Melee: Difference between revisions

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#redirect [[Combat system]]
The term, '''melee''' refers to combat performed in close range. Typically, the skills that are considered melee skills are [[Blunt Weapons]], [[Brawling]], [[Edged Weapons]], [[Polearm Weapons]], and [[Two-Handed Weapons]]. In fact, the only weapon skills that are not melee weapon skills are [[Ranged Weapons]] and [[Thrown Weapons]], which are both considered [[ranged]] attacks.

== Attack Strength ==
The [[attack strength]] of a melee attack is a relatively simple calculation.

<div style {{prettydiv|margin-right=50%}}>[[Attack strength]] = Weapon Skill + [[STR]] Bonus + Weapon Enchantment + Spells</div>

There are many spells and abilities that can provide a bonus to attack strength. The societies, the [[Council of Light]] and the [[Order of Voln]] increase attack strength through the signs or symbols they teach their members. Additionally, [[Spirit Strike (117)]], [[Bravery (211)]], [[Heroism (215)]], [[Elemental Targetting (425)]], [[Strength (509)]], [[Phoen's Strength (606)]], [[Empathic Focus (1109)]], [[Dauntless (1606)]], and others provide a bonus to attack strength. Certain spells or abilities will hinder one's attack strength, such as the [[Cheapshots#Templeshot|Cheap Shots maneuver, Templeshot]], and [[Elemental Focus (513)]] (which lowers physical attack strength, but raises magical attack strength).

== Defensive Strength ==
Melee [[defensive strength]] and ranged defensive strength are both calculated differently. Melee DS is calculated by combining all three elements of the evade/block/parry system.

=== Evade ===
{{main|Evade}}
Evading attacks are attempts to outright dodge them. A moving target is harder to hit than a stationary one, and therefore, being more skilled in [[dodging]] and evasion increases defensive strength.

<div style {{prettydiv|margin-right=50%}}>Base Dodge = Dodge Ranks + (Agility Bonus) + (Intuition Bonus &divide; 4)<br>
Stance Modifier = 0.75 + (Stance &divide; 4)<br>
Dodge DS = Base Dodge × Stance Modifier × Shield Penalty × Armor Hindrance</div>

Training in [[Dodging]] increases evasion defensive strength by 1 per rank, minus a penalty if the character is wearing [[armor]] or holding a shield. The penalties for armor are half the armor's action penalty in percentage. The penalties for carrying a shield are 20% for a small shield, 30% for a medium shield, 40% for a large shield, and 50% for a tower or wall shield, thus, it is better for a character fairly skilled in Dodging to use a smaller shield. Although, all defensive strength granted from skill in dodging is negated by ailments that completely stop a target's movement, such as from the spells [[Bind (214)]] or [[Web (118)]].

=== Block ===
{{main|Block}}
Blocking attacks refers to the use of a shield, and therefore, in order to benefit from this portion of the EBP system, the character must possess a shield in his or her left hand.

<div style {{prettydiv|margin-right=40%}}>Base DS bonus = (Shield Ranks + (STR bonus &divide; 4) + (DEX Bonus &divide; 4)) &divide; (1.5)<br>
Stance Modifier = 0.5 + (Stance &divide; 2)<br>
Final DS bonus = Base DS bonus &times; Stance Modifier &times; (1.0 + Shield Size Modifier) + 20 + Shield enchant</div>

A medium shield has no modifier. Small shields reduce the overall benefit of the shield use skill by 15%, where large shields increase the benefit by 15% and tower shields increase the benefit by 30%. All shields impact evade negatively, making characters skilled in dodge better suited to using small shields.

Generally, a shield gives a +20 bonus to defensive strength, plus the enchant of the shield, plus 67% of their ranks in the [[Shield Use]] skill.

=== Parry ===
{{main|Parry}}
Parrying is the act of actively deflecting incoming attacks using your own weapon. This is the most stance dependent of evade, block, and parry, where only 20% of your skill is applied while in an offensive stance, although only 70% is applied to defense in a full defensive stance (50% of your skill is still applied offensively in a defensive stance).

<div style {{prettydiv}}>Primary Hand DS = (Weapon Skill + (STR Bonus &divide; 4) + (DEX Bonus &divide; 4)) × Stance Modifier × 1.5 ''(if two-handed)'' + (Stance × 25)<br>
Off-Hand DS = (TWC Skill + (STR Bonus &divide; 4) + (DEX Bonus &divide; 4)) × (Stance Modifier &divide; 2) + 5 ''(or 15 if [[sai]] or [[main gauche]])''<br>
Stance Modifier = 0.20 + Stance &divide; 2</div>

Characters that use weapon skills that require both hands make up slightly for the loss of defense of not having a shield by either receiving a 50% bonus to parry DS from using a two-handed weapon, or by the addition of the off-hand parry DS. However, since parry DS is ignored when defending against a ranged attack, characters without shields are at a disadvantage against ranged attackers, although [[Runestaff|runestaves]] are magically enchanted to be a factor when parrying ranged attacks.

== External Links ==
*[http://www.play.net/gs4/info/combatguide.asp#factors Combat Guide: Combat Factors], on Play.net

[[Category: Combat Mechanics]]

Latest revision as of 14:55, 15 March 2017

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