Difference between revisions of "Combat rating"

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(adhered theorum to community input and expectations)
(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.)
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== Introduction ==
 
== Introduction ==
  
Combat rating is a fairly controversial subject involving the unseen (ie, passive) dynamics of the [[Fighting]] system after the infamous 'fight fix'. What the theory proposes is a flat value assigned to the character that actively decides their chance to hit, damage multiplier and damage mitigation based on a unit, herein referred to as '''CR'''.
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Combat rating is the system in wurm, which decide how often you miss and get missed in combat. It is a numerical value calculated from a variety of factors. A higher combat rating makes you hit your opponent more, while making your opponent hit you less.
  
== Basics of the Theory ==
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== The system ==
  
1 CR = 2-5% (exact value is not certain) hit chance
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When two players do battle, combat rating is used to decide how large a percentage chance each player has to miss their opponent. A miss is an attack that does not do any damage at all, essentially a "wasted" attack.
1 CR is gained for every 10 Fighting overall skill obtained (in PvE - player vs creatures)
 
1 CR is gained for every 5 Fighting overall skill obtained (in PvP)
 
1 CR is gained for equipping a weapon, and 1 more CR added for every extra 10ql of the sword
 
  
'''Combat rating is multiplicative, and only applies to the Fighting skill, not Archery or anything else.'''
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In order to determine how large a chance each player has, a formula is used:
  
Focus level is seen to add a flat 20% additional CR per focus level, to a maximum of 100% additional CR at focus level five
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Hit chance 1 = combat rating 1 divided by combat rating 1 + 2 multiplied by 100.
  
This would mean, that a fighter with 40 FS wearing 60ql studded armor and using two 70ql longswords would have:
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As an example, we have two fighters fighting each other. Fighter 1 has a combat rating of 15, while  Fighter 2 has a combat rating of 25.
4 CR (fighting skill) + 16 CR (dual longswords) = 20 CR (40-80% chance to hit) (in PvE, add another 4 CR for PVP)
 
  
Another fighter, with 50 FS wearing 60ql chain and using a 60ql large iron shield and longsword with 30 substat would have:
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Therefore, the hit chance of fighter 1 is: 15 / (15 + 25) * 100 = 37,5%
5 CR (fighting skill) + 7 CR (longsword) = 16 CR (32-62% chance to hit) (in PvP, add another 5 CR)
 
  
However, since the second fighter 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 (shieldbash breaks focus). Stances appear to influence CR and DR respectively - normal giving a slight CR boost and a slight DR boost, defensive giving a large DR boost but a large CR impediment and aggressive giving a large CR boost and a large DR impediment.
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The hit chance of fighter 2 is: 25 / (25 + 15) * 100 = 62,5%
  
== Combat Rating on NPCs ==
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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.
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== Acquiring combat rating ==
  
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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.
  
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'''Confirmed variables to effect your combat rating:'''
  
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''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 rating is a versatile tool which can be used to effectively compare players and understand the nuances of the new fighting system, but take it with a pinch of salt and realize that CR is not definite information, and has not been verified by the developers (the concept has, but actual values assigned are not) or even hinted to be even slightly correct. Make your own decisions based from the data presented here to you.''
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''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, yielding a total of 2 extra.
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'''Suspected variables to effect your combat rating:'''
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*Weapon quality
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*Armour quality
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*Flanking
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*Footing
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*Height advantage
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*High-faith bonuses from Magranon and Libila
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*Combat bonuses from being near an altar of your deity
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*Ruler bonus
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*Appointed assassin, executioner or avenger bonus
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== Other notes ==
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While it might seem like an obvious idea to add combat style (defensive, normal, aggressive) to the list of contributing factors in combat rating, it is not certain it does. Due to the double-working nature of combat rating, getting more will not only make you hit more, but 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 get missed more.
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It's also important to note that due to the 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 PvP.

Revision as of 13:26, 27 September 2008

Introduction

Combat rating is the system in wurm, which decide how often you miss and get missed in combat. It is a numerical value calculated from a variety of factors. A higher combat rating makes you hit your opponent more, while making your opponent hit you less.

The system

When two players do battle, combat rating is used to decide how large a percentage chance each player has to miss their opponent. A miss is an attack that does not do any damage at all, essentially a "wasted" attack.

In order to determine how large a chance each player has, a formula is used:

Hit chance 1 = combat rating 1 divided by combat rating 1 + 2 multiplied by 100.

As an example, we have two fighters fighting each other. Fighter 1 has a combat rating of 15, while Fighter 2 has a combat rating of 25.

Therefore, the hit chance of fighter 1 is: 15 / (15 + 25) * 100 = 37,5%

The hit chance of fighter 2 is: 25 / (25 + 15) * 100 = 62,5%

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!

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.

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, yielding a total of 2 extra.

Suspected variables to effect your combat rating:

  • Weapon quality
  • Armour quality
  • Flanking
  • Footing
  • Height advantage
  • High-faith bonuses from Magranon and 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 list of contributing factors in combat rating, it is not certain it does. Due to the double-working nature of combat rating, getting more will not only make you hit more, but 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 get missed more.

It's also important to note that due to the 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 PvP.