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en:rpd:combat

Combat

Combat System

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 Accuracy)
  • Defense Skill: Determines the chance to dodge an attack (see Evasion)
  • Damage: The amount of damage dealt when an attack connects
  • Armor: Reduces incoming physical damage based on armor level and Glyphs

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 weapon
  • Hero Strength: Additional damage based on hero's Strength
  • Weapon Upgrades: Each upgrade level adds +1 to damage range (see Upgrading)
  • Final damage = Random value in weapon's damage range + strength bonus

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 (see Evasion)
  • Resistances: Certain buffs and equipment provide resistance to specific damage types (see Resistances)

Combat Types

Combat Strategies

  • Positioning: Use narrow corridors to fight enemies one at a time
  • Tactical Retreat: Use doors to separate enemies and fight them individually
  • Status Effects: Use blindness, paralysis, or other debuffs to gain advantages
  • Environmental Awareness: Use traps, chasms, and other environmental features to your advantage

Special Combat Mechanics

  • Surprise Attack: Backstabbing enemies from behind for bonus damage (see Assassin subclass)
  • Critical Hits: Random chance to deal maximum possible damage
  • Elemental Damage: Some weapons and spells ignore armor entirely
  • Status Effects: Various effects like burning, poisoning, or paralysis can change combat dynamics

Ranged Combat Specifics

  • Uses Ballistica for line-of-sight calculation
  • 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: Affect damage output and special effects (see Weapons)
  • Armor: Reduces incoming physical damage (see Armor)
  • Rings: Provide various combat bonuses (damage, accuracy, evasion, etc.) (see Rings)
  • Artifacts: Special items with unique combat capabilities (see Artifacts)
  • Fury: Increases damage output temporarily (see Fury)
  • Invisibility: Allows attacks without retaliation (see Invisibility)
  • Paralysis: Disables enemy actions (see Paralysis)
  • Terror: Forces enemies to flee (see Terror)

Technical Details

See Also

en/rpd/combat.txt · Last modified: by 127.0.0.1