Difference between revisions of "Multi Combat"

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{{FoCW Header|Multi Combat|The high art of combat}}
 
{{FoCW Header|Multi Combat|The high art of combat}}
  
== Definition ==
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= Definition =
  
Multi Combat, short MC, stats for a combat situation where the player is fighting with more then one opponent.
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Multi Combat (MC), stands for a combat situation where the player is fighting with more then one opponent.
  
== defence penalty ==
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= Defence penalty =
  
 
  There is no source for this information yet! Please add a source to prove the correctness of this information!
 
  There is no source for this information yet! Please add a source to prove the correctness of this information!
  
For every additional combatant a player without special perks will get minus defence. It is possible in multi combat (MC) to fight with a maximum of eight opponents at the same time. When the path of combat is blocked, the monster is pinned but will not attack and the number of opponents is limited. This can be a very good strategy to limit the damage, get more control and survive longer in invaded maps.
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For every additional combatant a player without special perks will get minus defence. It is possible in multi combat to fight with a maximum of eight opponents at the same time. When the path of combat is blocked, the monster is pinned but will not attack and the number of opponents is limited. This can be a very good strategy to limit the damage, get more control and survive longer in invaded maps.
 
That means for a player without special perks, in a situation with 8 opponents, the defence will be reduced by 5 times 7.
 
That means for a player without special perks, in a situation with 8 opponents, the defence will be reduced by 5 times 7.
A player can loose additional 15 defence level when he or she has taken the [[I_can't_dance_Perk]]. This results in minus 50 defence in the worst case, which is dramatic for every player.
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A player can loose additional 15 defence level when he or she has taken the [[I_can't_dance_Perk|ICD perk]]. This results in minus 50 defence in the worst case, which is dramatic for every player. Also take note that the loss of defence levels is not visible to the player. This is a minor drawback which could be fixed (with a few lines of code) to enhance the player experience.
For multi combat, the [[There_is_no_Fork_Perk]] is highly recommended.
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For multi combat, the [[There_is_no_Fork_Perk|TinF]] is highly recommended.
  
== item break ==
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= Item break =
  
In multi combat the chance to break items due to the reduced defence and the high number of hits (damage) per unit time is also highly increased. For items that not only degrade but break in combat and which can not be immediatly replaced, this can mean death for a player. Best example [[Red_Dragon_Helm_of_Life_and_Mana]].
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In multi combat the chance to break items due to the reduced defence and the high number of hits (damage) per unit time is also highly increased. For items that not only degrade but break in combat and which can not be immediatly replaced, this can mean death for a player. Best example [[Red_Dragon_Helm_of_Life_and_Mana| RD+LM]].
  
== invasions ==
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= Invasions =
  
 
The chance of death does not only increase with the type of monster in an invasion but with the number of opponents. Due to lower defence level many players underestimate the critical hit rate. It is extremely dangerous to be caught after using the [[Ring_of_Disengagement]] because the monster will attack simultaneous, which makes it impossible to distinguish the individual hits of each monster! The multiplied critical hits can surpass the players own maximum health which means certain death.
 
The chance of death does not only increase with the type of monster in an invasion but with the number of opponents. Due to lower defence level many players underestimate the critical hit rate. It is extremely dangerous to be caught after using the [[Ring_of_Disengagement]] because the monster will attack simultaneous, which makes it impossible to distinguish the individual hits of each monster! The multiplied critical hits can surpass the players own maximum health which means certain death.
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= Combat perks =
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There are a few perks that have a positive effect in combat. These perks are:
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<br>
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{|style="width: 33%; text-align:right; border-collapse: collapse; background-color: #cfbfff"
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|[[Fatal Man Perk]] || 7 PP
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|-
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|[[Body Piercing Perk]] || 7 PP
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|-
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|[[I Glow in the Dark Perk]] || 7 PP
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|-
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|[[Evanescence Perk]] || 5 PP
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|-
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|[[Mirror Skin Perk]] || 7 PP
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|-
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|[[There is no Fork Perk]] || 7 PP
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|}
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Especially a combination of the last 4 perks is very powerfull in multi combat. Many high level player take it.
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= Combat model =
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[[File:EL Combat Flow Chart.png|thumb|500px|center|Combat Flow Chart of EL]]

Latest revision as of 18:33, 27 January 2018

Definition

Multi Combat (MC), stands for a combat situation where the player is fighting with more then one opponent.

Defence penalty

There is no source for this information yet! Please add a source to prove the correctness of this information!

For every additional combatant a player without special perks will get minus defence. It is possible in multi combat to fight with a maximum of eight opponents at the same time. When the path of combat is blocked, the monster is pinned but will not attack and the number of opponents is limited. This can be a very good strategy to limit the damage, get more control and survive longer in invaded maps. That means for a player without special perks, in a situation with 8 opponents, the defence will be reduced by 5 times 7. A player can loose additional 15 defence level when he or she has taken the ICD perk. This results in minus 50 defence in the worst case, which is dramatic for every player. Also take note that the loss of defence levels is not visible to the player. This is a minor drawback which could be fixed (with a few lines of code) to enhance the player experience. For multi combat, the TinF is highly recommended.

Item break

In multi combat the chance to break items due to the reduced defence and the high number of hits (damage) per unit time is also highly increased. For items that not only degrade but break in combat and which can not be immediatly replaced, this can mean death for a player. Best example RD+LM.

Invasions

The chance of death does not only increase with the type of monster in an invasion but with the number of opponents. Due to lower defence level many players underestimate the critical hit rate. It is extremely dangerous to be caught after using the Ring_of_Disengagement because the monster will attack simultaneous, which makes it impossible to distinguish the individual hits of each monster! The multiplied critical hits can surpass the players own maximum health which means certain death.

Combat perks

There are a few perks that have a positive effect in combat. These perks are:


Fatal Man Perk 7 PP
Body Piercing Perk 7 PP
I Glow in the Dark Perk 7 PP
Evanescence Perk 5 PP
Mirror Skin Perk 7 PP
There is no Fork Perk 7 PP


Especially a combination of the last 4 perks is very powerfull in multi combat. Many high level player take it.

Combat model

Combat Flow Chart of EL