Multi Combat: Difference between revisions

From Eternal Lands Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 14: Line 14:
For multi combat, the [[There_is_no_Fork_Perk]] is highly recommended.
For multi combat, the [[There_is_no_Fork_Perk]] is highly recommended.


== item break ==
= item break =


In multi combat the chance to break items due to the reduced defence and the high number of hits (damage) per unit time is also highly increased. For items that not only degrade but break in combat and which can not be immediatly replaced, this can mean death for a player. Best example [[Red_Dragon_Helm_of_Life_and_Mana]].
In multi combat the chance to break items due to the reduced defence and the high number of hits (damage) per unit time is also highly increased. For items that not only degrade but break in combat and which can not be immediatly replaced, this can mean death for a player. Best example [[Red_Dragon_Helm_of_Life_and_Mana]].


== invasions ==
= invasions =


The chance of death does not only increase with the type of monster in an invasion but with the number of opponents. Due to lower defence level many players underestimate the critical hit rate. It is extremely dangerous to be caught after using the [[Ring_of_Disengagement]] because the monster will attack simultaneous, which makes it impossible to distinguish the individual hits of each monster! The multiplied critical hits can surpass the players own maximum health which means certain death.
The chance of death does not only increase with the type of monster in an invasion but with the number of opponents. Due to lower defence level many players underestimate the critical hit rate. It is extremely dangerous to be caught after using the [[Ring_of_Disengagement]] because the monster will attack simultaneous, which makes it impossible to distinguish the individual hits of each monster! The multiplied critical hits can surpass the players own maximum health which means certain death.


= combat model ==
= combat model ==

Revision as of 17:55, 27 January 2018

Definition

Multi Combat, short MC, stats for a combat situation where the player is fighting with more then one opponent.

defence penalty

There is no source for this information yet! Please add a source to prove the correctness of this information!

For every additional combatant a player without special perks will get minus defence. It is possible in multi combat (MC) to fight with a maximum of eight opponents at the same time. When the path of combat is blocked, the monster is pinned but will not attack and the number of opponents is limited. This can be a very good strategy to limit the damage, get more control and survive longer in invaded maps. That means for a player without special perks, in a situation with 8 opponents, the defence will be reduced by 5 times 7. A player can loose additional 15 defence level when he or she has taken the I_can't_dance_Perk. This results in minus 50 defence in the worst case, which is dramatic for every player. For multi combat, the There_is_no_Fork_Perk is highly recommended.

item break

In multi combat the chance to break items due to the reduced defence and the high number of hits (damage) per unit time is also highly increased. For items that not only degrade but break in combat and which can not be immediatly replaced, this can mean death for a player. Best example Red_Dragon_Helm_of_Life_and_Mana.

invasions

The chance of death does not only increase with the type of monster in an invasion but with the number of opponents. Due to lower defence level many players underestimate the critical hit rate. It is extremely dangerous to be caught after using the Ring_of_Disengagement because the monster will attack simultaneous, which makes it impossible to distinguish the individual hits of each monster! The multiplied critical hits can surpass the players own maximum health which means certain death.

combat model =