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Old 11-07-2005, 07:37 PM   #1 (permalink)
TheDrunkenDwarf
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Last Online: 02-07-2006 07:40 PM
Join Date: Dec 2005
Posts: 3

Level: 1

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Example combat round

Oloh posted this information on the Fires of Heaven forums. It gives a great example of how melee attacks (openers, bridges, defensive specials, etc...) are tied to your weapon delay.

Quote:
...your specials, at least for the warrior and for the other melees that I have played, are tied to your weapon delay.

So, here is an example combat round.

1. I walk up to a critter, and lead off with a damage chain opener (part of a chain), the attack is immediate, hits the mob, and now I start planning for my next round of combat. If I have a 4 second weapon, then I have 4 seconds to plan.

2. I glance at the mobs queue, and see that he is doing a claw attack, his normal attack. No worries, so I click the bridge to my damage chain to advance the chain. I click this one second in. Bridge lands at the end of 4 seconds, the bridge lands, next round.

3. I absently mindedly click the finisher to the chain, and then glance at the mobs queue, oh shit, he is doing devour. The finisher is queued up to finish at the end of my round. So I quickly break off my chain and I queue up a defensive special. Luckilly, my defensive special landed first, then his devour attack landed, so i mitigated most of its damage. Next round.

4. Because I have fought frogs before, I know they generally dont do devour for a few rounds after doing one, so I dont have to worry about that for a while, so I start a chain that will allow me to do more damaging attacks for a few rounds. I load up an opener in second 2, and in second 4, it lands.

This is why i used the term ice skating in my original review. Its not button mashing as much as its gliding along making decisions. Make more sense? Again, this isnt all of combat, this just establishes the framework of the melee system.
Thoughts?
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