Combat

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Revision as of 17:45, 17 January 2024 by Trevorsmithy (talk | contribs) (Updated to clarify some interactions)

Combat is an activity where you kill animals or monsters that can drop loot.

The player and enemy automatically attacks when their attack meter fills (determined by the weapon's attack interval) then it will reset.

After the enemy is killed they have a chance to drop loot and will start a fixed 2 seconds timer which can be shortened with clan perks and potions, before respawning.

The player can eat to regain lost Health.png Health, but if the player loses all of their Health.png Health they will lose any unclaimed loot from the enemies and will be removed from combat.

Combat Styles

For melee combat, the Rigour.png Attack skill is used to determine your melee hit chance, and the Strength.png Strength skill is used to determine your melee max hit.

For archery combat, the Archery.png Archery skill is used to determine both archery hit chance and archery max hit.

For magic combat, the Magic.png Magic skill is used to determine both magic hit chance and magic max hit.

Based on what combat style is used by the attacker, the defender uses different stats to calculate their Defence.png Defence.

Hit Chance

Hit Chance is calculated as a contest between the attacker's augmented accuracy and the defender's augmented defence. These augmented stats are calculated as (stat + 64) * (level + 8) / 10. The result is truncated, so all digits after the decimal point are lost.

For example, consider a player fighting a Vampire.png Vampire with a Godlike scimitar.png Godlike scimitar.

The player has 78 melee accuracy and level 90 Rigour.png Attack; which gives them an augmented melee accuracy of (78 + 64) * (90 + 8) / 10 = 1391.6.

Vampires have 72 melee defence and level 66 Defence.png Defence; which gives them an augmented defence of (72 + 64) * (66 + 8) / 10 = 1006.

Vampires have a weakness to slash weapons, so the player using a scimitar reduces the vampires' augmented defence by 20%; reducing it to 1006 * (1 - 20%) = 804.8

The base chance to hit is calculated based on which of the two is larger.

If ACC < DEF; base hit chance = (ACC - 1) / (2 * DEF). If ACC >= DEF; base hit chance = 1 - (DEF + 1) / (2 * ACC)

In the example, since accuracy is greater than defence, the base hit chance = 1 - (804.8 + 1) / (2 * 1391.6) = 71%. This percentage is truncated again.

Accuracy related effects are applied at this point, so if the player has a 12% Attack enchantment boost, and is using a Potion of pure power.png Potion of Pure Power giving a 20% boost to accuracy; the total hit chance becomes 71% * (1 + 12% + 20%) = 94%

For enemies, the hit chance is reduced by your defence boost. This is done correctly on the server, but on the client, this boost is applied to the augmented defence too. This means that the displayed enemy hit chance is lower than the actual hit chance.

Damage

When something hits an attack, it deals damage randomly between 0 and their max hit. This includes both ends, so you can hit and still do 0 damage.

Max Hit is calculated as (stat/8 + level + 13 + stat*level/64) / 10.

So if a player has 96 melee strength and level 90 Strength.png Strength; they will have a max hit of (96/8 + 90 + 13 + 96*90/64) / 10 = 25

This number is then boosted by enemy weakness, enchantment boosts, and potions. If the player for example;

the final max hit becomes 25 * (1+ 20% + 12% + 20%) = 38

Evasion

Your chance to Upgrade combat dodge.png dodge is the first thing processed when an enemy hits you. Let's consider a scenario where you have a 20% dodge chance and the enemy has a 75% chance to hit you. First, your odds to dodge are rolled. If you land within that 20%, you take 0 damage. If it fails, the rest of the enemy's damage calculations will be ran and you'll have a 25% chance to be hit a 0.

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