Changes

Jump to navigation Jump to search

Combat rating

161 bytes added, 13:26, 27 September 2008
Remade the article the make it contain the facts about combat rating instead of the made-up system it was before. Couldn't add formulas so I had to improvise.
== Introduction ==
Combat rating is a fairly controversial subject involving the unseen (iesystem in wurm, passive) dynamics of the [[Fighting]] system after the infamous 'fight fix'which decide how often you miss and get missed in combat. What the theory proposes It is a flat numerical value assigned to the character that actively decides their chance to calculated from a variety of factors. A higher combat rating makes you hityour opponent more, damage multiplier and damage mitigation based on a unit, herein referred to as '''CR'''while making your opponent hit you less.
== Basics of the Theory The system ==
1 CR = 2-5% (exact value When two players do battle, combat rating is not certain) hit used to decide how large a percentage chance1 CR is gained for every 10 Fighting overall skill obtained (in PvE - each player vs creatures)1 CR has to miss their opponent. A miss is gained for every 5 Fighting overall skill obtained (in PvP)1 CR is gained for equipping an attack that does not do any damage at all, essentially a weapon, and 1 more CR added for every extra 10ql of the sword"wasted" attack.
'''Combat rating is multiplicative, and only applies In order to the Fighting skilldetermine how large a chance each player has, not Archery or anything else.'''a formula is used:
Focus level is seen to add a flat 20% additional CR per focus level, to a maximum of Hit chance 1 = combat rating 1 divided by combat rating 1 + 2 multiplied by 100% additional CR at focus level five.
This would meanAs an example, that a fighter with 40 FS wearing 60ql studded armor and using we have two 70ql longswords would have:4 CR (fighters fighting skill) + 16 CR (dual longswords) = 20 CR (40-80% chance to hit) (in PvEeach other. Fighter 1 has a combat rating of 15, add another 4 CR for PVP)while Fighter 2 has a combat rating of 25.
Another Therefore, the hit chance of fighter, with 50 FS wearing 60ql chain and using a 60ql large iron shield and longsword with 30 substat would have1 is:5 CR 15 / (fighting skill) 15 + 7 CR (longsword25) * 100 = 16 CR (32-62% chance to hit) (in PvP37, add another 5 CR)%
However, since the second The hit chance of fighter 2 is adept in using his large iron shield, his [[Defensive rating]] essentially mitigates a large portion of the other player's damage through parry chance and glance alone. This means the fight boils down to a focus race - which the shield user has a significant advantage : 25 / (shieldbash breaks focus25 + 15). Stances appear to influence CR and DR respectively - normal giving a slight CR boost and a slight DR boost* 100 = 62, defensive giving a large DR boost but a large CR impediment and aggressive giving a large CR boost and a large DR impediment.5%
== Combat Rating on NPCs ==What's special to note is, that the two hit chances will always add up to 100%. That means that not only does a high combat rating make you hit more, i.e. do more damage, it also provides a form of defence!
Similar attributes apply when fighting monsters and animals in the Wurm universe - all creatures appear to have a base CR which increases with their age and is dependent on what prefix they may have. For example, an aged fierce spider could have CR similar to that of a young, no prefix troll. Obviously, the troll would have an advantage of being a self healer, but the spider attacks marginally faster and would likely stack dangerous wounds far, far quicker than the younger troll. CR has also been observed in animals to increase the chance they target sensitive areas, such as the head and shoulder areas, and even the legs in some cases. Aged creatures are viewed as the most dangerous, with some aged species strength is comparable to that of a younger champion.== Acquiring combat rating ==
Every player in wurm and every creature has assigned a specific combat rating at all times. However, it is a large bundle of variables, not only determined by your skill and equipment, but also by your location and your kingdom population.
----'''Confirmed variables to effect your combat rating:'''
''Fighting skill.'' One of the basic ways of acquiring a high combat rating is, of course, to get a high fighting skill. Your fighting skill gives different combat rating depending on whether you are fighting an NPC creature, or you're fighting in PvP combat. When fighting versus other players in PvP, every 5 levels of fighting skill yields 1 extra combat rating. When fighting in PvE versus monsters and guards, every 10 levels of fighting skill yield 1 combat rating.
''Combat Kingdom bonus.'' A wild-only feature, there are two steps to this kingdom bonus. If your kingdom has less than 20% of the server online, you receive and extra 1 combat rating. If your kingdom constitutes less than 10% of the server population, you gain another point of combat rating is , yielding a versatile tool which can be used total of 2 extra. '''Suspected variables to effectively compare players effect your combat rating:''' *Weapon quality*Armour quality*Flanking*Footing*Height advantage*High-faith bonuses from Magranon and understand Libila*Combat bonuses from being near an altar of your deity*Ruler bonus*Appointed assassin, executioner or avenger bonus  == Other notes == While it might seem like an obvious idea to add combat style (defensive, normal, aggressive) to the nuances list of the new fighting systemcontributing factors in combat rating, but take it with a pinch of salt and realize that CR is not definite informationcertain it does. Due to the double-working nature of combat rating, and has getting more will not been verified by the developers (the concept hasonly make you hit more, but actual values assigned are not) or even hinted also get hit less. So saying that aggressive fighters should get a higher combat rating than defensive fighters is false, since the added combat rating would also cause them to be even slightly correctget missed more. Make your own decisions based from  It's also important to note that due to the data presented here different combat ratings given out by fighting skill in PvP and PvE, fighting skill is less important in PvE than it is in PvP. That is, it is more important to have good weapons when fighting animals than it is to have high fighting skill, when compared to youPvP.''
60

edits

Navigation menu