Fighting

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Revision as of 16:32, 6 April 2006 by Manny (talk | contribs) (clarified Armour Effectiveness a bit.. I hope)
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Main / Skills / Fighting

Description

Skill used in fighting animals and other players.

Sub-skills

Fighting rules/tips

  • If you get hit, you can start "hurting". That means you move slower.
  • Armour slows down the wearer.
  • Bigger numbers matter. Gang up on people.
  • Moving while fighting gives a penalty to the hit odds to moving people, and a big penalty to the parry odds.
  • Tools and wooden items aren't good weapons.
  • Shields have a percentage chance to block any melee attack, based on skill-level, up to a maximum of 75%.
    Shields should be wielded on your arm, not your hand.
  • Use 'Spam Mode' to show missed blows.
  • Try not to fight whilst climbing.
  • Higher levels of strength are a factor in how much damage you can deal out.
  • Primary weapon should be wielded in the right hand, as the left hand is used much less often.
  • Wielding a shield and weapon on the same arm causes the weapon not to be used.

Damage Types

  • Swords deal cutting and stabbing damage
  • Axes deal cutting damage
  • Mauls deal bashing damage

Armour Effectiveness

Plate Armour is in general the best armour, followed by Chain Armour, then Leather Armour.

  • Plate Armour protects the user extra good vs cutting, and the equipment itself also gets extra damage from bashing.
  • Chain Armour protects the user extra good vs stabbing, and the equipment itself also gets extra damage from stabbing.
  • Leather Armour protects the user extra good vs bashing, and the equipment itself also gets extra damage from cutting.


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The following is taken from a forum post by Emerald:

Mind speed is raised the most noticably by fighting and yo-yo'ing but also in slight ammounts by several different skills.

Body control seems to increase better by woodcutting and carpentry than it does by mining and digging... but smithing also increases it fairly well.

Aggressive. Since we can no longer parry (block in-comming hits) with axes it stands to reason that axes should be used while in aggressive mode because in agg mode by default you don't defend much at all anyway. Speed is crucial in agg mode because if you are moving slower than your opponant and you're not blocking at all... you're going to get hit... it's just a matter of time and speed decreases that matter for you a bit

Defensive. Swords can parry. Parrying is a defensive action. Mauls are slower than swords and better against armour worn by people most likely to be using axes or swords so their slowness rules them out for defensive use (imho) because those kind of opponants need hit quickly. Maybe a mix is best here, some use a maul and a sword, but remember that speed is almost as important to you when in def mode as it is when in agg.

Normal. Salt to taste here depending on your weapon skills, but I would choose normal if working with mauls. It's somewhere between def and agg mode so it's not the best for swords or axes but some weapon that will allow for parry and that you can hit hard with would be my bet.

Don't let anyone tell you that one is best or that another is *teh suck*. Each makes sense with a specific weapon, armour and character traits (body/mind) and each different weapon has different common requirements such as "Do you have a weaponsmith or a blacksmith?" (some take shafts which are easier to get at higher ql's for combing than handles are) etc etc. Without going into a wiki-entry type post on the subject here :/ ... a quick way to make this start to stick in memory is to think: Aggressive = axes, Defensive = swords, Normal = mauls (think through the armour associated with each weapon and make some choices to match them to a style once you've played with it). I'd wait to build normal until both agg and def are above 50 and you know how they behave against slow or fast opponants... then yo-yo like a mad-man. Might not be text-book, but pffft this ain't no text-book