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Combat enhancements: Weapon type traits/attacks, Weapon coatings, Parrying


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Parrying and countering- 

Rather than crouching to block, blocking receives a separate keybind and blocking right before an attack hits gives bonus damage reduction. And if possible, attacking before an enemy strike lands does bonus damage.

How to- Parry 

Shields have a maximum and minimum reduction value based on how long the bock button has been held. A buckler might have a damage reduction of 5 that drops to 2 after 1 second, while a normal shield might have a damage reduction value of 4 that drops to 3 after .5 seconds. While a tower shield has a value of 5.5 that drops to 5 after .3 seconds. A successful parry should have some kind of distinct sound to let you know you've parried the strike, you shouldn't have to check your HP bar. 

With the separate button being used for blocking, you should be able to block using any tool or weapon but usually at rates inferior to shields.

Weapon type traits/attacks-

Breaking down weapons into a set of categories with certain traits, a special attack, and then using this as the basis to break down into subcategories. 

3 types; Blunt, Slashing, Stabbing. Each has a special attack which has a cooldown and drains satiety to represent required effort and specific traits. We already have some traits related to harvesting, this extends those traits into combat. 

Type- Blunt

Examples - Clubs, Maces, Hammers, Staves

Special attack - Hammerblow: This is your typical stun attack, enemies are either stunned on the spot or at least slowed and attack less frequently after receiving a hammerblow.

Traits- Blunt weapons usually require less metal, have higher durability and higher attack magnitude (armor penatration) but with lower damage. Usually they have a lower range but with some exceptions such as staves. Usually their attack speed is slower and a longer cooldown on hammerblow. Hammerblow CAN be used for harvesting. 

Type -Thrust

Examples - Spears, pikes, daggers, gladius

Special attack - Riposte: Ideally, this attack does more damage to enemies in the middle of an attack animation and cancels their attack. But more simply, it could just shove them far enough away they should have a hard time connecting and have a low cooldown and cost. 

Traits- Usually better range on average, lower durability, moderate attack magnitude and fastest attacks. Very defensive or counter-attack based IF that function can be implemented

Type - Slash

Examples - Machete, saber, cleaver, longsword

Special attack - Cleave: Hits in an arc in front of you with extended range and damage, can hit multiple enemies. Can be used on either a very low cooldown, or if possible a few times before triggering a cooldown. This can also be used to hack through leaves, brush, grass in a wider area. 

Traits- Middle of the road in durability and magnitude, but higher base damage and most materials required to make. 

 

Coatings

Using the brewing/herbalism system that's planned and hoped for, one can use various concoctions of otherwise noxious herbs and mushrooms to create coatings for weapons and projectiles. Like with glue, any vessel made for coatings can no longer be used for food or glue. 

Weapons will have multiple uses per application before it wears off, based on the quality and volume of the coating. Projectiles that can be recovered only get one use each, but you can stew multiple arrows or throwing spears in coatings to bulk coat them. 

Coating effects might include;

  • Poison (damage over time, slows)
  • Fire (Chance to burn enemies and emits light) 
  • Tranquilizer (causes beasts to go into a sleep animation)
  • Rust (A supernatural effect from the rust world distortion, deals additional damage to players and monsters)

 

 

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