Combat

From Talibri
Jump to: navigation, search

Combat is changing soon. When that happens, this page will be useless.

Current known information on combat rework

Combat Overview

Combat is a way for players to pit themselves against the creatures of Talibri in pursuit of fame, riches, and experience. To begin, the player must navigate to a Combat Zone, where they will be presented with the Preparation screen. This screen includes a list of enemies that can be encountered in that particular zone, and also the player's loadout bar. The player may assign up to 5 skills and 5 items that will be used during the battle, and use the Start button to proceed.

During combat, the player and enemy will trade blows every 6 seconds. This takes place automatically, with the player's skills being used at random, and any healing item placed in the first slot being used should their HP drop below 40%. If the player chooses, they may manually select skills or items to be used on the next turn while the timer counts down. Some skills have cooldowns that prevent them from being used (automatically or manually) until the required number of turns has passed.

When the enemy is defeated, cooldown timers reset, and the player is rewarded with experience, Leol, and sometimes loot items. A new enemy will immediately be generated and the first round against the new foe will take place in 6 seconds. If the player should be reduced to 0 HP, they are defeated and return to the Combat Zone selection menu with 1 HP. There is no further penalty.

Character Stats

The stats shown on the bottom bar are combat stats, and are listed here from left to right. They currently have no effects outside of combat. Combat stats can be enhanced with equipment, or raised permanently by leveling them up in battle. Stats level up independently from each other based on experience gained from combat. See the Experience section below for details.

Stats Description
Health Your current and max health. Reaching zero will result in defeat.
Mana Your current and max mana. Used to fuel Evoker skills.
Strength Determines damage dealt by Strength-based skills.
Stamina Increases maximum health by 10 per point.
Dexterity Determines damage dealt by Dexterity-based skills.
Will Determines damage dealt by Will-based skills.
Intellect Increases maximum mana by 10 per point, and determines damage dealt by Intellect-based skills.

Affinities

Affinities are the equivalent of combat classes in Talibri. Players are not required to limit themselves to a single affinity, but are instead able to mix and match abilities from any they choose. Initially, only a few skills from each affinity will be available, but some advanced skills can be unlocked by leveling up the player's affinity level. Some skills unlock new skills at mastery 10. You will have two choices, and learning one will re-lock the other. These new skills are known as "discoveries" and are typically stronger the base skills.

Warrior

Warrior skills are mostly Strength-based, designed to defeat enemies with overwhelming force.

Skill Name Unlock Prerequisite Description Base Accuracy Cooldown
Bash Unlocked at Level 1 Warrior Deals physical damage 80% 0 rounds
Slash Unlock option at level 10 Bash Deals initial physical damage and applies a 4-turn DoT 85% 4 rounds
Smash Unlock option at level 10 Bash Physical damage + reduces defense 80% 4 rounds
Shout Unlocked at level 1 Warrior Increases physical damage 100% 5 rounds
Roar Unlock option at level 10 Shout Buff 100% 5 rounds
War Cry Unlock option at level 10 Shout Buff 100% 5 rounds
Fiery Strike Unlocked at level 1 Warrior Deals hybrid physical/fire damage 80% 2 rounds
Molten Blow Unlock option at level 10 Fiery Strike Deals hybrid physical/fire damage 90% 3 rounds
Critical Strike Unlock option at level 10 Fiery Strike Deals physical damage, can crit 90% 3 rounds
Wound Unlocked at level 50 Warrior Deals initial physical damage and applies a 4-turn DoT 80% 4 rounds
Shield Bash Unlocked at level 100 Warrior Deals physical damage and stuns 100% 4 rounds

Rogue

Rogue skills are typically Dexterity-based, designed to defeat enemies with skill and speed.

Skill Name Unlock Prerequisite Description Base Accuracy Cooldown
Stab Unlocked at level 1 Rogue Deals physical damage 90% 0 rounds
Blade Twist Unlock option at level 10 Stab Deals initial physical damage and applies a 4-turn DoT 80% 4 rounds
Piercing Strike Unlock option at level 10 Stab Deals physical damage, ignoring armor 90% 3 rounds
Shock Strike Unlocked at level 1 Rogue Deals lightning damage 90% 0 rounds
Singing Strike Unlock option at level 10 Shock Strike Deals hybrid lightning/fire damage, scales off DEX and INT 90% 3 rounds
Lightning Strike Unlock option at level 10 Shock Strike Deals lightning damage, scales off DEX and INT 90% 3 rounds
Lightning Defense Unlocked at level 1 Rogue Increases lightning damage 100% 5 rounds
Lightning Shroud Unlock option at level 10 Lightning Defense Buff 100% 5 rounds
Lightning Reflexes Unlock option at level 10 Lightning Defense Buff 100% 5 rounds
Dash Unlocked at level 50 Rogue Dodges enemy actions this turn, deals physical damage next turn 100% accuracy 4 rounds
Blink Unlock option at level 10 Dash Dodges and deals lightning damage 100% 4 rounds
Bolt Unlock option at level 10 Dash Deals lightning damage 90% 5 rounds
Vital Strike Unlocked at level 100 Rogue Deals physical damage, can crit 80% 2 rounds
Vorpal Strike Unlock option at level 10 Vital Strike Deals physical damage, can crit 80% 2 rounds
Vibrant Strike Unlock option at level 10 Vital Strike Deals lightning damage, can crit 80% 2 rounds

Ranger

Ranger skills use Arrows, a consumable item, to defeat enemies with precision. Their damage scales off both Strength and Dexterity.

Skill Name Unlock Prerequisite Basic Description Arrows Used Base Accuracy Cooldown
Aimed Shot Unlocked at level 1 Ranger Deals physical Damage 1 90% 0 rounds
Critical Shot Unlock option at level 10 Aimed Shot Deals physical damage, can crit 1 100% 1 round
Snipe Unlock option at level 10 Aimed Shot Deals physical damage 1 70% 5 rounds
Wing Clip Unlocked at level 1 Ranger Deals physical damage and debuffs enemy physical/poison resist 1 100% 3 rounds
Rapid Shot Unlocked at level 1 Ranger Fires 2 arrows, dealing physical damage 2 65% each 1 round
Multishot Unlocked at level 1 Ranger Fires 3 arrows, dealing physical damage 3 65% each 3 rounds
Power Unlocked at level 1 Ranger Fires 2 arrows, dealing physical/poison damage 2 80% each 5 rounds
Cover Fire Unlocked at level 50 Ranger Deals physical damage, increases physical resist 3 100% 2 rounds
Poison Shot Unlocked at level 100 Ranger Deals initial damage and applies a 4-turn Poison DoT 1 100% 3 rounds

Evoker

Evoker skills consume mana in order to defeat enemies by harnessing the power of the elements. Their damage scales off both Intellect and Will.

Skill Name Unlock Prerequisite Basic Description Mana Cost Base Accuracy Cooldown
Ignite Unlocked at level 1 Evoker Deals initial damage and applies a 4-turn Fire DoT 1 80% 1 round
Fireball Unlock option at level 10 Ignite Deals Fire damage 3 70% 3 rounds
Incinerate Unlock option at level 10 Ignite Deals initial damage and applies a 4-turn Fire DoT 2 80% 2 rounds
Freeze Unlocked at level 1 Evoker Deals Ice damage and reduces enemy resist 1 80% 1 round
Frost Ray Unlock option at level 10 Freeze Deals Ice damage, ignoring armor 2 80% 2 rounds
Blizzard Unlock option at level 10 Freeze Deals initial damage and applies a 4-turn Ice DoT 2 80% 2 rounds
Electrify Unlocked at level 1 Evoker Deals lightning damage and stuns 2 100% 3 rounds
Lightning Bolt Unlock option at level 10 Electrify Deals lightning damage and stuns 4 80% 3 rounds
Thunder Storm Unlock option at level 10 Electrify Deals initial damage and applies a 4-turn Lightning DoT (DoT only has % chance to hit) 3 100% 4 rounds
Earth Eruption Unlocked at level 1 Evoker Deals physical damage and stuns 2 80% 3 rounds
Earthbind Unlock option at level 10 Earth Eruption Deals physical damage and stuns 2 80% 3 rounds
Antipode Blast Unlocked at level 100 Evoker Deals hybrid Fire/Ice damage 4 80% 4
Antipode Explosion Unlock option at level 10 Antipode Blast Deals hybrid Fire/Ice damage 4 80% 4

Experience

During battle, players receive Affinity experience for each successful skill use. For example, using the Warrior skill Bash will reward Warrior Affinity experience each turn. Affinity experience gained is .5% of the total Stat XP a monster gives when it dies. Skills also reward 1 Mastery point for that individual skill on every use, successful or not.

Combat experience received after battle is split among attributes depending on the abilities selected before the fight and their associated affinities. Using abilities from multiple affinities will divide these figures equally based on the ratio of skills selected. For example, assigning 1 Warrior skill and 1 Rogue skill would divide the percentages below in half, yielding a split of 35% to Strength, 20% to Stamina, and 45% to Dexterity.

Affinity STR STA DEX WILL INT
Rogue 10% 90%
Warrior 70% 30%
Ranger 40% 30% 30%
Evoker 25% 75%

Formulas and Mechanics

Most skills follow the damage formula of: ResistModifier * ((Coefficient * Stats) ^ [(Mastery * 0.05) + 1] + (BonusDamage)) + Stats + Mastery.
See the [Combat Compendium] (external spreadsheet) for exact coefficients and some other info. Note that many of the discoveries are not up to date.

An enemy's resist modifier is 200 / (200 + Resistance). For example, an enemy with 200 Fire resistance takes 200 / (200+200) = 50% damage from Fire attacks. An enemy with 600 resistance takes 200 / (200+600) = 25% damage from Fire attacks.
See the spreadsheet linked above for a table of enemy resistances.