Chain reduces a fair bit of damageas an emergency bandage.:* [[:Category:Leather armour|Leather armour]] - Generally Leather armour provides the least amount of base defenselight defenses with medium-high mobility. However it also has the smallest penalties to attack Walking speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new playerpenalties are minimal.:* [[:Category:Studded leather armour|Studded leather armour]] - Generally Studded leather armour provides a moderate amount of base defense with similar penalties as leather Armorarmour. Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor armour has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in :* [[PvP:Category:Chain armour|Chain armour]]- Chain armour provides good defense with a medium penalty to mobility. Evasion is moderately affected by chain armor.:* [[:Category:Cloth Plate armour|Cloth Plate armour]] - Offers tiny protection Plate armour provides the largest defense bonus of any armour crafted from most attacksmetals, at the largest expense of mobility. To mitigate for this, cloth Steel plate armour has base damage reduction equal to that of [[:Category:Drake hide armour|drake hide armour]]. Adamantine Plate has damage reduction equal to [[:Category:dragon scale armour|Dragon scale armour ]]. Glimmersteel and Seryll Plate has the highest evasion rate of any armor type and base damage reduction in game. While Plate can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well knownmade from other metals they all have less damage reduction than Steel Plate.
=== Special armour types ===
:* [[:Category:Drake hide armour|Dragon Drake hide armour]] - The best [[leatherworking]] based armour existing in Wurm. Its Made from the hide of [[dragon]] hatchlings, its protection rating is between chain and similar to plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest a small penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.:* [[:Category:dragon scale armour|Dragon scale armour]] - Dragon scales are scale is the best [[Plate armour smithing]] armour available. Made out of the scales of a red dragon (any color), this [[dragonplate armour smithing]], this kind of based armour is superior to plate armour, while having suffers only a very small movement penalty that is similar to that of studded leather . However, this armourdamages faster than any other in combat.
=== Shields ===
: Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped.There is no difference between wielding a wooden or metal shield. Shields used to affect swing timers, but this is no longer the case. :* [[Large shield]] - Greatest base percentage to block.:* [[Small shield]] - Lower base percentage to block, but much lighter.:* [[Medium shield]] - Middle ground between large and small.:<br>'''''Shields should be equipped on your arm, not your hand.'''''
:* [[Large shield]]s - Have the greatest base percentage to block with the highest penalty against weapon speed.
:* [[Small shield]]s - Have the lowest penalty to weapon speed with the lowest base percentage to block.
:* [[Medium shield]]s - A balance between speed and block percentage.
:<br>'''''Shields should be wielded on your arm, not your hand.'''''
== Fighting characteristics ==
:* [[Body control]] - Helps mostly with accuracy, dodging, and [[stealthing]]. Best method to gain body control is by [[Archery]], [[Shields]], [[leatherworking]], [[smithing]], [[woodcuttingtailoring]], [[leatherworkingcarpentry]] and subskills of these such as [[carpentryfletching]] all offer good skill gaingains. Some weapon skills also offer Body Control gains.:* [[Mind speed]] - Helps with The effects of this skill in combat are not well documented. Supposedly affects the chance to land a special moveor perhaps change stance.:* [[Body strength]] - Helps with damage per hit as well as , and for taking less damage to walls per when hit. Best method Good methods to gain strength is Body Strength include [[mining]] however coal making, [[smithing]], [[digging]], [[woodcutting]], [[farming]], [[diggingbutchering]], [[masonry]] , and their subskills. [[woodcuttingPapyrusmaking]], [[coal-making]] all provide good skill gain, and some weapon skills also increase Body Strength.:* [[Body stamina]] - Determines how long you can fight before running out of stamina. When you run out of stamina, you can not move or defend yourself against incoming attacksvery well. Raised by [[woodcutting]], [[milling]], [[digging]], and [[mining]]. However, on freedom it is raised by [[woodcutting]], [[Milling]], [[digging]], and [[woodcuttingmining]].
== Miscellaneous fighting rules/tips ==
:* If Using sleep bonus while fighting will not benefit fighting skill itself, the main skill, but will benefit subskills under the main fighting skill (such as defensive fighting) in addition to all other skills utilized during fighting.:* When you get hit, you can will start "hurting". That means you move slower (30s duration).:* Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless even if you severely outclass them.:* There is a flanking bonus to hit from the side or back. If your out numberedyou're outnumbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.:* Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds. You will not block or parry This is ignored if your shield skill and weapon skill is below 40moving while using [[defensive fighting]]. :* Use 'Spam Mode' to show missed blows or , parries, and blows for zero damage.:* Never fight in water.:* Standing above a critter an opponent improves your chance to hit chance and reduces the capacity of that critter them to target your upper components. Riding a [[Mounts|mount]] provides a similar effect. Standing beneath one reverses this effect.:* Running out of stamina during a fight reduces your capacity to defend incoming damageand will often make escape impossible.
:* Take a look at the [[combat rating]] page for some tips on fighting.
The '''''Result''''' is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a 1 damage hit you can give '''''damages''''' if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the '''''Result''''' is there to tell you what the attack you just made really did to the enemy.
== Guides ==
*[[Fighting GuidePvP (Combat)]]
== [[Titles]] ==
* Soldier at 50 skill
* Mercenary at 70 skill
* Knight/Amazon at 90 skill
[[Category:Skills]]
[[Category:Fighting]]
[[Category:Babel/F]]
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