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Combat Updates

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Combat Updates Empty Combat Updates

Post by Lord Arogandor Sun Feb 01, 2015 4:04 pm

Dear Seekers,

The combat section is a huge chunk of coding. A complete update at once takes to long for you to see any differences. So while we continue working on the new combat, we will update the existing combat as well partially. We have high hopes that the updates we do on the current combat also can be recycled for the new combat.

Some of the updates made won't make sense at first, but there always will be another update afterwards making things right/better. For those who are interested in combat, follow this topic for a complete view on the combat updates.
Lord Arogandor
Lord Arogandor
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Post by Lord Arogandor Sat Feb 07, 2015 4:12 pm

Today we expanded the amount of combat tiles from 5 to 9. This for adding the possibilities of ranged attacks. The monster starting position is at the end while your starting position remains at the second tile.
Lord Arogandor
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Post by Lord Arogandor Wed Feb 11, 2015 5:43 pm

The Combat Statistic table for the player has gained its first make-over. The skills of the equipped weapon(s) are now displayed. It's a little messy code so we will have to re-do this later again.
Lord Arogandor
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Post by Lord Arogandor Wed Feb 11, 2015 5:47 pm

The followers who fight in a combat listen now to your commands. In other words, they only perform their attack when you perform. If you stand your ground or move, the followers will do the same.
Lord Arogandor
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Post by Lord Arogandor Sun Feb 22, 2015 4:20 pm

Updates in the renewed combat:
- Combat Initiative is not working properly. Player always starts the round (will be changed later).
- Standing your Ground adds 50% of your total protection for one round.
- Having a Warhorse increases your protection with 1
- Having a Warhorse increases your initiative with 1

Chances & Changes in the calculations:
- Chance to Retreat: 45 base + total Retreat Skill / 2
- Chance on Critical: 5 base + total Critical Strike Skill / 5
- Chance to Dodge: 2 base + total Dodge Skill /5
- Added/updated Parry Skill
- Added/updated Killing Blow Skill
- Added/updated Back Stabbing Skill
- Added/updated dual wielding Skill
- Added/updated Two Handed Weapons Skill


If you have questions or issues, let me know and I'll try to update the information.
Lord Arogandor
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Post by Lord Arogandor Wed Feb 25, 2015 1:57 pm

After the first days of trying out the new combat, we noticed still multiple issues that need and will be solved. Today I managed to update the following Combat Skills:

- Back Stabbing Skill:
- Fixed a bug that gave 50% chance on a Back Stab.
- Chance: 0.2% for each point on the Back Stabbing Skill.
- Updated Skill description.
- Updated the Helpfile.

- Critical Strike Skill:
- Chance: 0.2% for each point on the Skill + 5% base.
- Updated Skill description.
- Updated the Helpfile.

- Dodging Skill:
- Fixed a bug that gave 0% chance on a Dodge action.
- Chance: 0.2% for each point on the Skill + 5% base.
- Raised base chance from 2% to 5%.
- Updated Skill description.
- Updated the Helpfile.

- Parry Skill:
- Fixed a bug that gave 0% chance on a Dodge action.
- Chance: 0.2% for each point on the Skill.
- Updated Skill description.
- Updated the Helpfile.

- Parry Skill:
- Chance: 0.02% for each point on the Skill.
- Updated Skill description.
- Updated the Helpfile.
Lord Arogandor
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Post by Lord Arogandor Thu Feb 26, 2015 12:28 pm

+ Dual Wielding Skill:
- Chance: 0.83% for each point on the Skill + base of 8%.
- Updated Skill description.
- Updated the Help-file.


+ Re-added the loot on humanoid monsters

+ Experience function debugged.

+ Current experience formule:

- Experience never can be more then 20 * Monster level.
- Experience can never be lower then Monster level.

Base experience = Monster level * 10 + ((Monster level - Your Combat Level) * Monster level)
Gained experience = Base experience + or - random amount.
Lord Arogandor
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Post by Lord Arogandor Thu Mar 05, 2015 1:01 pm

We managed to make some changes in two important aspects of the combat (hitting and dealing damage). Please see below for the current formula and if something is not clear or feels wrong, let us know!

+ Updated the Chance to Hit.

- Base chance to hit: 50%
- Combat Level effect: +3% or -3% for each level difference between you and your opponent (max 30% - 30%).
- Monster hit factor: Hitting of the monster (unmodified).
- Your hit factor: 1% for each point on Agility + 1% for each point on Arms Mastery + equipment modifiers (can raise or lower your hit factor).

Chance = Base + Level effect - Monster hit factor + your hit factor. (min 10% & max 90%).

+ Updated the Damage dealt.

- Minimum damage: You strength Skill * 0.4 + Weapon minimum damage * Weapon Primary Skill (1 point = +1% damage).
- Maximum damage: You strength Skill * 0.8 + Weapon maximum damage * Weapon Primary Skill (1 point = +1% damage).
- Base Damage: Your base damage is a value between your minimum & maximum damage.
- Weakness Bonus: If the damage type (Piercing, Slashing or Crushing) of your weapon matches with the Monster Weakness a bonus (extra damage depends on skill) is applied.
- Two handed fighting: If you wield a weapon with both hands, a bonus (extra damage depends on skill) is applied.
- Critical Strike: Chance to double the damage.

Result (minimum 1 damage) = Your damage - monster defense value.

+ Two-handed Fighting

- Adds 2% of the base damage for each point on the Two-handed Fighting Skill (works only when wielding Two Handed Weapons).
- Updated Skill description.
- Updated the Help-file.
Lord Arogandor
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Post by Lord Arogandor Wed Mar 11, 2015 2:00 pm

Today we managed to finish another update on the combat:

+ Seeker Damage updated.
You now receive an additional damage bonus for your Melee and Ranged Combat Skill. Each point increases the damage with 0.5 on top of the actual damage dealt to the monster. This should shorten the lengths of fights.


+ Combat Initiative.
We completely remade the formulas for the initiative during combat.
- Having a horse increases your base initiative with +2 instead of +1.
- Monster Initiative = 50 + variable number based on basic monster initiative.
- Your Initiative = 50 + Speed Skill*0.5 + First Strike Skill + 2 for having a horse + equipment modifiers (can either be positive or negative).


When your initiative is larger then monster's initiative, you will strike first. After your action, the monster's initiative is reducted from yours. If your initiative is larger then the monster's initiative, you'll be able to take another turn in the same round. This continues as long your initiative is larger then the monster's initiative. Once your initiative is lower, it is the turn of the monster. Afterwards the turn ends. If you still would have some initiative left, it will be carried away to the next round, increasing your starting initiative. This also counts for when the monster would be having a higher initiative.

+ Example:
Round 1:
Player has initiative of 80. Monster has initiative of 55.
Player plays first and carries 25 initiative to next round (80 - 55 = 25).
Monster takes turn.
Round 1 ends.
Round 2:
Player has initiative of 105 (80+25 from last round). Monster has initiative of 55.
Player plays first and carries 50 initiative to next round (105 - 55 = 50).
Monster takes turn.
Round 2 ends.
Round 3:
Player has initiative of 130 (80+50 from last round). Monster has initiative of 55.
Player plays first and has 75 initiative left (130 - 55 = 75).
Player can play again with 70 initiative and takes 20 initiative to next round.
Monster takes turn.
Round 3 ends.
...
Lord Arogandor
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Post by Lord Arogandor Wed Mar 11, 2015 5:23 pm

- Changed the name of the "Archery Skill" into "Ranged Fighting".
- Changed the name of the "Bow Fighting Skill" into "Archery".
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Post by Lord Arogandor Thu Mar 19, 2015 8:51 am

Two more combat updates for today:

- Bug Fix: Dodge Skill effect does now correctly apply on the chance to dodge.
- Strength Modifier on minimum damage is now 0.5 instead of 0.4.
- Strength Modifier on maximum damage is now 1 instead of 0.8.

- Updated help-files and skill descriptions for the combat skills.
Lord Arogandor
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Post by Lord Arogandor Fri Jul 24, 2015 10:54 am

Protection Value Calculation:

- Physical Resistance = Physical Resistance Skill
- Main Hand = (Main Hand protection value * (1 + Armor Type (Light, Medium or Heavy) Skill * 0.01))
- Off Hand = (Off Hand protection value * (1 + Armor Type (Light, Medium or Heavy) Skill * 0.01))
- Head = (Head protection value * (1 + Armor Type (Light, Medium or Heavy) Skill * 0.01))
- Chest = (Chest protection value * (1 + Armor Type (Light, Medium or Heavy) Skill * 0.01))
- Legs = (Legs protection value * (1 + Armor Type (Light, Medium or Heavy) Skill * 0.01))
- Hands = (Hands protection value * (1 + Armor Type (Light, Medium or Heavy) Skill * 0.01))
- Feet = (Feet protection value * (1 + Armor Type (Light, Medium or Heavy) Skill * 0.01))

Total Value = (Physical Resistance * 0.4) + (Main Hand * 0.2) + (Off Hand * 0.3) + (Head * 0.3) + (Chest * 0.4) + (Hands * 0.1) + (Legs * 0.2) + (Feet * 0.1).


- Having a Horse no longer affects your Protection Value.
- Negative Protections no longer exist.
- Protection Value can never be below 0.



Stand Ground Option bug fix:
- The additional protection gained is calculated correctly.

- Added protection remains until the Seeker performs an action & not until another round starts.
Lord Arogandor
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Post by Lord Arogandor Sat Mar 05, 2016 12:54 pm

Dear Combatants,

After a long and quiet period we finally continued working on the new combat system that would include multiple monster targets, groups, strategies, pvp, loot, ranged weapons,...
It will be a long and bumpy ride with honest mistakes, unbalanced attitude and battles full of frustration. I would have made it completely separated  from the current battle but unfortunately that's not realistic.

Whenever a change is made, I will post it here (and not on the game announcements). So for those who are interested in combat evolution should keep an eye on this topic Smile


Here we go! Twisted Evil
Lord Arogandor
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Post by Lord Arogandor Wed Mar 09, 2016 8:16 am

+ Added an event when you defeated an opponent.
+ Added a small avatar on top of your and your opponent's battle icon. Will be useful later on.
Lord Arogandor
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Post by Lord Arogandor Fri Oct 27, 2017 12:52 pm

+ Increased the base chance of blocking from 0 to 5%. You can only use the Blocking Skill if you use a Shield.
+ Arms Master no longer increases your chance to hit. Instead it increases your chance to deal the maximum weapon damage by 0.25%.
Lord Arogandor
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Post by Lord Arogandor Sun Oct 29, 2017 8:02 am

+ Increased the base chance to hit your opponent from 50% to 60%.
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Post by Lord Arogandor Thu Nov 02, 2017 6:34 am

+ Changed the effect of the Dual Wielding Skill:
Old version:
8 base chance + 1 for each point on Dual Wielding must be bigger then random value between 1 - 120

New version:
10 base chance + 0.8 for each point on Dual Wielding must be bigger then random value between 1 - 100

+ Added additional skill information based on the equipped weapons:

  • Displaying the chance to block when using a shield.
  • Displaying the damage multiplier when using a two-handed weapon.
  • Displaying the chance to use your left handed weapon when equipped.
Lord Arogandor
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Post by Lord Arogandor Sun Dec 17, 2017 10:27 am

The Luck Skill now increases your chance to receive loot after defeating a monster. This only works on monsters who have the money, inventory or equipment ability.

chance = base chance * (1 + (luck * 0.01)
Lord Arogandor
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Post by Lord Arogandor Wed Apr 04, 2018 6:41 am

Dear Seekers we made some new important changes today to the combat script!
The changes might effect your combat experience.
Changes in calculating your initiative:



  • Bug Fix: When a piece of equipment has 0 initiative, the initiative is now 0 instead of the previous value of the equipment. (Please note that fixing this bug might lower your initiative, see example below).
  • When a piece of equipment has a negative initiative, the related primary skill now reduces this negative value effect by 0.5% for each point.
  • A Warhorse no longer adds +2 initiative.
  • The Charging Skill now has an effect on your initiative.

    • When fighting on foot: each point on Charging increases your initiative by 0.25.
    • When fighting with a warhorse: each point on Charging increases your initiative by 0.5.



New Initiative calculation:
Speed = Your speed skill (including temporary bonus, max value = 100) * 0.5
First Strike = Your first strike skill (including temporary bonus, max value = 100)
Charging = Your charging skill[b][b] (including temporary bonus, max value = 100) * 0.5 (if on horse) OR 0.25 (if on foot)
[/b][/b]
Equipment = sum of each piece of equipment

    if initiative is > 0: initiative value * (1 + (Primary skill * 0.01))if initiative is < 0: initiative value + (absolute value of the initiative * Primary skill * 0.005


Initiative = Speed + First Strike + Charging + Equipment


Bug fix example:
If your right hand weapon had +10 initiative and you have a skill of 30. Your initiative on that weapon would been + 13.
If your left handed weapon had 0 initiative, you would have gained another +13 bonus (the one from your right handed weapon)
Giving you 26 in total. If your helmet had 0 and your body armor as well, then you would end up having another 26 points.
Lord Arogandor
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Post by Lord Arogandor Wed Feb 13, 2019 10:45 am

Dear Seekers, this period we are making some changes concerning the combat formulas. We try to list them here to keep you informed properly.


  • Blocking a hit can only be done by weapons who have the "blocking skill" as secondary skill. This is no longer limited to just off hand shields. Making this skill more flexible. In case the Seeker has a weapon with blocking in both hands he/she will activate the chance to block a hit twice. The chance remains 5% + 0.2% for each point on the Blocking Skill.
  • Critical Strike: Fixed a display issue. When scoring a critical hit, it should now always been shown in the combat log.
  • Parry: Added a base chance of 5% to the parry chance and added the display of the parry chance in the combat chances interface.
Lord Arogandor
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Post by Lord Arogandor Tue Apr 14, 2020 10:12 am

Dear Seekers,

The next days we will add some updates for the combat. Some small, others with more impact for the player, but all are made with the best intentions to improve this game project. I'll try to provide transparent information about all the changes. If you would have any more questions or suggestions, feel free to make a post on the Forum.

+ Added Monster Critical Strike:
Each monster has now a chance to deal a critical strike to the Seeker. For that, the monster has to successfully hit the player first.
Chance: 10% - 0.05% for each point on the Seeker's Luck Skill.
Effect: The monster deals a random amount of damage as usual + the monster's max damage. This happens before the damage gets reduced by the protection value of the Seeker.

+ Player Critical Miss:
The base chance that a Seeker has a critical miss is now reduced by the Seeker's Luck Skill.
Chance: 5% - 0.02% for each point on the Seeker's Luck Skill.

+ Monster Critical Miss:
The base chance that a monster has a critical miss is now increased by the Seeker's Luck Skill.
Chance: 5% + 0.02% for each point on the Seeker's Luck Skill.
Lord Arogandor
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Post by Lord Arogandor Wed Apr 15, 2020 10:54 am

Added a new Potion into the Realm: "Battle Essence Potion"!

Like all potions, this potion can be made at the Alchemy Workshops and requires a certain amount of ingredients and stamina.
More information about the potion can be found here: https://thegraillords.net/castle/info.php?info=items&prof=4

The potion doubles the amount of experience gained from regular combat and event combat for a period of time, based on the quality of the potion:

Technical potion details and side notes:
+ Each quality level of the potion increases the time by 24 hours.
+ Seekers can drink multiple potions, increasing the duration (the effect remains the same).
+ The potion does not work when getting a Training Combat in exchange for Grail Tokens (or any other way you can receive combat experience, like drunk events).

Combat Experience and the potion:
The effect of the potion happens BEFORE the experience does get capped, this means even with a potion you can never gain more combat experience than 20 times the monster's combat level. With the exception of gaining an experience bomb, which multiplies your combat experience by 10 (and happens AFTER the potion effect applied).
Lord Arogandor
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Post by Lord Arogandor Thu Apr 30, 2020 10:09 am

From now on, when fighting opponents in regular combat the durability of your equipment will be affected!

The durability of your weapons will reduce by 1 point with each successful hit you place with that weapon. With each successful hit you receive from your opponent, a random body part will be allocated. The durability of the equipment in that particular slot will reduce by 1 point.

Body locations and chances to be hit:
- Head: 25% chance
- Body: 35%% chance
- Legs: 20%% chance
- Hands: 10%% chance
- Feet: 10%% chance

At the end of each combat, the durability of your equipment will be updated. Equipment can never break during combat itself.
Lord Arogandor
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Post by Lord Arogandor Mon Nov 15, 2021 11:50 am

Dear Seekers, we are happy to announce some new updates and improvements for the regular combat.

+ Updated the available shields in-game:

  • Burebista's Scutum: Reduced speed penalty to -4, reduced defense to 8 and added Crushing damage.
  • Carnifex Scutum: Added Crushing damage and Melee combat type.
  • Town Militia Shield: Added Crushing damage and Melee combat type.
  • Wooden Shield: Reduced the durability from 500 to 300.

+ Blocking (requires a shield in the off-hand):
  • The base % is now defense value of equipped shield instead of standard 5%.
  • Additional bonus (or penalty) chance is added based on the difference between the Combat level of the player and the level of the monster.
  • Blocking an attack now causes durability loss on the equipped shield.
  • Maximum block chance is 50%
  • Minimum block chance is 1% (requires a shield equipped).

+ Retreating from combat:
  • The monster ability "pursuit" has been debugged and added to the total chance to retreat.
  • Additional bonus (or penalty) chance is added based on the difference between the Combat level of the player and the level of the monster.
  • Maximum chance became 90%.
  • Minimum chance became 10%.
Lord Arogandor
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Post by Lord Arogandor Thu Nov 25, 2021 11:12 am

The Combat changes of this week:

+ Bandalf the Wise assists in regular combat dealing 2 to 5 damage.
+ Fixed the damage multiplier when fighting with a Two Handed weapon.
+ Updated the horseshoes who deal now additional damage going from 1 to 2, instead of 1 to 1. When equipped the warhorse of the Seeker will now always deal the additional damage.
Lord Arogandor
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