Unarmed combat system: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
(Removed 'not yet implemented')
(→‎Brawling Weapon DF Bonuses and MM Penalties: Had the same weapon listed twice.)
Line 162: Line 162:
| -5
| -5
| -10
| -10
|-align=center
|'''[[Knuckle-blade]]'''
|.050
|.100
| -10
| -20
|-align=center
|-align=center
|'''[[Knuckle-blade]]'''
|'''[[Knuckle-blade]]'''

Revision as of 13:54, 15 July 2012

The Unarmed Combat System encompasses a unique combat style which features four types of attacks: Jab, Punch, Kick and Grapple. This system replaces Voln fu (Kick, Punch and Throw), which is now obsolete, as the primary unarmed attack method used against Undead creatures. Unarmed combat attacks are not, however, limited to the undead. They can be used against all creatures and characters.

Effectiveness with unarmed combat depends significantly upon a character's brawling skill. Although similar to AS/DS in its functionality, unarmed combat replaces melee and ranged weapons with the hands and feet, and AS/DS mechanics with Unarmed Attack Factor (UAF)/Unarmed Defense Factor (UDF).

Note: Professions that can 2x train each level in brawling are Bards, Monks, Paladins, Rangers, Rogues and Warriors.

Combat Tiers

There are three attack tiers (DECENT, GOOD, EXCELLENT) available when using unarmed combat. Progressing from a lower to higher tier will depend on the preceding attack's tier, the target's current vulnerability to a particular follow-up attack and a bit of luck, plus other factors. Ordinarily, an initial attack will start at Tier I. Higher tiers have the potential for increased damage and more debilitating status effects including fatal criticals. Combat messaging will indicate the current tier and, at times, indicate an effective subsequent attack type.

Haste (506), used in conjunction with unarmed combat attacks, will reduce the chance to progress to a higher tier. The exact penalty is not currently known.

Example

The initial strike is a Tier I: Jab (indicated by DECENT positioning) which leaves the target susceptible to a follow-up Punch attack. As shown in the messaging below the second attack (punch) progressed to a Tier II with GOOD positioning message. Tier III attacks will have EXCELLENT positioning in the combat messaging panel.

You attempt to jab a kobold!
You have decent positioning against a kobold.
UAF: 38 vs UDF: 24 = 1.583 * MM: 100 + d100: 39 = 197
... and hit for 10 points of damage!
Solid shot to the back.
Strike leaves foe vulnerable to a followup punch attack!
Roundtime: 3 sec.
R>pun kob You attempt to punch a kobold!
You have good positioning against a kobold.
UAF: 38 vs UDF: 24 = 1.583 * MM: 100 + d100: 64 = 222
... and hit for 66 points of damage!
Rotating backhand cleanly snaps tibia!
The kobold crumples to a heap on the ground and dies.

Return to the top of this page.

Damage Factors

This table includes the Damage Factors (DF) for the four unarmed combat attack types.

Note: These are tentative values and are subject to change.

Attack Type AG Cloth Leather Scale Chain Plate RT Damage Type
Jab DF .100 .075 .060 ? ? 3 Jab
Punch DF .275 .250 .200 ? .125 3 Punch
Grapple DF .250 .200 .160 .125 .100 4 Grapple
Kick DF .400 .350 .300 .250 .200 5 Kick
Return to the top of this page.

Roundtimes

This table includes the base RT's for each attack type. Encumbrance can increase these roundtimes.

Attack Type RoundTime
Jab 3 seconds
Punch 3 seconds
Grapple 4 seconds
Kick 5 Seconds

Weapons Compatible with Unarmed Combat

The following brawling weapons are suitable for use with the unarmed combat system (UCS). They DO NOT funtion as ordinary melee weapons when used with jab, punch, and grapple attacks. Their damage factors, AvDs and damage types (slash, puncture, crush) do not apply. They primarily serve as an equipment platform for enchant bonus, flares and weighting etc. However, their use does add a bonus to the attack's damage factor and a penalty to the multiplier modifier.

Brawling Weapon DF Bonuses and MM Penalties

Each of the approved-for-use brawling weapons that function with Jab, Punch and Grapple attacks have innate Damage Factor (DF) bonuses and Multiplier Modifier (MM) penalties. These special properties only activate with the Jab, Punch and Grapple commands. Kick attacks are unaffected by these held weapons.

Note: When used in unarmed combat it is more appropriate to think of these weapons as equipment that attach to the actual weapons - the adventurer's hands.

A character is not limited to single weapon use. They can be dual-wielded in any combination. For example, two razorpaws or a razorpaw and a tiger-claw can be held simultaneously. When dual-weilding, the DF and MM values of each are simply added together. The DF bonus calculation is (Weapon1 DF + Weapon2 DF) and the MM penalty is (Weapon1 MM penalty + Weapon2 MM penalty.

Example: A character holding both a razorpaw and tiger-claw will have a DF bonus of .100 (.025 + .075) and an MM penalty of -20. This is the same bonus/penalty as two knuckle-blades. The DF bonuses are added to the normal jab, punch and grapple DFs shown in the Damage Factor section of this article.

Weapon DF Bonus (Single) DF Bonus (Dual) MM Penalty (Single) MM Penalty (Dual)
Cestus .025 .050 -5 -10
Paingrip .025 .050 -5 -10
Razorpaw .025 .050 -5 -10
Knuckle-blade .050 .100 -10 -20
Yierka-spur .075 .150 -15 -30
Tiger-claw .075 .150 -15 -30
Return to the top of this page.

Equipment (Gloves and Boots)

Return to the top of this page.

See Also

External Links