Combat Overview: Difference between revisions
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[[Category: PvP]][[Category:Mechanics]] | |||
==Instahit and Quick Switch== | ==Instahit and Quick Switch== | ||
The most important thing to learn first off is how instahit and "quick switch" works together. First of all, your current weapon swing timer is always determined by what you have swung last, as opposed to what you have equipped last. The timer is only influenced by swings, so therefore equipping different weapons has no effect on it. So let's say that you swung a halberd 1 minute ago, that means if you equip a katana 1 minute after that and attempt to swing, the swing will be ready right away. Secondly, this shard has what is called slow to fast switching. What this means is after a swing, a faster weapon will always be ready to swing at it's own timer as opposed to the original weapon swing. So after a halberd swing, a katana will always swing on it's own timer as opposed for waiting for the swing delay of the halberd. Working off that same idea, if you equip a heavy crossbow after a halberd, you have to wait the crossbow timer, because it's slower. The same applies to a katana swing and then switching to the halberd, you must wait the halberd timer to swing. Movement delay on swing also doesn't exist outside of archery, which has a movement delay of .5 of a second, and swings are instant the moment you attack. | The most important thing to learn first off is how instahit and "quick switch" works together. First of all, your current weapon swing timer is always determined by what you have swung last, as opposed to what you have equipped last. The timer is only influenced by swings, so therefore equipping different weapons has no effect on it. So let's say that you swung a halberd 1 minute ago, that means if you equip a katana 1 minute after that and attempt to swing, the swing will be ready right away. Secondly, this shard has what is called slow to fast switching. What this means is after a swing, a faster weapon will always be ready to swing at it's own timer as opposed to the original weapon swing. So after a halberd swing, a katana will always swing on it's own timer as opposed for waiting for the swing delay of the halberd. Working off that same idea, if you equip a heavy crossbow after a halberd, you have to wait the crossbow timer, because it's slower. The same applies to a katana swing and then switching to the halberd, you must wait the halberd timer to swing. Movement delay on swing also doesn't exist outside of archery, which has a movement delay of .5 of a second, and swings are instant the moment you attack. | ||
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** However, you can still drink potions during the casting process and it will not interrupt your spell | ** However, you can still drink potions during the casting process and it will not interrupt your spell | ||
* Attempting to drink a potion once the precast is complete will cancel the spell | * Attempting to drink a potion once the precast is complete will cancel the spell | ||
==Poisoning in PvP== | ==Poisoning in PvP== | ||
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For the most part heal through poison works how you would expect, but there's one caveat. Higher poison levels mitigate ALL heals through it, including heal potions and obviously spells. Bandage healing is a special case in that it follows the healing mitigation rule instead of curing poison and not healing, but in PvM only. It works how you'd expect in PvP, curing poison on the bandage heal and not healing hits at all. | For the most part heal through poison works how you would expect, but there's one caveat. Higher poison levels mitigate ALL heals through it, including heal potions and obviously spells. Bandage healing is a special case in that it follows the healing mitigation rule instead of curing poison and not healing, but in PvM only. It works how you'd expect in PvP, curing poison on the bandage heal and not healing hits at all. | ||
{| class="wikitable" style="text-align: center;" | |||
! Poison Type | |||
! Normal Healing Amount | |||
|- | |||
| Lesser | |||
| 100% | |||
|- | |||
| Regular | |||
| 100% | |||
|- | |||
| Greater | |||
| 75% | |||
|- | |||
| Deadly | |||
| 50% | |||
|- | |||
| Lethal | |||
| 25% | |||
|} | |||
===Cure Rates=== | ===Cure Rates=== | ||
{| class=" | {| class="wikitable" style="text-align:center;" | ||
|- | |- | ||
! | |||
! Lesser Poison | |||
! Regular Poison | |||
! Greater Poison | |||
! Deadly Poison | |||
! Lethal Poison | |||
|- | |- | ||
! Lesser Cure Potion | |||
| 75% chance | |||
| 50% chance | |||
| 25% chance | |||
| 0% chance | |||
| 0% chance | |||
|- | |- | ||
! Regular Cure Potion | |||
| 100% chance | |||
| 75% chance | |||
| 50% chance | |||
| 25% chance | |||
| 0% chance | |||
|- | |- | ||
! Greater Cure Potion | |||
| 125% chance | |||
| | | 100% chance | ||
| | | 75% chance | ||
| | | 50% chance | ||
| | | 25% chance | ||
|- | |||
! Bandaging Attempts | |||
| colspan="5" | Chance = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%) | |||
|- | |||
! Cure & Arch Cure | |||
| colspan="5" | Chance = ((150% - (Poison Level * 25%)) * (Magery Skill / 100)) | |||
|} | |} | ||
==Daily PvP Event Schedule== | |||
Outlands features a rotating schedule of PvP events that occur each hour throughout the entire day. The schedule is as follows: | |||
* Hour 1: [[Town Struggles|Town Struggle]] (formerly known as Faction Struggles) | |||
* Hour 2: [[Corpse Creek Contest]] | |||
* Hour 3: [[Stygian Rifts]] | |||
* Hour 4: [[Dungeon Flashpoints|Dungeon Flashpoint]] | |||
* [[PvP Events]] | |||
[[File:wikiguildbattlemenu.png|center|link=]] |
Latest revision as of 07:48, 25 September 2024
Instahit and Quick Switch
The most important thing to learn first off is how instahit and "quick switch" works together. First of all, your current weapon swing timer is always determined by what you have swung last, as opposed to what you have equipped last. The timer is only influenced by swings, so therefore equipping different weapons has no effect on it. So let's say that you swung a halberd 1 minute ago, that means if you equip a katana 1 minute after that and attempt to swing, the swing will be ready right away. Secondly, this shard has what is called slow to fast switching. What this means is after a swing, a faster weapon will always be ready to swing at it's own timer as opposed to the original weapon swing. So after a halberd swing, a katana will always swing on it's own timer as opposed for waiting for the swing delay of the halberd. Working off that same idea, if you equip a heavy crossbow after a halberd, you have to wait the crossbow timer, because it's slower. The same applies to a katana swing and then switching to the halberd, you must wait the halberd timer to swing. Movement delay on swing also doesn't exist outside of archery, which has a movement delay of .5 of a second, and swings are instant the moment you attack.
Precasting
Precasting works basically the same as most servers, outside of a couple of things that make it slightly different:
- A spell cast must complete before you attempt to arm your weapon or it will be interrupted
- The same applies for wearing any item, so you can use the action of equipping a clothing or armor item to cancel a spell
- However, you can still drink potions during the casting process and it will not interrupt your spell
- Attempting to drink a potion once the precast is complete will cancel the spell
Poisoning in PvP
Heal through Poison
For the most part heal through poison works how you would expect, but there's one caveat. Higher poison levels mitigate ALL heals through it, including heal potions and obviously spells. Bandage healing is a special case in that it follows the healing mitigation rule instead of curing poison and not healing, but in PvM only. It works how you'd expect in PvP, curing poison on the bandage heal and not healing hits at all.
Poison Type | Normal Healing Amount |
---|---|
Lesser | 100% |
Regular | 100% |
Greater | 75% |
Deadly | 50% |
Lethal | 25% |
Cure Rates
Lesser Poison | Regular Poison | Greater Poison | Deadly Poison | Lethal Poison | |
---|---|---|---|---|---|
Lesser Cure Potion | 75% chance | 50% chance | 25% chance | 0% chance | 0% chance |
Regular Cure Potion | 100% chance | 75% chance | 50% chance | 25% chance | 0% chance |
Greater Cure Potion | 125% chance | 100% chance | 75% chance | 50% chance | 25% chance |
Bandaging Attempts | Chance = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%) | ||||
Cure & Arch Cure | Chance = ((150% - (Poison Level * 25%)) * (Magery Skill / 100)) |
Daily PvP Event Schedule
Outlands features a rotating schedule of PvP events that occur each hour throughout the entire day. The schedule is as follows:
- Hour 1: Town Struggle (formerly known as Faction Struggles)
- Hour 2: Corpse Creek Contest
- Hour 3: Stygian Rifts
- Hour 4: Dungeon Flashpoint
- PvP Events