en:rpd:combat
Differences
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| en:rpd:combat [2026/01/01 19:45] – namespace move Mike | en:rpd:combat [2026/01/01 19:46] (current) – external edit 127.0.0.1 | ||
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| + | ====== Combat ====== | ||
| + | {{ rpd: | ||
| + | |||
| + | **Combat** in Remixed Dungeon involves interactions between the player character and various dungeon creatures. This system determines how attacks, damage, and defensive actions work in the game. | ||
| + | |||
| + | ==== Basic Combat Mechanics ==== | ||
| + | * **Attack Skill**: Determines the chance to hit an enemy (see [[en: | ||
| + | * **Defense Skill**: Determines the chance to dodge an attack (see [[en: | ||
| + | * **Damage**: The amount of damage dealt when an attack connects | ||
| + | * **Armor**: Reduces incoming physical damage based on armor level and [[en: | ||
| + | |||
| + | ==== Attack System ==== | ||
| + | In combat, the chance to hit is calculated as: | ||
| + | * Hit chance = Attack Skill / (Attack Skill + Defense Skill) | ||
| + | * Minimum hit chance is 5% (always possible to hit) | ||
| + | * Maximum hit chance is 95% (always possible to miss) | ||
| + | |||
| + | ==== Damage Calculation ==== | ||
| + | * **Weapon Damage**: Base damage range from equipped [[en: | ||
| + | * **Hero Strength**: Additional damage based on hero's [[en: | ||
| + | * **Weapon Upgrades**: Each upgrade level adds +1 to damage range (see [[en: | ||
| + | * Final damage = Random value in weapon' | ||
| + | |||
| + | ==== Defensive Actions ==== | ||
| + | * **Dodging**: | ||
| + | * **Blocking**: | ||
| + | * **Evasion**: | ||
| + | * **Resistances**: | ||
| + | |||
| + | ==== Combat Types ==== | ||
| + | * **Melee Combat**: Close-range attacks using [[en: | ||
| + | * **Ranged Combat**: Attacks from a distance using [[en: | ||
| + | * **Magical Combat**: Offensive [[en: | ||
| + | |||
| + | ==== Combat Strategies ==== | ||
| + | * **Positioning**: | ||
| + | * **Tactical Retreat**: Use doors to separate enemies and fight them individually | ||
| + | * **Status Effects**: Use [[en: | ||
| + | * **Environmental Awareness**: | ||
| + | |||
| + | ==== Special Combat Mechanics ==== | ||
| + | * **Surprise Attack**: Backstabbing [[en: | ||
| + | * **Critical Hits**: Random chance to deal maximum possible damage | ||
| + | * **Elemental Damage**: Some [[en: | ||
| + | * **Status Effects**: Various effects like [[en: | ||
| + | |||
| + | ==== Ranged Combat Specifics ==== | ||
| + | * Uses [[en: | ||
| + | * Ranged weapons have limited ammunition | ||
| + | * Some ranged weapons have special effects like piercing or area damage | ||
| + | * Wands and spells provide magical ranged options | ||
| + | |||
| + | ==== Equipment Influence ==== | ||
| + | * **Weapons**: | ||
| + | * **Armor**: Reduces incoming physical damage (see [[en: | ||
| + | * **Rings**: Provide various combat bonuses (damage, [[en: | ||
| + | * **Artifacts**: | ||
| + | |||
| + | ==== Combat-Related Buffs ==== | ||
| + | * **Fury**: Increases damage output temporarily (see [[en: | ||
| + | * **Invisibility**: | ||
| + | * **Paralysis**: | ||
| + | * **Terror**: Forces enemies to flee (see [[en: | ||
| + | |||
| + | ==== Technical Details ==== | ||
| + | * Core combat logic: [[https:// | ||
| + | * Attack mechanics: [[https:// | ||
| + | * Damage calculations: | ||
| + | * Ballistica system (ranged combat): [[https:// | ||
| + | * Hit chance calculation: | ||
| + | * Defense calculation: | ||
| + | * Combat damage system: [[https:// | ||
| + | * Critical hit implementation: | ||
| + | * Evasion mechanics: [[https:// | ||
| + | * Armor damage reduction: [[https:// | ||
| + | * Combat AI decision making: [[https:// | ||
| + | * Surprise attack mechanics: [[https:// | ||
| + | * Combat-related string resources: [[https:// | ||
| + | |||
| + | ==== See Also ==== | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | |||
| + | {{tag> rpd combat mechanics }} | ||
