Ground Combat and Armour
Ground Combat And Armour
Ground combat is semi-turn-based, fairly standard RPG style combat, by default you do an automatic attack which is low damage and low cool-down time if you haven’t chosen to perform a special attack or other action, each action has its own cool-down timer and action time (how long before you can perform another action), different skill branches do not stack with each other. The weapon you are wielding determines the damage and type. There are 4 types of damage, Energy,Kinetic,Heat and Cold, these are paired into Energy/Kinetic and Heat/Cold.
Weapons
Weapons have a damage range, this describes the minimum and maximum damage that a weapon can do in total on a normal auto attack (well not quite see armour vunerabilities below), each weapon can have 1 or 2 types of damage, these are represented as percentages of the total damage, these values will add upto 100%, some specials will move the percentages or increase one or the other, others will change the min or max damage, others will multiply the range by a specific value, in this way specials can produce different effects. Specials can also induce states (or de-buffs) to a target, however some states require certain damage types to work (Stun requires energy, Concuss/Kinetic, Slow/Cold, Burn/Fire etc), each special has an action cost, this comes from your action pool, however increasing your stats in the appropriate secondary skill branches will help reduce these costs and increase recharge rates.
ArmourArmour can have protection in all 4 types, however each pair (Energy/Kinetic and Heat/Cold) can have a maximum combined protection of 40%, however any one type can have a maximum of 50%, as you have noticed that’s higher than the total for the pair, to achieve this level of protection you have to be vunerable to the opposite type of damage (to the tune of -10%), the equation for calculating the damage done for a particular type is
(Total Damage For Type * (100-Armour protection)) / 100
Therefore it’s possible to take 110% of the normal damage because you have a vunerability to the particular damage type.
Armour encumberance is dealt with in a similar manner to how spells are built in Ryzom, the crafter creating the item adds protection layers to the armour, these provide the overall protection, but also add encumberance points to the armour, to finish the armour the crafter then has to add extra components with the same value or more to the armour to offset these encumberance points, there will be multiple types of these components that affect different players stats, they may slow you down, impair movement or visibility (perception) or even reduce overall HP (though not by as much as the armour provides extra protection), the Armour skill branch provides upto 75% mitigation to these penalties, however it’s possible to choose armour that affects skills that aren’t essential to your combat style and get away without needing any armour skill, however this will severly limit your choices in combat.