Unarmed combat system

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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) and Multiplier Modifier (MM).

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.

Tier levels have a duration of 2 minutes which are refreshable with each subsequent attack. It is not necessary to hit the target to refresh the current tier.

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.

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Critical Injuries

UCS attacks have the potential to cause both health point loss and wounds (commonly referred to as critical injuries). In addition to injuring a specific body location, each critical has associated status effects (stuns, knockdowns, slow, silence etc.) which can further debilitate an opponent.

Each unarmed attack type (kick, punch, grapple and jab) has an associated critical table (Kick critical table (UCS), Punch critical table (UCS), Grapple critical table (UCS) and Jab critical table (UCS) with descriptive messaging, hitpoint damage values, injury levels and other status effects. Each table is divided into nine primary body locations and further subdivided into twelve critical ranks ranging from 0 to 11.

Unlike the AS/DS combat system which uses a relatively simple method for determining the possible critical rank outcomes, UCS is more complex and less understood. What is known is that both endroll and positioning are the major factors. In addition to these two factors, the critical rank outcome is also affected by the defender's armor, critical weighting/padding, crit rank randomization (see randomization note below).

Maximum Critical Rank

All UCS attacks are executed from 1 of 3 positions (Decent, Good, Excellent). Each position determines the critical rank range. Higher endrolls will increase the likelihood of a higher critical rank within each range but even extraordinarily high endrolls and/or critical weighting cannot push a critical beyond the maximum for that position.

The ranges for each position are as follows:

  • Tier 1 (Decent positioning): Rank 0 to Rank 5
  • Tier 2 (Good positioning): Rank 0 to Rank 8
  • Tier 3 (Excellent positioning): Rank 0 to Rank 11

E.g., an attack from good positioning (Combat Tier 2) can have a critical rank outcome of 0 to 8. Attacks from this position are capped at rank 8 with the most likely outcomes under normal combat conditions to be ranks 6, 7 or 8.

Note: UCS critical randomization is not the same as AS/DS randomization. With sufficiently high endrolls and/or critical weighting, the critical rank outcome will be very heavily weighted toward the maximum rank.

Damage Factors

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

For UCS attacks the damage factor is based on the torso armor's covered areas. A target wearing light leather (AsG 5) will have the UCS (jab/punch/grapple/kick) leather DF for torso (chest, back abdomen) areas and the cloth DF for all other body locations. These DF's are not affected by armor accessories. This also applies to creatures whose skin acts as pseudo-armor. Any UCS attack against a target in partial armor coverage will have two possible damage factors.

Example:

Kick DFs vs target in double chain (torso/arm coverage) wearing a helm and leg greaves.

Chest/Back/Abdomen/Arms/Hands: 0.250 (chain DF)
Head/Neck/Eyes/Legs: 0.300 (scale DF)


Attack Type AG Cloth Leather Scale Chain Plate Base RT Min RT Damage Type
Jab DF .100 .075 .060 .050 .035 3 3 Jab
Punch DF .275 .250 .200 .170 .140 3 3 Punch
Grapple DF .250 .200 .160 .120 .100 4 4 Grapple
Kick DF .400 .350 .300 .250 .200 5 5 Kick
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Roundtimes

UCS attacks have the same base and minimum RT's. Encumbrance can increase these roundtimes. The encumbrance penalty is 1 sec. additional RT for each 5% encumbered body weight. The combined AGI/DEX bonuses will reduce the RT penalty as follows: Combined bonus 8 (-1 RT), 23 (-2 RT), 38 (-3 RT), 53 (-4 RT), 68 (-5 RT). You cannot reduce the RT to less than its minimum.

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-wielding, 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
Knuckle-duster .050 .100 -10 -20
Yierka-spur .075 .150 -15 -30
Tiger-claw .075 .150 -15 -30
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Equipment (UCS Gloves and Boots etc)

While there is no requirement to wear any equipment, unarmed combat effectiveness can be improved by taking advantage of specially created hand (gloves, handwraps, gauntlets etc.) and foot coverings (boots, footwraps etc.). Messaging with the INSPECT (verb) will verify if the item is an article of clothing, or suitable for use in unarmed combat.

inspect gaunt
You carefully inspect your leather gauntlets.
After a careful inspection you determine that some leather gauntlets are suitable for use in unarmed combat.

These items are available in various town shops. (eg., Tykel's Arms in Wehnimer's Landing). The backroom in Tykel's Arms has 4x (+20 enchant bonus) gear, as does the stout hoarbeam cart and wide mithril-banded cart (brawling weapons) in Dwarven Circle in Icemule Trace.

Weapon users can have special properties (enchantments, flares, weighting, e-blading, blessing) added to their weapons. This is not possible for UCS practioners because the hands and feet are the actual weapons. The primary function of UCS hand/foot coverings is to serve as a platform for adding these special effects.

Enchant bonuses added to UCS hand equipment add parry DS equal to that of one-handed weapons. Enchant bonuses added to UCS foot equipment do not add to DS at all.

Hand/Foot Equipment Penalties

There are no penalties associated with UCS compatible WORN items. UCS Multiplier Modifier (MM) penalties only apply to HELD items. Any held item, including UCS compatible brawling weapons, will reduce MM values. The actual reduction depends on the particular item. Although there is no penalty for worn items, there are times when a special effect will not activate. For example, e-bladed gloves will not activate when attacking undead creatures; the enchantment bonus on gloves will not activate against undead unless the gloves are blessed.

Armor Penalties

Wearing heavy armor penalizes UCS attacks. The penalty, which is equal to 1/4 the armor's Action Penalty (AP), is applied as a reduction to the attacker's Multiplier Modifier(MM).

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See Also

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