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* '''Interrupt''': Fast weapons (e.g., Kryss, Katana, Club) used to disrupt spellcasting quickly. | * '''Interrupt''': Fast weapons (e.g., Kryss, Katana, Club) used to disrupt spellcasting quickly. | ||
* '''Grinding (Light/Medium)''': Weapons offering steady damage over time. | * '''Grinding (Light/Medium)''': Weapons offering steady damage over time. | ||
** '''Light''' typically refers to faster one-handed weapons (e.g., Warfork, Longsword, Mace). | |||
** '''Medium''' typically refers to moderate speed two-handed weapons (e.g., Short Spear, Battle Axe, Quarter Staff). | |||
* '''Burst''': Slow weapons with high maximum damage, useful for coordinated damage spikes (e.g., Spear, Halberd, Warhammer). | * '''Burst''': Slow weapons with high maximum damage, useful for coordinated damage spikes (e.g., Spear, Halberd, Warhammer). | ||
Revision as of 04:12, 28 March 2025
Weapons and armor mechanics on Outlands feature various balance changes compared to classic servers, impacting both PvM and PvP.
General Mechanics
- Insta-Hit & Quick Switch: Weapon swings occur instantly upon initiating the attack command. The timer for your next swing is determined by the weapon you *last swung*, not the one currently equipped. Switching from a slow weapon (e.g., Halberd) to a fast one (e.g., Katana) allows the faster weapon's swing timer to take effect immediately after the previous swing completes. See Combat Overview for more details.
- Ranged Weapon Delay: Ranged weapons (Bows, Crossbows) have a flat 0.5-second stationary delay before firing, regardless of Dexterity in PvM. (PvP scaling applies based on Dexterity, see Weapon Timers).
- Cumulative Armor Rating: Physical damage reduction is based on the total armor value of all worn pieces, not just the piece hit.
- Cumulative Meditation Penalties: Mana regeneration penalties are based on the combined penalties of all worn armor pieces, not just the single worst piece.
- Stamina Fatigue Penalty: Dexterity penalties on armor/shields are replaced by a Stamina Fatigue Penalty. This increases stamina loss when taking damage, scaling with the armor's Meditation Penalty.
- Arms Lore Inspection: Use the Arms Lore skill to inspect detailed weapon and armor stats, including base damage, speed, durability, and modifiers.
- Player Stats Profile: Access via the Paperdoll's Help menu or `[Stats` command to view equipped gear and overall combat statistics (Note: This window is currently reported as unreliable).
Colored Materials
Colored materials exist for Blacksmithy (ores), Tailoring (leathers), and Carpentry (boards), providing equivalent bonuses based on their tier (e.g., Dull Copper, Shadow, Copper, etc.).
- Example 1: A Valorite Viking Sword (Blacksmithy) provides the same material bonuses as a Valewood Quarterstaff (Carpentry).
- Example 2: A Shadow Iron Ringmail set (Blacksmithy) offers the same material bonuses as a Shadowhide Leather Armor set (Tailoring).
Accuracy Bonuses
Melee accuracy bonuses from materials, magical properties (Modifiers), aspects, and mastery chains are capped by the player's printed weapon skill.
Examples:
- A player with 100 Swordsmanship can benefit from up to +100% total melee accuracy bonus from items/effects.
- A player with 50 Swordsmanship can benefit from up to +50% total melee accuracy bonus from items/effects.
- A player with 0 Swordsmanship receives no benefit from accuracy-enhancing items/effects.
- See Overcapping for how excess accuracy can translate to damage in PvM.
Swing Speed Bonuses
- Swing Speed determines the delay between melee weapon attacks. Faster swing speed means lower delay.
- Swing Speed is affected by current Stamina (up to 100 Stamina). Lower stamina increases swing delay.
- Swing Speed can be increased (Swing Speed Increase or SSI) via various sources (see Swing Speed page for details).
- SSI Cap: Normally +50%, can be increased to +60% via the Redline System.
- Swing Delay Cap: Weapon swing speed is hard-capped at 0.5 seconds per swing, regardless of total SSI.
- See Overcapping for how excess SSI can translate to damage in PvM.
Weapon Timers
- Weapons are Insta-Hit and Quick Switch (see General Mechanics and Combat Overview).
- Ranged weapons (except Ocean Weapons) have a 0.5s stationary delay before firing in PvM.
- PvP Scaling: This delay scales in PvP: 1.0s delay at 25 Dex, decreasing linearly to 0.5s at 100 Dex.
- Ocean Weapons (Fishing; Harpoons, Tridents) have a flat 1.0s stationary delay in all situations.
Damage Delays in PvP
- Ranged Weapon attacks in PvP have a randomized damage delay after the hit connects, based on the attacker's Dexterity.
- The delay scales randomly between 0 seconds (at 100 Dex) and 0.5 seconds (at 25 Dex or lower). This does not affect the hit chance or swing timer itself, only when the damage number appears.
Weapons Chart
Weapon Roles
Weapons are generally grouped into roles based on their speed and damage potential:
- Interrupt: Fast weapons (e.g., Kryss, Katana, Club) used to disrupt spellcasting quickly.
- Grinding (Light/Medium): Weapons offering steady damage over time.
- Light typically refers to faster one-handed weapons (e.g., Warfork, Longsword, Mace).
- Medium typically refers to moderate speed two-handed weapons (e.g., Short Spear, Battle Axe, Quarter Staff).
- Burst: Slow weapons with high maximum damage, useful for coordinated damage spikes (e.g., Spear, Halberd, Warhammer).
Speed | Sec/Swing | Base | DiceCount | DiceMax | MinDmg | MaxDmg | Avg Dmg | Avg Dmg vs 35AR |
Avg Dmg vs 95AR |
Avg DPS | Avg DPS 35AR |
Avg DPS 95AR |
Sec/Swing 40% SSi |
Sec/Swing 50% SSi |
Sec/Swing 60% SSi | ||
Interrupt | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fencing | 58 | 1.29 | 4 | 4 | 4 | 8 | 20 | 14 | 11.57 | 7.42 | 10.85 | 8.97 | 5.75 | 0.77 | 0.65 | 0.52 | (1H) Kryss, Assassin's Knife, Hunting Knife, Kukri |
Swordsmanship | 56 | 1.34 | 5 | 5 | 3 | 10 | 20 | 15 | 12.4 | 7.95 | 11.19 | 9.25 | 5.93 | 0.8 | 0.67 | 0.54 | (1H) Katana, Cutlass, Scimitar |
Mace Fighting | 54 | 1.39 | 3 | 6 | 3 | 9 | 21 | 15 | 12.40 | 7.95 | 10.79 | 8.92 | 5.72 | 0.83 | 0.7 | 0.56 | (1H) Club, Hammerpick, War Axe, Cudgel, Skull Club |
Grinding (Light) | |||||||||||||||||
Fencing | 50 | 1.5 | 7 | 4 | 4 | 11 | 23 | 17 | 14.05 | 9.01 | 11.33 | 9.37 | 6.01 | 0.9 | 0.75 | 0.6 | (1H) Warfork, Epee, Rapier, Fencing Sabre |
Swordsmanship | 48 | 1.56 | 8 | 5 | 3 | 13 | 23 | 18 | 14.88 | 9.54 | 11.54 | 9.54 | 6.12 | 0.94 | 0.78 | 0.62 | (1H) Longswords, Broadsword, Viking Sword, Norse Axe |
Mace Fighting | 46 | 1.63 | 6 | 6 | 3 | 12 | 24 | 18 | 14.88 | 9.54 | 11.04 | 9.13 | 5.85 | 0.98 | 0.82 | 0.65 | (1H) Mace, Maul, War Mace, Flanged Mace, Flail, (2H) Pickaxe |
Archery | 34 | 2.21 | 9 | 4 | 4 | 13 | 25 | 19 | 15.71 | 10.07 | 8.6 | 7.11 | 4.56 | 1.33 | 1.11 | 0.88 | (2H) Bow, Hunting Bow, Recurve Bow |
Wrestling | 50 | 1.5 | 8 | 5 | 3 | 13 | 23 | 18 | 14.88 | 9.54 | 12 | 9.92 | 6.36 | 0.9 | 0.75 | 0.6 | (2H) Martial Manual, Cestus, Fistblade |
Grinding (Medium) | |||||||||||||||||
Fencing | 40 | 1.88 | 9 | 4 | 6 | 13 | 33 | 23 | 19.02 | 12.18 | 12.23 | 10.12 | 6.48 | 1.13 | 0.94 | 0.75 | (2H) Short Spear, Pitchfork |
Swordsmanship | 38 | 1.97 | 12 | 5 | 4 | 17 | 32 | 24.5 | 20.26 | 12.98 | 12.44 | 10.28 | 6.59 | 1.18 | 0.99 | 0.79 | (2H) Axe, Battle Axe, Double Axe, Large Battle Axe, Executioner's Axe, Two-Handed Axe, Hatchet |
Mace Fighting | 36 | 2.08 | 9 | 6 | 4 | 15 | 33 | 24 | 19.84 | 12.71 | 11.54 | 9.54 | 6.11 | 1.25 | 1.04 | 0.83 | (2H) Gnarled Staff, Black Staff, Quarters Staff, Shepherds Crook |
Archery | 28 | 2.68 | 11 | 4 | 6 | 15 | 35 | 25 | 20.67 | 13.24 | 9.33 | 7.71 | 4.94 | 1.61 | 1.34 | 1.07 | (1H) Crossbow, Balestra, Pistol Crossbow |
Burst | |||||||||||||||||
Fencing | 30 | 2.5 | 13 | 4 | 6 | 17 | 37 | 27 | 22.32 | 14.3 | 10.8 | 8.93 | 5.72 | 1.5 | 1.25 | 1 | (2H) Spear, Sarissa |
Swordsmanship | 25 | 3 | 16 | 5 | 6 | 21 | 46 | 33.5 | 27.7 | 17.75 | 11.17 | 9.23 | 5.92 | 1.8 | 1.5 | 1.2 | (2H) Halberd, Bardiche, Zweihander, Great Axe |
Mace Fighting | 27 | 2.78 | 12 | 6 | 5 | 18 | 42 | 30 | 24.80 | 15.89 | 10.79 | 8.92 | 5.72 | 1.67 | 1.39 | 1.11 | (2H) Warhammer, Great Sledge, Great Mace, Giant Spiked Mace, Giant Club |
Archery | 20 | 3.75 | 13 | 4 | 8 | 17 | 45 | 31 | 25.63 | 16.42 | 8.27 | 6.83 | 4.38 | 2.25 | 1.88 | 1.5 | (2H) Heavy Crossbow, Rampart Crossbow, Great Bow |
Fishing | 20 | 3.75 | 14 | 4 | 8 | 15 | 43 | 29 | 23.98 | 15.36 | 7.73 | 6.39 | 4.1 | 2.25 | 1.88 | 1.5 | (2H) Harpoon, Trident |
Arcane | 20 | 3.75 | 6 | 6 | 3 | 12 | 24 | 18 | 14.88 | 9.54 | 4.8 | 3.97 | 2.54 | 2.25 | 1.88 | 1.5 | (2H) Arcane Staves |
Swing Speed Caps at 60% - Seconds per Swing Caps at 0.50 seconds per swing (highlighted in red - currently none) | |||||||||||||||||
Training Weapons - Training weapons all have normalized attack speed and damage dealing a max of 1 HP per swing | |||||||||||||||||
Two Handed Weapons in PvM - Two-Handed Close Range Weapons (Non-Archery) grant players a 20% Damage Bonus towards Creatures (This is to offset not being able to use a shield) |
Note: Two-Handed Close Range Weapons (Non-Archery/Fishing/Arcane) grant players a +20% Damage Bonus towards Creatures in PvM to offset the inability to use a shield.
Armor Mechanics
Armor Rating (AR)
Armor reduces incoming physical damage (melee attacks, creature breath, certain boss abilities) based on the player's total Armor Rating (AR). The reduction is randomized within a range:
- Minimum Reduction: ` (Total AR / 3) % ` (e.g., ` 0.333 * Total AR `)
- Maximum Reduction: ` (Total AR * 2 / 3) % ` (e.g., ` 0.666 * Total AR `)
Example:
- A player with 50 Total AR reduces incoming physical damage by 16.65% to 33.3%.
Durability
Armor and weapons lose durability with use and suffer penalties when durability reaches 0 HP.
- Weapon Durability:
* Broken weapons (0 HP) suffer -25% damage. * Default max durability: 50 HP (can be increased by material and magical properties).
- Spellbook & Arcane Staff Durability:
* Broken books/staves (0 HP) suffer -25% spell damage. * Default max durability: 150 HP (can be increased by material and magical properties).
- Armor Durability:
* Broken armor pieces (0 HP) provide -50% of their AR. * Default max durability: 50 HP (can be increased by material and magical properties).
Meditation & Armor
Armor hinders passive mana regeneration based on its type and location.
- Base Mana Regen: 1 mana per 2 seconds.
- Passive Meditation Bonus: +100% regen (requires 50+ Meditation, 50+ Focus).
- Active Meditation Bonus: Additional +100% regen (requires using Meditation skill).
- Armor Penalty Reduction: Mana regen rate is reduced by ` (2% * Total Armor Meditation Penalty) `.
- Max Regen Rate: 1 mana per 0.5 seconds.
- Min Regen Rate: 1 mana per 8 seconds.
Armor Location Penalty
![]() Shield |
![]() Chest |
![]() Legs |
![]() Arms |
![]() Helmet |
![]() Gloves |
![]() Gorget |
---|---|---|---|---|---|---|
35% | 35% | 22% | 15% | 14% | 7% | 7% |
Armor Material Penalty
Image | Material | Penalty |
---|---|---|
![]() ![]() ![]() |
No Armor, Leather Armor, Buckler, or Wooden Shield | 0% |
![]() ![]() |
Studded Armor or Wooden Kite Shield | 20% |
![]() ![]() ![]() |
Bone Armor, Metal Shield or Bone Shield | 40% |
![]() ![]() |
Ringmail Armor or Bronze Shield | 60% |
![]() ![]() |
Chainmail Armor or Metal Kite Shield | 80% |
![]() ![]() ![]() ![]() |
Platemail Armor, Heater Shield, or Chaos/Order Shield | 100% |
Example
A player wearing a suit of all studded leather but with a platemail gorget would have:
(.35 * .20) + (.22 * .20) + (.15 * .20) + (.14 * .20) + (.07 * .20) + (.07 * 1.0)) = 25.6% Total Armor Meditation Penalty.
Which would result in a (2 * 25.6%) = -51.2% effect on their Mana Regen rate.
Stamina Fatigue & Armor
Heavier armor increases stamina loss when taking damage.
- Total Stamina Fatigue Penalty = (Total Armor Meditation Penalty / 2)
- Example: Full Chainmail armor (80% Meditation Penalty) results in a 40% Stamina Fatigue Penalty, meaning you lose 40% more stamina than normal when damaged.
Piece | Material | Armor Rating | Material Penalty | Location Penalty |
---|---|---|---|---|
Chest/ Bustier |
Leather | 9 | 0% | 35% |
Studded | 11 | 10% | ||
Bone | 12 | 25% | ||
Ringmail | 14 | 50% | ||
Chainmail | 16 | 75% | ||
Platemail | 18 | 100% | ||
Legs/ Skirt |
Leather | 6 | 0% | 22% |
Studded | 7 | 10% | ||
Bone | 8 | 25% | ||
Ringmail | 9 | 50% | ||
Chainmail | 10 | 75% | ||
Platemail | 11 | 100% | ||
Arms | Leather | 4 | 0% | 15% |
Studded | 5 | 10% | ||
Bone | 5 | 25% | ||
Ringmail | 6 | 50% | ||
Chainmail | 7 | 75% | ||
Platemail | 8 | 100% | ||
Gloves | Leather | 2 | 0% | 7% |
Studded | 2 | 10% | ||
Bone | 2 | 25% | ||
Ringmail | 3 | 50% | ||
Chainmail | 3 | 75% | ||
Platemail | 4 | 100% | ||
Gorget | Leather | 2 | 0% | 7% |
Studded | 2 | 10% | ||
Bone | 2 | 25% | ||
Ringmail | 3 | 50% | ||
Chainmail | 3 | 75% | ||
Platemail | 4 | 100% | ||
Helmet | Leather | 4 | 0% | 14% |
Studded | 4 | 10% | ||
Bone | 5 | 25% | ||
Ringmail Orc Helm |
6 | 50% | ||
Chainmail | 6 | 75% | ||
Platemail | 7 | 100% | ||
Shield | Buckler Wooden |
4 | 0% | 35% |
Wooden Kite | 5 | 10% | ||
Metal | 6 | 25% | ||
Bronze | 7 | 50% | ||
Metal Kite | 8 | 75% | ||
Heater Order Chaos |
9 | 100% | ||
Non-GM, NPC bought armors |
Mind Blast & Armor
The Mind Blast spell interacts with armor:
- Against Players: Deals bonus damage based on the target's Armor Meditation Penalty. Bonus = ` (33% * Target's Armor Meditation Penalty) `. Max +33% bonus vs full platemail (100% penalty).
- Against Creatures: Deals bonus damage based on the creature's Total AR. Bonus = ` (0.25% * Total AR) `. Example: A creature with 100 AR takes +25% Mind Blast damage.