Combat Tree

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Revision as of 05:48, 15 November 2006 by imported>DirkDiggler (1/6 for pasta spells; formula for chronic)

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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.


 Player action:
 |
 +-Weapon Attack
 |   -- Miss
 |      = never miss with LTS + Eye or Shieldbutt
 |   -- Fumble:
 |      = fumb rate: 1/22; with Eye it's 1/44; with Eye + LTS or Shieldbutt it's 0.
 |      +-- damage to player
 |      +-- clockwork weapon, clockwork outfit
 |    
 |   -- Hit
 |      = hit rate: ((Mus/Mox/Myst - Monster Defense)/18) + 0.5
 |        never miss with LTS + Eye or Shieldbutt
 |      |
 |      +-- Base weapon damage:
 |      |   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
 |      |   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
 |      |                    Crossbow fever? 1 extra damage per level if using a crossbow.
 |      |   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
 |      |   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
 |      |                    TS and LTS require a non-ranged weapon.
 |      +-- Combat knife
 |      |   = 0-2 MP restored on hit
 |      +-- 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.

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