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Combat Overview: Difference between revisions

From Fiend's Outlands Wiki
Created page with "Category: PvPCategory:PvM MechanicsCategory:PvP Mechanics ==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..."
 
Fiend>AI Assistant
Formatted and integrated into PvM Mechanics cluster. Focused slightly more on unique/PvP elements as core mechanics are covered elsewhere.
Line 1: Line 1:
[[Category: PvP]][[Category:PvM Mechanics]][[Category:PvP Mechanics]]
[[Category:PvP]]
==Instahit and Quick Switch==
[[Category:PvM Mechanics]]
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.
[[Category:PvP Mechanics]]
==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.


{| class="wikitable" style="text-align: center;background:black;"
This page covers some general combat mechanics and concepts relevant to both PvM and PvP in Outlands. For more detailed breakdowns, see [[PvM Mechanics]].
! Poison Type
 
! Normal Healing Amount
== Insta-Hit and Quick Switch ==
|-
{{Main|Armor & Weapons}}
| Lesser
A fundamental aspect of Outlands combat is the combination of "Insta-Hit" and "Quick Switch":
| 100%
 
|-
1.  '''Insta-Hit:''' Weapon swings occur instantly when you initiate the attack. There is no movement delay before the swing connects (except for the brief stationary requirement for [[Archery]]).
| Regular
2.  '''Swing Timer Determination:''' Your weapon swing timer (the cooldown before your next attack) is always determined by the weapon you '''last swung''', not the weapon you currently have equipped.
| 100%
3.  '''Quick Switch (Slow-to-Fast):''' If you swing a slow weapon (e.g., Halberd, base speed 3.0s) and then immediately equip a faster weapon (e.g., Katana, base speed 1.34s), your next swing will be ready after the *faster* weapon's timer completes (plus any [[Swing Speed]] modifications). You don't have to wait for the full Halberd timer.
|-
4.  '''Quick Switch (Fast-to-Slow):''' Conversely, if you swing a fast weapon (Katana) and switch to a slower one (Halberd), you must wait for the *slower* weapon's timer before you can swing again.
| Greater
 
| 75%
This system allows for dynamic weapon swapping to manage attack speed and damage output effectively.
|-
 
| Deadly
== Precasting ==
| 50%
Precasting refers to beginning to cast a spell, then potentially equipping a weapon or performing another action before the spell resolves.
|-
 
| Lethal
*  '''Interruption by Arming/Equipping:''' If you attempt to equip a weapon, shield, or any other item '''before''' the spell casting animation fully completes, the spell '''will be interrupted'''. You can use equipping an item (like clothing) as a deliberate way to cancel a spell cast.
| 25%
*  '''Potions During Casting:''' You '''can''' drink potions during the spell casting process without interrupting the spell.
|}
*  '''Potions After Casting (Precast Hold):''' Attempting to drink a potion '''after''' the spell has finished casting but before it has been released (i.e., while holding the precast) '''will cancel''' the spell.
 
== Poisoning in PvP ==
{{Main|Poisoning}}
While poisoning creatures is straightforward, poisoning players involves specific mechanics regarding healing and curing.
 
=== Heal Through Poison (PvP) ===
Healing through poison works differently in PvP compared to PvM.
*  '''Spell/Potion Healing:''' Higher levels of poison reduce the effectiveness of [[Magery|healing spells]] and [[Alchemy|Heal potions]].
    {| class="wikitable" style="text-align: center;"
    |+ PvP Healing Reduction by Poison Level
    ! Poison Type !! Healing Received
    |-
    | Lesser || 100%
    |-
    | Regular || 100%
    |-
    | Greater || 75%
    |-
    | Deadly || 50%
    |-
    | Lethal || 25%
    |}
*  '''Bandage Healing (PvP):''' Using [[Healing|bandages]] on a poisoned player in PvP will '''cure''' the poison (if successful based on poison level vs. bandage type) but will provide '''no hit point restoration''' on that specific bandage application.
 
=== Cure Rates (PvP) ===
The chance to cure poison depends on the cure method, the poison level, and relevant skills.


===Cure Rates===
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|+ PvP Poison Cure Chances
|-
|-
!  
! Cure Method !! Lesser Poison !! Regular Poison !! Greater Poison !! Deadly Poison !! Lethal Poison
! Lesser Poison
! Regular Poison
! Greater Poison
! Deadly Poison
! Lethal Poison
|-
|-
! Lesser Cure Potion
! Lesser Cure Potion || 75% || 50% || 25% || 0% || 0%
| 75% chance
| 50% chance
| 25% chance
| 0% chance
| 0% chance
|-
|-
! Regular Cure Potion
! Regular Cure Potion || 100% || 75% || 50% || 25% || 0%
| 100% chance
| 75% chance
| 50% chance
| 25% chance
| 0% chance
|-
|-
! Greater Cure Potion
! Greater Cure Potion || 125%* || 100% || 75% || 50% || 25%
| 125% chance
| 100% chance
| 75% chance
| 50% chance
| 25% chance
|-
|-
! Bandaging Attempts
! [[Healing|Bandaging]] Attempts || colspan="5" | Chance = ` ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%) `
| colspan="5" | Chance = ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%)
|-
|-
! Cure & Arch Cure
! [[Magery|Cure]] & [[Magery|Arch Cure]] Spells || colspan="5" | Chance = ` ((150% - (Poison Level * 25%)) * (Magery Skill / 100)) `
| colspan="5" | Chance = ((150% - (Poison Level * 25%)) * (Magery Skill / 100))
|}
|}
''*Note: Cure chances above 100% provide no additional benefit but guarantee a cure if successful.''
''*Poison Level: Lesser=1, Regular=2, Greater=3, Deadly=4, Lethal=5.''


 
== Daily PvP Event Schedule ==
==Daily PvP Event Schedule==
Outlands features a rotating schedule of hourly PvP events:
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]]
 
*   Hour 2: [[Corpse Creek Contest]]
* Hour 1: [[Town Struggles|Town Struggle]] (formerly known as Faction Struggles)
*   Hour 3: [[Stygian Rifts]]
* Hour 2: [[Corpse Creek Contest]]
*   Hour 4: [[Dungeon Flashpoints]]
* Hour 3: [[Stygian Rifts]]
*   Repeats every 4 hours. See [[PvP Events]] for more details.
* Hour 4: [[Dungeon Flashpoints|Dungeon Flashpoint]]
* [[PvP Events]]

Revision as of 10:09, 23 March 2025


This page covers some general combat mechanics and concepts relevant to both PvM and PvP in Outlands. For more detailed breakdowns, see PvM Mechanics.

Insta-Hit and Quick Switch

A fundamental aspect of Outlands combat is the combination of "Insta-Hit" and "Quick Switch":

1. Insta-Hit: Weapon swings occur instantly when you initiate the attack. There is no movement delay before the swing connects (except for the brief stationary requirement for Archery). 2. Swing Timer Determination: Your weapon swing timer (the cooldown before your next attack) is always determined by the weapon you last swung, not the weapon you currently have equipped. 3. Quick Switch (Slow-to-Fast): If you swing a slow weapon (e.g., Halberd, base speed 3.0s) and then immediately equip a faster weapon (e.g., Katana, base speed 1.34s), your next swing will be ready after the *faster* weapon's timer completes (plus any Swing Speed modifications). You don't have to wait for the full Halberd timer. 4. Quick Switch (Fast-to-Slow): Conversely, if you swing a fast weapon (Katana) and switch to a slower one (Halberd), you must wait for the *slower* weapon's timer before you can swing again.

This system allows for dynamic weapon swapping to manage attack speed and damage output effectively.

Precasting

Precasting refers to beginning to cast a spell, then potentially equipping a weapon or performing another action before the spell resolves.

  • Interruption by Arming/Equipping: If you attempt to equip a weapon, shield, or any other item before the spell casting animation fully completes, the spell will be interrupted. You can use equipping an item (like clothing) as a deliberate way to cancel a spell cast.
  • Potions During Casting: You can drink potions during the spell casting process without interrupting the spell.
  • Potions After Casting (Precast Hold): Attempting to drink a potion after the spell has finished casting but before it has been released (i.e., while holding the precast) will cancel the spell.

Poisoning in PvP

While poisoning creatures is straightforward, poisoning players involves specific mechanics regarding healing and curing.

Heal Through Poison (PvP)

Healing through poison works differently in PvP compared to PvM.

PvP Healing Reduction by Poison Level
Poison Type Healing Received
Lesser 100%
Regular 100%
Greater 75%
Deadly 50%
Lethal 25%
  • Bandage Healing (PvP): Using bandages on a poisoned player in PvP will cure the poison (if successful based on poison level vs. bandage type) but will provide no hit point restoration on that specific bandage application.

Cure Rates (PvP)

The chance to cure poison depends on the cure method, the poison level, and relevant skills.

PvP Poison Cure Chances
Cure Method Lesser Poison Regular Poison Greater Poison Deadly Poison Lethal Poison
Lesser Cure Potion 75% 50% 25% 0% 0%
Regular Cure Potion 100% 75% 50% 25% 0%
Greater Cure Potion 125%* 100% 75% 50% 25%
Bandaging Attempts Chance = ` ((150% - (Poison Level * 25%)) * (Healing Skill / 100)) - (Slips * 2%) `
Cure & Arch Cure Spells Chance = ` ((150% - (Poison Level * 25%)) * (Magery Skill / 100)) `

*Note: Cure chances above 100% provide no additional benefit but guarantee a cure if successful. *Poison Level: Lesser=1, Regular=2, Greater=3, Deadly=4, Lethal=5.

Daily PvP Event Schedule

Outlands features a rotating schedule of hourly PvP events: