Changes

Jump to navigation Jump to search

PvP (Combat)

152 bytes added, 10:38, 3 February 2019
Many factors can be considered when one enter PvP in Wurm. All combat skills are used while PvPing, and these including your shield skill, weapon skill, fight skill, fighting stance skill, bow skill, archery skill, and player characteristics. Having higher in any of these can attribute to your success, however it is generally advised to be trained in at least one shield skill, weapon skill, and fighting stance of your choice. Overall fight skill is considered to be the most important skill in PvP, as it adds greatly to your overall combat rating. Having higher fight skill will allow the player to hit more, but so will having greater weapon and fighting sub skills. Having a higher shield skill is important to block both blows in up close pvp, and arrows for long ranged. Fighting stances are another choice the player must make. Currently, they can choose between Defensive, Aggressive, and Normal fighting modes, which all have their specific advantages and disadvantages. In long ranged combat, both bow and archery skill are considered important. Most frequently players use Long Bows, although Medium and Short Bows are considered to have their tactical advantages and lower ranges.
Beyond skills the other major character attribute that effects PvP are the player characteristics. Body Strength, Body Stamina, Body Control, Mind Speed, Soul Strength, and Soul Depth all have some effect on PvP. Having higher body strength will allow you to hit harder, while having higher body stamina will increase your stamina. The over all body skill increases a player's "toughness", and therefor is also considered important, although it levels on its own with your other skills. Body control is believed to increase the players chance dodge and perform critical strikes. While the effects of Mind Speed are not entirely documentedlet's you cast more spells before becoming overheated, it is considered to make focusing easier, and perhaps increase chance to hit, aim, and perform special moves. Soul Strength and Soul Depth factor into spell resistance and ability to cast spells. For priest, having a high Soul Depth and Soul Strength means the ability to cast stronger spells, while for normal players it will improve their resistance to said spells, as well as to the effects of the Orb of Doom. Because of characteristics important roll in PvP, crafters who decide to fight have a notable advantage in combat, assuming they train their skills to certain standards.
== Player Death ==
== Armor ==
The current most common armour in PvP is a set of plate chain or leather armor with enchants of either AosP or Web Armor, but because of the most recent combat changes this may or may not effect what armour is used in PvPenchant. Other armors are used less frequently, sometimes do due to rarity, and sometimes because they are not useful in combat. Below is a list of armors, their frequency of use in PvP, and their individual advantages and disadvantages.
'''Cloth:''' Never Rarely used in PvP. It is considered too weak for combat, and however is rarely even considered for PvEa decent choice in a 1v1 scenario due to it's high dodge chance.
'''Leather:''' Leather is usually replaced by often used due to it offering decent protection while still giving the more superior Studded Leather Armor. 30 % increase to [[Archery]] and [[Spells]]
'''Studded:''' Studded armor is rarely seen in PvP do to its weakness against piercing attacks. This makes the wearer highly susceptible to damage from swords, and pierces can often prove fatal. It has a better dodge rate than chain, and is considered to be more practical against blunt weapons. It also weighs much less than a full chain set, and is much less cumbersome to move speed.
'''Large Mauls:''' Large mauls are extremely powerful, and can cause massive damage upon hit. They are not frequently seen in PvP, but some into occasional use. They parry less than two handed swords, but deal considerable damage. They are two handed weapons.
'''Small Axes:''' Rarely used. Low/Medium damage. Low swing timer. One handed. Has a debuff of -2 CR when used.
'''Medium Large Axes:''' Medium/High damage. Average swing timer. One handed. Has smaller chance to parry than both swords and mauls.
'''Huge Axes:''' Very high damage. High swing timer. Two handed. Very frequently used in PvP as it is the most hard hitting weapon in the game and an excellent choice if you are not targeted.
'''Wind of Ages/Blessings of the Dark:''' Recent changes have made high power cast of this less necessary. Having over 50 will assure maximum swing timer. Blessing of the Dark also gives increase to weapon skill gained, although this itself is not necessary for PvP.
'''Flaming Aura:''' Deals an additional fire wound to players equal to (power/3)% of the hit. (99/3 = 33%) (30 damage gives +10 damage burn wound).
'''Frost Brand:''' The Vynora equivalent of Flaming Aurabut causes a frost wound.
'''Rotting Touch:''' Causes infection wounds that get worse over time, and need special care to be healed. Higher power generates increasingly dire wounds. Instead of adding more wounds Rotten Touch increases the damage of for example the cut done by a sword.
'''Venom:''' Causes poison wounds that can only be healed with farmer's salves. Ignoring these wounds can result in instant death. Striking with a Weapon with [[Venom]] also can not glance.
 
'''Salve''' Converts the entire wound that you cause to a single element wound and can be buffed with [[Glacial]] to further increase it's damage.
== Tactics ==
editor
285

edits

Navigation menu