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Combat

One of the basic systems of the MUD – you kill monsters, and try not to get killed yourself! Here is how combat works behind the curtain.

Weapons

Every weapon has a value known as weapon class (WC). This is a weapon's base damage.

Every time you hit, you also deal extra damage. How much this is depends on the type of weapon.

If it's not a saber, your extra damage starts as the WC. If the weapon uses ammunition on the other hand, it has a chance to deal a flat 3 extra damage. This chance is increased by increasing your melee, blaster, projectile, and unarmed skills; once they hit a total of 400 this always happens. This happens instead of the WC, making ammunition-based weapons quite weak in comparison to other weapons.

After that, your skills impact your extra damage. If your skill is 90 or lower, then the damage is multiplied by
(0.7 + skill/300). Otherwise, it is multipled by (1 + (skill – 90)/100). Thus, skill values above 90 deal a little extra damage. If you have a skill of 100, you do an extra 10 % damage! It is, however, always rounded down.

If you're really skilled (higher than 138), you have a very small chance of dealing double extra damage!

Weapon base damage is then reduced by condition, 1 for every stage less than perfect. Note that repairing a weapon makes it age faster in the future!

The extra damage is then attenuated by a monster's resistances, if any.

You also get a strength bonus and a skill bonus. Your strength bonuses is simply equal to your STR/12, and your skill onus equal to the appropriate skill/20. Strength bonus always applies, even if the weapon is a blaster!

All these come together to form your real damage. This is a random number between 0 and the
WC + extra damage + strength bonus + skill bonus.

Saber Extra Damage

Saber extra damage is calculated a little differently. It starts at 17 + (DEX + saber)/40. Then it depends further on your saber skill:

  • If it's <= 80, it's multiplied by (70 + saber*3/8)/100: this reduces the extra damage.
  • If it's > 80, it's multiplied by (100 + saber-80)/100: this increases the extra damage, up to 20 %!

So in other words, if your skills and attributes are all at 100, your extra damage value will be 26.

After that, if you have a saber skill better than 98, you get a 10 % chance for extra damage or defense based on your DEX, dodge, melee, and unarmed skills.

  • Depending on your DEX, you can deal a double or even triple attack!
  • Depending on your dodge, you can block against some damage.
  • Depending on your melee, you can throw your saber at the opponent to double your extra damage!
  • Depending on your unarmed, you can deal a solid kick to your opponent to increase your extra damage by 66 %.
  • If you're not so lucky as to get one of the above, you at least get .05 extra damage.

Sabers are always considered to have a WC of 3. As you can see, most of your damage comes from this extra damage calculation above and it's not always better than other weapons! For example, Death the Ultimate Weapon has a WC of 20, so if you have a projectile skill of 100 you'll have a base + extra damage of 41, whereas a basic lightsaber would only have 29 before counting in the extra attacks or double damage.

Taking Damage

Damage is reduced by armor! Armor subtracts a random value, between 0 and 1+AC. It's then further reduced by your DEX/12 and a random value between 0 and DODGE/20.

AC in the above calculation will be reduced by armor in less than new (NOT perfect) condition. Any piece with a condition less than perfect starts reducing your armor value based on how much damage you've taken. As soon as you see helmet, boots, gloves, or neck as slightly worn, the AC is reduced by one. Higher AC pieces start applying a penalty even sooner!