Combat Tree: Difference between revisions

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{{NeedsConfirm|comment=Outdated - NS13 has likely changed this. See http://forums.kingdomofloathing.com/viewtopic.php?p=2506833&highlight=#2506833}}
{{RETURNTO Mechanics}}
{{RETURNTO Mechanics}}


Below is the sequence of events that occur during combat. Exact formulas have been excluded; see various links for the numbers involved.


The below is a complete explanation of the sequence of events during a single round of combat. Each step in the process is annotated with notes and formulas that show how to calculate the outcome for that step.
==Start==
Combat begins.
#Turn count is set to 0.
#The game determines [[Combat Initiative|initiative]].
#Familiars that operate at the start of combat may act.
##[[Purse Rat]]s increase ML.
##A doppleganger or familiar wearing a tiny costume wardrobe chooses shape.
##[[Barrrnacle]]-style familiars may delevel.
##The Crimbo P.R.E.S.S.I.E. trips monsters that won initiative.
#If the player wins initiative, they may:
##[[Pickpocket]]
##Do anything under ''Player Actions'' below.
#If the monster wins initiative, they may do anything under ''Monster Actions'', before the sequence below begins.


==Turn==
#If the number of turns is over a certain cap (30 for most adventures), '''combat is resolved and the combat took too long'''.
#''Player Actions:''
##[[Summon Mayfly Swarm]].
##Attack:
###With their weapon
####If the player fumbles, they receive damage and/or trigger Clockwork Outfit effects
####On [[critical hit]]s, critical hit effects (like the [[vampire collar]]) take place
####On normal hits, damage occurs.
###With a [[Skills|skill]]
###Using a [[Combat Items|combat item]]
##:On a successful hit, passive damage from a monster may occur. If the player sustains too much damage, '''combat is resolved and the player loses''' regardless of monster condition.
##Summon a [[Pasta Guardian]]
##[[Run Away|Run away]]
###If successful, '''combat is resolved and the player ran away''' regardless of monster condition.
#Familiars, pasta guardians and mayflies may:
##Attack
##Block
##Steal money
##Produce money or toast
##Delevel like a spooky skeleton
#''Monster Actions'':
##Is blocked and cannot attack.
##Is dead. '''Combat is resolved, and the player wins'''.
##Is scared away. '''Combat is resolved, and the monster ran away'''.
##Attacks
###Passive and on-going damage kicks in
####[[bottle opener belt buckle]] (monster hit or miss)
####[[acid-squirting flower]] (monster hit or miss)
####[[hippy protest button]] (monster hit or miss)
####[[Psalm of Pointiness]] (monster hit only)
####[[Jalapeño Saucesphere (effect)|Jalapeño Saucesphere]] (monster hit only)
####[[Jabanero Saucesphere (effect)|Jabanero Saucesphere]] (monster hit only)
###Monster misses or hits
####If the player dies from damage, '''combat is resolved and the player loses'''.
####If the player is still alive:
#####And the monster is dead from passive/ongoing damage, '''combat is resolved and the player wins'''.
# Combat has not resolved.
## Turn count increases by 1.
## Another turn begins.


 
==End==
  Player action:
Combat is resolved.
  |
#Player wins
  +-Weapon Attack
##Meat, if any, is given out and any familiar/mayfly meat-related abilities kick in.
  |  -- Miss
##Items, if any, are given out and any familiar/mayfly item-related abilities kick in.
  |      = never miss with LTS + Eye or Shieldbutt
##Stats are given out and any familiar stat-related abilities kick in.
  |  -- Fumble:
##The Wild Hare and Temporal Riftlet may give out an adventure.
  |      = fumb rate: 1/22; with Eye it's 1/44; with Eye + LTS or Shieldbutt it's 0.
##Certain familiars may drop items at this point.
  |      +-- damage to player
##Stickers fall off the sword.
  |      +-- clockwork weapon, clockwork outfit
##An adventure is consumed.
  |   
#Player loses
  |  -- Hit
##If the player's familiar is the Wild Hare, combat ends without getting [[Beaten Up]].
  |      = hit rate: ((Mus/Mox/Myst - Monster Defense)/18) + 0.5
##If the player has a [[personal massager]], combat ends without getting [[Beaten Up]], but item is lost.
  |        never miss with LTS + Eye or Shieldbutt
##Otherwise, the combat ends and the player acquires 4 turns of [[Beaten Up]].
  |      |
##An adventure is consumed (unless the opponent was an infernal seal).
  |      +-- Base weapon damage:
#Player ran away
  |      |  Melee  Damage  = (Player Muscle  - Monster Defense) +  (Bonus Melee Damage) +  (0.1 to 0.2)*Main Power + (0.1 to 0.2)*offhand Power + Elemental Damage
##Under certain conditons (navel ring of navel-gazing, Frumious Bandersnatch and Ode to Booze active), no adventure is consumed.
  |      |  Ranged Damage  = (Player Muscle/2 - Monster Defense) +  (Bonus Melee Damage) +  (0.1 to 0.2)*Main Power + (0.1 to 0.2)*offhand Power + Elemental Damage
##Otherwise, an adventure is consumed.
  |      |                    Crossbow fever? 1 extra damage per level if using a crossbow.
#Combat took too long. (The turn count is higher than the limit for the encounter, default is 30 but some monsters and effects can modify this).
  |      |  TS            = (Player Muscle  - Monster Defense) + 2*(Bonus Melee Damage) + 2*(0.1 to 0.2)*main power + (0.1 to 0.2)*offhand Power + Elemental Damage
##Message about combat taking too long is displayed.
  |      |  LTS            = (Player Muscle  - Monster Defense) + 3*(Bonus Melee Damage) + 3*(0.1 to 0.2)*main power + (0.1 to 0.2)*offhand Power + Elemental Damage
##Adventure is consumed.
  |      |                    TS and LTS require a non-ranged weapon.
#Monster ran away
  |      +-- Combat knife
##If certain items were used (Harold's bell, Creepy Grin), that monster and others of its type do not appear again for a certain number of turns.
  |      |  = 0-2 MP restored on hit
##No adventure is consumed.
  |      +-- Headbutt
  |      |  =  10% to 20% of Hat Power in physical damage, plus bonus for helmet turtle/TT reward based hats
  |      |  Must have melee weapon, hat
  |      +-- Kneebutt
  |      |  = 10% to 20% of Pants Power in physical damage, has a 45% chance to stun, gives +20 muscle to the to-hit chance
  |      |  Must have melee weapon, pants
  |      +-- Shieldbutt
  |          = 10% to 20% of Shield Power in physical damage
  |          Must have melee weapon, 1-handed, shield in off-hand
  |     
  |  -- Critical
  |      = crit rate: 2/22; with Eye it's 3/22
  |      +-- damage to monster:
  |      |  = (normal weapon damage) + (main-hand weapon power)
  |      +-- clockwork gear, clockwork outfit
  |      +-- spirit precipice
  |     
  +-Spell, controlled element or vs. physical
  |  = 100% hit with given element
  |    Myst is your buffed Myst
  |    B is the bonus damage from items and effects,
  |    I is (1 per level, max 10 with Intrinsic Spiciness) + (10 with Immaculate Seasoning)
  |    Stream of Sauce:              ( 3- 4) + floor(0.10*Mys) + B + I, Mys caps at 100 (10 extra damage).
  |    Saucestorm:                  (14-18) + floor(0.20*Mys) + B + I, Mys caps at 125 (25 extra damage).
  |    Wave of Sauce:                (20-24) + floor(0.30*Mys) + B + I, Mys caps at 100 (30 extra damage).
  |    Saucegeyser:                  (35-45) + floor(0.35*Mys) + B + I, Mys isn't capped.
  |    Minor Ray of Something:      ( 3- 8) + floor(0.07*Mys) + B,     Mys caps at 215 (15 extra damage).
  |    eXtreme Ray of Something:    ( 8-16) + floor(0.15*Mys) + B,     Mys caps at 134 (20 extra damage).
  |    Cone of Whatever:            (16-40) + floor(0.25*Mys) + B,     Mys caps at 120 (30 extra damage)
  |    Weapon of the Pastalord:      (32-64) + floor(0.35*Mys) + B,    Mys uncapped (physical damage)
  |    Fearful Fettucini:            (32-64) + floor(0.35*Mys) + B,    Mys uncapped (spooky damage)
  | 
  +-Spell, uncontrolled element (damage as above).
  | = for pasta: chances (1/6 dud,3/6 neutral, 2/5 double)
  | = for sauce: chances (1/2,1/2,0) vs Hot, (1/2,0,1/2) vs Cold, (0,1/2,1/2) vs others
  |  -- dud
  |  -- neutral
  |  -- double
  |
  +-Chronic Indigestion
  | = fullness+(0 to 5) hot damage
  |
  +-Item
  |  -- Damage or delevel item
  |      Spices, hair spray, plot hole etc.
  |      = Two if funkslinging
  |  -- Healing item
  +- Healing spell
  +- Deleveling spells
  +- Bakula (6-10 MP, 6-10 HP, damage))
 
  Monster action:
  |
  +- Miss
  +
  +- Fumble
  |  = monster fumb rate: 0.05
  +- Hit or critical   
    = monster hit  rate: 0.05 +
    +-- Damage to player
    |  = Total Damage: (Raw Damage - Damage Reduction) * (1-AbsorbFrac) * (1-ElementalFrac)
    |  +-- Base damage
    |  |  Diff:        (Monster Attack - Player Moxie), minimum zero
    |  |                except for Heroes of the Half-Shell who are wielding a shield and have more Muscle than Moxie:
    |  |                (Monster Attack - Player Muscle), minimum zero.
    |  |  BaseDamage:  Diff + 20 to 25% of Monster Level
    |  +-- less  DR adjustment
    |  |  = Damage Reduct  = sum of DR for all your equipment and effects
    |  +-- times DA fraction
    |  |  AbsorbFrac    = [sqrt(Damage Absorption/10) - 1]/10 for 10 < DA < 1000; 0 for DA<10, 0.9 for DA>1000
    |  +-- times appropriate elemental fraction
    |      ElementalFrac  = 0.1 per level of resistance
    |   
    +-- Jalapeno sphere
    +-- Jabanero sphere
    +-- Scarysauce
    +-- Pointiness
    +-- Acid Squirting flower 3-5 damage
 
  Familiar action:
  |
  +-- Familiar (depending on abilities) can do several of attack, heal HP, recharge MP, stun, delevel, or find toast.


{{RETURNTO Mechanics}}
{{RETURNTO Mechanics}}


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Latest revision as of 13:26, 11 July 2023

[ Return to Game Mechanics ]

Below is the sequence of events that occur during combat. Exact formulas have been excluded; see various links for the numbers involved.

Start

Combat begins.

  1. Turn count is set to 0.
  2. The game determines initiative.
  3. Familiars that operate at the start of combat may act.
    1. Purse Rats increase ML.
    2. A doppleganger or familiar wearing a tiny costume wardrobe chooses shape.
    3. Barrrnacle-style familiars may delevel.
    4. The Crimbo P.R.E.S.S.I.E. trips monsters that won initiative.
  4. If the player wins initiative, they may:
    1. Pickpocket
    2. Do anything under Player Actions below.
  5. If the monster wins initiative, they may do anything under Monster Actions, before the sequence below begins.

Turn

  1. If the number of turns is over a certain cap (30 for most adventures), combat is resolved and the combat took too long.
  2. Player Actions:
    1. Summon Mayfly Swarm.
    2. Attack:
      1. With their weapon
        1. If the player fumbles, they receive damage and/or trigger Clockwork Outfit effects
        2. On critical hits, critical hit effects (like the vampire collar) take place
        3. On normal hits, damage occurs.
      2. With a skill
      3. Using a combat item
      On a successful hit, passive damage from a monster may occur. If the player sustains too much damage, combat is resolved and the player loses regardless of monster condition.
    3. Summon a Pasta Guardian
    4. Run away
      1. If successful, combat is resolved and the player ran away regardless of monster condition.
  3. Familiars, pasta guardians and mayflies may:
    1. Attack
    2. Block
    3. Steal money
    4. Produce money or toast
    5. Delevel like a spooky skeleton
  4. Monster Actions:
    1. Is blocked and cannot attack.
    2. Is dead. Combat is resolved, and the player wins.
    3. Is scared away. Combat is resolved, and the monster ran away.
    4. Attacks
      1. Passive and on-going damage kicks in
        1. bottle opener belt buckle (monster hit or miss)
        2. acid-squirting flower (monster hit or miss)
        3. hippy protest button (monster hit or miss)
        4. Psalm of Pointiness (monster hit only)
        5. Jalapeño Saucesphere (monster hit only)
        6. Jabanero Saucesphere (monster hit only)
      2. Monster misses or hits
        1. If the player dies from damage, combat is resolved and the player loses.
        2. If the player is still alive:
          1. And the monster is dead from passive/ongoing damage, combat is resolved and the player wins.
  5. Combat has not resolved.
    1. Turn count increases by 1.
    2. Another turn begins.

End

Combat is resolved.

  1. Player wins
    1. Meat, if any, is given out and any familiar/mayfly meat-related abilities kick in.
    2. Items, if any, are given out and any familiar/mayfly item-related abilities kick in.
    3. Stats are given out and any familiar stat-related abilities kick in.
    4. The Wild Hare and Temporal Riftlet may give out an adventure.
    5. Certain familiars may drop items at this point.
    6. Stickers fall off the sword.
    7. An adventure is consumed.
  2. Player loses
    1. If the player's familiar is the Wild Hare, combat ends without getting Beaten Up.
    2. If the player has a personal massager, combat ends without getting Beaten Up, but item is lost.
    3. Otherwise, the combat ends and the player acquires 4 turns of Beaten Up.
    4. An adventure is consumed (unless the opponent was an infernal seal).
  3. Player ran away
    1. Under certain conditons (navel ring of navel-gazing, Frumious Bandersnatch and Ode to Booze active), no adventure is consumed.
    2. Otherwise, an adventure is consumed.
  4. Combat took too long. (The turn count is higher than the limit for the encounter, default is 30 but some monsters and effects can modify this).
    1. Message about combat taking too long is displayed.
    2. Adventure is consumed.
  5. Monster ran away
    1. If certain items were used (Harold's bell, Creepy Grin), that monster and others of its type do not appear again for a certain number of turns.
    2. No adventure is consumed.

[ Return to Game Mechanics ]