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en:rpd:melee_combat [2026/01/01 19:45] – namespace move Mikeen:rpd:melee_combat [2026/01/01 19:47] (current) – external edit 127.0.0.1
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 +====== Melee Combat ======
  
 +{{ rpd:images:melee_combat_illustration.png|Melee Combat }}
 +
 +**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's damage range + strength bonus
 +
 +==== 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**: Fast attacks with lower damage
 +  * **Special Weapons**: Unique weapons with special properties
 +
 +==== Defensive Actions ====
 +  * **Dodging**: Based on Defense Skill and can avoid all damage from an attack
 +  * **Blocking**: Armor reduces incoming damage by a percentage
 +  * **Evasion**: Special skills and items can increase dodge chance
 +  * **Resistances**: Certain buffs and equipment provide resistance to specific damage types
 +
 +==== Melee Combat Advantages ====
 +  * **Sustainability**: No consumable resources needed (unlike ranged combat)
 +  * **Reliability**: Can be used indefinitely without ammunition concerns
 +  * **Consistency**: Doesn't require line of sight like ranged attacks
 +  * **Upgrading**: Weapons can be directly upgraded for permanent improvements
 +
 +==== Melee Combat Disadvantages ====
 +  * **Risk**: Requires being in close proximity to enemies
 +  * **Vulnerability**: Attacking puts hero at risk of retaliation
 +  * **Surprise**: Enemies can attack first if hero initiates combat
 +  * **Positioning**: Difficult to fight multiple enemies simultaneously
 +
 +==== 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**: Chance to deal electricity damage to adjacent enemies
 +  * **Instability**: Random effect on each attack
 +  * **Lucky**: Attacks deal maximum damage more often
 +  * **Sacrifice**: Deal damage to yourself to damage the enemy more
 +  * And many more enchantments with different effects
 +
 +==== Combat-Related Buffs ====
 +  * **Fury**: Increases damage output temporarily
 +  * **Invisibility**: Allows attacks without retaliation
 +  * **Paralysis**: Disables enemy actions
 +  * **Terror**: Forces enemies to flee
 +  * **Bleeding**: Causes ongoing damage
 +  * **Burning**: Causes ongoing fire damage
 +
 +==== Melee Combat Strategy ====
 +  * **Initiative**: Consider whether to attack first or wait for enemies to approach
 +  * **Health Management**: Ensure sufficient health before engaging in combat
 +  * **Equipment**: Choose weapons and armor appropriate for your enemy
 +  * **Positioning**: Use level geometry to your advantage
 +  * **Conservation**: Save health and resources for more difficult enemies
 +  * **Upgrades**: Prioritize upgrading your weapon for improved performance
 +
 +==== Special Melee Abilities ====
 +  * **Cleave**: Hit multiple adjacent enemies in one attack
 +  * **Backstab**: Bonus damage when attacking from behind
 +  * **Combo**: Additional damage after consecutive hits
 +  * **Disarm**: Remove enemy's weapon for a turn
 +
 +==== Technical Details ====
 +  * Core combat logic: [[https://github.com/NYRDS/remixed-dungeon/blob/master/RemixedDungeon/src/main/java/com/watabou/pixeldungeon/actors/Actor.java|Actor.java]]
 +  * Attack mechanics: [[https://github.com/NYRDS/remixed-dungeon/blob/master/RemixedDungeon/src/main/java/com/watabou/pixeldungeon/actors/Actor.java#L125-L180|Attack implementation]]
 +  * Damage calculations: [[https://github.com/NYRDS/remixed-dungeon/blob/master/RemixedDungeon/src/main/java/com/watabou/pixeldungeon/actors/Actor.java#L150-L175|Damage calculation]]
 +  * Weapon enchantments: [[https://github.com/NYRDS/remixed-dungeon/blob/master/RemixedDungeon/src/main/java/com/watabou/pixeldungeon/items/weapon/enchantments/Enchantment.java|Enchantment system]]
 +
 +==== See Also ====
 +  * [[en:rpd:ranged_combat|Ranged Combat]] - Distance combat mechanics
 +  * [[en:rpd:combat|Combat]] - General combat information
 +  * [[en:rpd:mechanics|Game Mechanics]] - General game mechanics
 +  * [[en:rpd:weapons|Weapons]] - List of weapons and their properties
 +  * [[en:rpd:weapon_enchantments|Weapon Enchantments]] - Special weapon effects
 +  * [[en:rpd:enemies|Enemies]] - Information about dungeon creatures
 +  * [[en:rpd:buffs|Buffs and Debuffs]] - Status effects in combat
 +
 +{{tag> rpd combat mechanics melee }}