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Some Basics for Combat

Posted: Mon Dec 19, 2016 2:59 am
by Amnath
I've seen some questions come up while on the server, and would like to be sure my memory is intact and we are kind of on the same page.

Firstly, just the combat state itself. For example, there is an orb mob in Greystone that does no damage, and can be killed by any damage--its only purpose is to be annoying by placing you in combat. This should 1) put the character into a bouncy animation and 2) reduce your regen and prevent the ability to use items such as food (but not druid berries). When grouped, and a group member enters combat, you should as well--unless you are out of range. I do not know the range? So those orbs are a good thing to test what combat "is" without really doing anything else.

Getting out of combat would usually be a matter of running out, however, with using sprint (or other speed bonuses) it looks like the mobs match your speed and keep hitting. Note that running so they can't hit you, has nothing to do with their leash distance, which is variable.

Auto-attack. This seemed to be the source of most of the questions. *Any* melee ability should start auto-attack, as well as the tilde (`) key (really a toggle). On a druid, there are no melee abilities, so only the tilde could start it. A dread knight has spells, but these should not do it. During auto-attack, every ability used should reset the swing timer; so that, if the druid equipped a slow staff with 2.5 seconds swing time, if I wait 2 seconds, and then cast an instant, it should still start over and not swing the staff for 2.5 more seconds--so 4.5 seconds between those attacks. I am not sure if the use of inventory items or clickys should reset it, but all abilities should, even melee abilities which mostly would behave like instant spells. Vanguard intended to get rid of auto-attack entirely, but never did. DoTs should not show the character casting them repeatedly, although showing the effect pulse on the target is fine.

No global cooldown: every class has a couple of abilities which may have their own cooldown, but do not trigger a global, and this gives the class a lot of its flavor. Shamans can change stances without incurring a cooldown on other stances, which is unique.

ESC and target clearing: I should be able to click on the ground and clear target; this currently is not implemented. ESC should, in descending order of priority: cancel ability, clear target, close windows, open menu. Currently, if I ESC from target, most of the time it re-appears as an off-target in the group encounter list. Clearing the target should not inherently stop an auto-attack on it, and I should be able to Tab through any targets without affecting auto-attack. For some reason, I usually have to hit ESC twice to clear anything I've been in combat with (even a corpse).

Aggro radius looks like 11 units which seems fine for a baseline, but should be adjustable. One of my favorite early memories was in Blighted Lands, going near the Nexus portal and getting one-shotted at 25--over and over again, until I figured out to drag the tombstone. This may be level-dependent? Vanguard tended to ignore aggro at a ten-level difference, e. g. at 21, a level 10 mob will ignore me unless I hit it. I have a feeling the standard on live was aggro at 15 units, but that one is a little fuzzy to remember. It will have a *lot* to do with the aspect of the game in dealing with pathers, most of those distances seemed to be set pretty specifically. Distance and positioning was pretty important; I should be able to back out to a range of 5 without the mob moving. Currently 5 seems out of range.

Tab, I think, should target the next closest thing moreso than the next thing in the forwards direction. One very weird thing I found on live about the targeting, was one of the PotA trials, I forget which, but it was one that spawned oodles of adds. Guilds told me to make a targeting macro, and, whatever the mob's name was, it was similar to something about 800 units away. The macro constantly targeted the one 800 away until putting the mob's full name in quotes. Weird.

Well, just throwing this stuff out there and, if I am wrong, correct it. Seems important to get the basic behaviors down before attempting to balance or tweak damages, resistances, etc, or the "aggro through walls" thing.

Re: Some Basics for Combat

Posted: Mon Dec 19, 2016 7:15 pm
by shargash
Aggro was definitely level dependent, and not just after the mobs grayed out. I played a number of tanks (DK: 50,39,36,31, Pally: 50,43, Warrior: 43), and my level relative to the mob mattered when I pulled. If the mobs were yellow to me, I would get more than if the mobs were blue. If they were green, I could often single pull where I would get a horde when they were yellow. I also remember by level 52 monk getting whacked by the dragon near Tanvu when I was a little careless joining the raid. I'm pretty sure it was because of my level. There were a couple L55s closer to him than I was.

I also remember aggro varying by mob. There were some mobs that would come after you from pretty far away (frex the bugs in Vol Tuniel, IIFC), and some you could practically walk up to before they would attack. I think the content designers tweaked the aggro range as part of encounter balance.

Re: Some Basics for Combat

Posted: Mon Dec 19, 2016 10:33 pm
by Jakkal
Aggro was a hitbox that changed size depending on level and of course, stealth, invis, etc. Vanguard was really funky in this, in that sometimes mobs that see through stealth would see a stealthed rogue from farther away than if the rogue was not in stealth. I'm pretty sure that was a bug, but trust me when I say many, many of us bitched to high heaven about that.

I suspect there will be some formula for hitbox size vs level. At level 55, you could get mobs less than level 10 to aggro you without hitting them, but you had to be standing on top of them and not moving for it to happen.

Re: Some Basics for Combat

Posted: Fri Dec 23, 2016 6:27 pm
by Amnath
Hrm. Not sure what yellow/blue/green mobs are, unless that showed from "considering" a target? Which I never really used that. At high levels, yes, I would agree that a 52 will draw attacks from longer distance than a 55, and in those mixes we definitely tried to keep the lower toons in the back. I'm having a hard time conceiving the level-dependent social aggro, would this be seen mostly soloing clusters of outdoor mobs?

The feature that showed us if invis was successful was that the mob's name (on its icon as a target) was pink. If it remained regular red, you'd know it could see you. I did not realize it gave any mob extra aggro radius, bug or otherwise, but that doesn't surprise me.

Yes, now I also remember aggro from any low-level mob but just in those conditions: you stand on it. Maybe that's unavoidable no matter how meaningless it is.

Another thing that comes to mind is the F assist hotkey; I have no clue how many things like that may be "built in" or not, but that one may be fairly important as well.

Edit: similar to F is function keys f1-6 as hotkeys for group members to defensively target them.

Re: Some Basics for Combat

Posted: Wed Dec 28, 2016 6:14 pm
by shargash
[quote="Amnath"]Hrm. Not sure what yellow/blue/green mobs are, unless that showed from "considering" a target? [/quote]

When you target a mob, the dots in the dot wheel will change color depending on the level of the mob relative to you. It went gray-green-light blue-dark blue-white-yellow-red-purple. White indicated a mob that was your level.

Re: Some Basics for Combat

Posted: Wed Dec 28, 2016 10:37 pm
by Amnath
Ah, ok. I honestly had never paid attention to that either. Looking around at some mobs, it does seem like the "consider" chat matches the colors except for one level where green dots = grey chat. The white dots don't look white to me, but the chat is.

In general, I found the game's difficulty ratings--in terms of level, number of dots, or what it said about quests--were not terribly accurate. Some of it depended on class, so they were "estimates".

Re: Some Basics for Combat

Posted: Fri Dec 30, 2016 7:38 am
by Starcrusher
The dots were definitely estimates since magic resistances and armor mitigation on the mobs made their vulnerability vary according to the class that was attacking them. Some 4 and 5 dots were easy to some classes and impossible to others.

Re: Some Basics for Combat

Posted: Sun Jan 08, 2017 2:59 pm
by Amnath
In case it may be useful, I wanted to add the links where I found patch notes recorded. Curse has them through 2/2009, and an archive forum on Graffe where there's more sifting involved because of a bunch of random threads.

https://mods.curse.com/news/vanguard-saga-of-heroes

https://www.graffe.com/forums/forumdisp ... Discussion

So it's some concrete information superior to memory. What intrigued me was that I found mitigation varies by class, in other words, its not as simple as at level 18, 500 AC = 23%...the patches specifically say for example that Blood Mage had theirs raised from the general area of dps casters to be more in line with healers, and paladins and warriors had theirs raised to be closer to DK. Also, hate reduction of 1/2% per distance unit (unless that got changed).

According to a dev called Cylus, accuracy improves "to hit", no reference to damage. One can reach 100% accuracy; mob evasion affects it of course.

The base hit chances (assuming wield style/spell school maxed for your level): Equal level = 94 out of 100, mob is 1 level higher = 93%, 2=90%, 3=85%, 4=77%, 5=68%, 6=57%. Tooltip says equal level should be 95; his testing came up with the 94.

Odd: Paladin, Shaman - The strength debuff components of Hammer of Krigus and Judgement of the Proud no longer stack.

2/15/2007 has the per class block/dodge/parry chances and the subsequent patches around April describe abilities that don't trigger cooldown and which have crit bonuses.

Re: Some Basics for Combat

Posted: Mon Jan 09, 2017 8:30 pm
by Amnath
I am trying to dig up the underlying mechanics instead of individual abilities, which I believe were the main thing that was changed or removed past the end of these notes.

Per patch notes:

When dual wielding, you get 66% of your mainhand weapon's speed, and 33% of your offhand weapon. The ratio of these is the same ratio as the damage you get from each weapon. Previously, you got 50% of each weapon's speed/delay.

There is no longer a base evasion that the player gets from dexterity as this type of evasion was decreased opportunities to counter attack. Dexterity will now increase your innate ability to parry and dodge. Strength increases your innate ability to block. You still receive a portion of your block, dodge and parry for free assuming you have your skill value up. You always have a chance to block, dodge and parry an incoming attack (assuming you have the skills) this was previously only true when hit.

Bard – 16% parry and 6% dodge

Blood Mage – 8% dodge

Cleric – 8% block and 4% parry

Disciple – 8% dodge and 4% parry

Dread Knight – 14% block and 6% parry

Druid – 8% dodge

Monk – 12% dodge and 12% parry

Necromancer – 8% dodge

Paladin – 14% block and 6% parry

Psionicist – 8% dodge

Ranger – 16% parry and 6% dodge

Rogue – 16% dodge and 6% parry

Shaman – 8% block and 4% dodge

Sorcerer – 8% dodge

Warrior – 14% block and 6% parry

Damage Shields are no longer subject to mitigation.

They seem to consistently say that the distance unit is a meter, so that's what I'll be using from now on.

Re: Some Basics for Combat

Posted: Tue Jan 10, 2017 1:00 pm
by Faux
This is great info Amnath. It will be very helpful in rebuilding the combat routines.