en:rpd:melee_combat
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revision | |||
| en:rpd:melee_combat [2026/01/02 06:41] – Update references to renamed wiki pages (enemies.txt -> enemies_overview.txt, spells.txt -> spells_overview.txt) mike | en:rpd:melee_combat [2026/01/02 06:43] (current) – external edit 127.0.0.1 | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | ====== Melee Combat ====== | ||
| + | {{ rpd: | ||
| + | |||
| + | **Melee Combat** in Remixed Dungeon involves close-range combat between the hero and dungeon creatures. This is the most basic form of combat in the game. | ||
| + | |||
| + | ==== Melee Combat Mechanics ==== | ||
| + | * **Attack Skill**: Determines the chance to hit an enemy | ||
| + | * **Defense Skill**: Determines the chance to dodge an attack | ||
| + | * **Damage**: The amount of damage dealt when an attack connects | ||
| + | * **Armor**: Reduces incoming physical damage based on armor level and glyphs | ||
| + | * All melee combat happens at adjacent tiles (one tile distance) | ||
| + | |||
| + | ==== Attack System ==== | ||
| + | In melee 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 weapon | ||
| + | * **Hero Strength**: Additional damage based on hero's strength | ||
| + | * **Weapon Upgrades**: Each upgrade level adds +1 to damage range | ||
| + | * Final damage = Random value in weapon' | ||
| + | |||
| + | ==== Weapon Types ==== | ||
| + | * **Swords**: Balanced weapons with good damage and speed | ||
| + | * **Axes**: High damage but slower attacks | ||
| + | * **Maces**: Moderate damage with special properties | ||
| + | * **Spears**: Reach weapons that can attack from a distance | ||
| + | * **Daggers**: | ||
| + | * **Special Weapons**: Unique weapons with special properties | ||
| + | |||
| + | ==== Defensive Actions ==== | ||
| + | * **Dodging**: | ||
| + | * **Blocking**: | ||
| + | * **Evasion**: | ||
| + | * **Resistances**: | ||
| + | |||
| + | ==== Melee Combat Advantages ==== | ||
| + | * **Sustainability**: | ||
| + | * **Reliability**: | ||
| + | * **Consistency**: | ||
| + | * **Upgrading**: | ||
| + | |||
| + | ==== Melee Combat Disadvantages ==== | ||
| + | * **Risk**: Requires being in close proximity to enemies | ||
| + | * **Vulnerability**: | ||
| + | * **Surprise**: | ||
| + | * **Positioning**: | ||
| + | |||
| + | ==== Combat Positioning ==== | ||
| + | * **Door Fighting**: Use doors to separate enemies and fight them individually | ||
| + | * **Corridor Warfare**: Use narrow corridors to fight enemies one at a time | ||
| + | * **Kiting**: Move after each attack to avoid retaliation | ||
| + | * **Surprise Attack**: Backstabbing enemies from behind for bonus damage | ||
| + | |||
| + | ==== Weapon Enchantments ==== | ||
| + | Melee weapons can be enchanted with special properties: | ||
| + | * **Fire**: Chance to deal additional fire damage | ||
| + | * **Poison**: Chance to poison the enemy | ||
| + | * **Shocking**: | ||
| + | * **Instability**: | ||
| + | * **Lucky**: Attacks deal maximum damage more often | ||
| + | * **Sacrifice**: | ||
| + | * And many more enchantments with different effects | ||
| + | |||
| + | ==== Combat-Related Buffs ==== | ||
| + | * **Fury**: Increases damage output temporarily | ||
| + | * **Invisibility**: | ||
| + | * **Paralysis**: | ||
| + | * **Terror**: Forces enemies to flee | ||
| + | * **Bleeding**: | ||
| + | * **Burning**: | ||
| + | |||
| + | ==== Melee Combat Strategy ==== | ||
| + | * **Initiative**: | ||
| + | * **Health Management**: | ||
| + | * **Equipment**: | ||
| + | * **Positioning**: | ||
| + | * **Conservation**: | ||
| + | * **Upgrades**: | ||
| + | |||
| + | ==== Special Melee Abilities ==== | ||
| + | * **Cleave**: Hit multiple adjacent enemies in one attack | ||
| + | * **Backstab**: | ||
| + | * **Combo**: Additional damage after consecutive hits | ||
| + | * **Disarm**: Remove enemy' | ||
| + | |||
| + | ==== Technical Details ==== | ||
| + | * Core combat logic: [[https:// | ||
| + | * Attack mechanics: [[https:// | ||
| + | * Damage calculations: | ||
| + | * Weapon enchantments: | ||
| + | |||
| + | ==== See Also ==== | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | * [[en: | ||
| + | |||
| + | {{tag> rpd combat mechanics melee }} | ||
en/rpd/melee_combat.txt · Last modified: by 127.0.0.1
