PotBS Wiki
Kivek (talk | contribs)
No edit summary
Line 7: Line 7:
   
 
===[[Florentine]]===
 
===[[Florentine]]===
  +
Focus on the Small sword and Dagger
Florentine designates the art of wielding two weapons at once, one in each hand. In PotBS Florentine users always wield a small sword and a dagger. Florentine focuses around blocking enemy attacks and is the most defensive fighting style in the game. It has very few skills that directly attack the Life of the opponent, instead it excels at reducing the opponent's Balance and building up its own Initiative for special attacks. It has limited AOE capabilities and in a fight against multiple opponents a Florentine user will use its superior defense to defend against all at the same time while killing them off slowly one at a time.
 
   
 
===[[Fencing]]===
 
===[[Fencing]]===
  +
Focus on the Rapier
Fencing really means all types of fighting using a sword but in PotBS Fencing is based on the style used in modern competitive sport Fencing. It makes use of the Rapier, a long relatively slender, sharply pointed sword, used mainly for thrusting attacks. Fencing focuses on parrying enemy attacks and is the most offensive fighting style in the game. It has a large selection of skills that damage the opponents Life and has a very good range. Like Florentine it has limited [[AOE]] capabilities and against multiple opponents it will focus on using its high damage to quickly dispose of the enemies before they have a chance to kill you.
 
   
 
===[[Dirty Fighting]]===
 
===[[Dirty Fighting]]===
  +
Focus on the Cutlass
Dirty Fighting is a very broad word, in PotBS it's the art of using the Cutlass, a short robust slashing sword and black powder weapons like grenades, flash powder and pistols. Dirty Fighting focuses on dodging enemy attacks and has the best [[AOE]] skills in the game. It has the worst defense of all styles and instead makes use of its multiple [[AOE]] stun attacks to keep them at bay and AOE damage attacks to quickly dispose of them. While all styles can use pistols, users of Dirty Fighting are arguably the best at it.
 
   
 
==Combat Mechanics==
 
==Combat Mechanics==
   
 
===Life===
 
===Life===
  +
This is your HP, if this reaches 0 you die.
This is your HP, if this reaches 0 you die. All players start with 100 Life and it's only increased by certain skills and items. For NPCs the Life amount can vary a bit more with values as low as 20 for a low level NPC, to as much as 150-200 for really tough ones.
 
   
 
===Initiative===
 
===Initiative===
  +
Initiative begins at 100 and regenerates constantly. You always begin every fight with the ability to use your most powerful special moves. Minions die in a few swings, but it feels reasonable that they die, given how over-the-top your first attacks are. Initiative is the universal combat currency.
Initiative starts at 0 and is built up using special skills, you can never get more than 100 initiative. The higher initiative you have, the more damage will your attacks do. For any attack that says, "add x-y damage or does x-y damage, it will add x damage if you have 0 initiative, y damage if you have 100 initiative and [[LERP]] between them. Initiative can also be spent to execute special attacks like finishing moves. When out of combat your initiative will drop quickly.
 
   
===Balance===
+
===Guard===
  +
Guard operates in much the same way that armor does in the ship combat system. When you take damage, you take guard damage. As your guard drops, you start taking some of the damage to your health instead. When your guard reaches 0, you’re taking all the incoming damage to your health. It’s a constantly regenerating pool of ‘hit points’. As long as you’re only taking Guard damage, the fight isn’t serious yet; you’re still mostly safe, and will quickly recover once it’s over. For enemies, it’s ablative armor: once you knock their Guard aside, they’re in real danger—and special abilities that can bypass Guard are much more dangerous and significant. Minor enemies no longer regenerate Guard, and even lieutenants regenerate more slowly than the player.
This is your defence meter. The more balance you lose the more your defense will be reduced. At 0 balance you have 10% of your defence, at 100 balance you have 90%, at 107 balance you have 100%. It is unknown if values higher than 107 will increase your defense by more than 100%. All characters (player and npc) start with 100 balance and the only way to get it above 100 is with special skills and equipment. Your balance will regenerate both in and out of combat, faster out of it.
 
   
===Attack Value===
+
===Offense/Accuracy===
  +
Measures ability to hit with your skills
When an attack is preformed a random roll is made, this roll will return a value between 1 and your current Attack rating (listed on your character sheet as "Attack (Main)" for sword and "Attack (Off)" for pistol. Then any attack bonus from the attack type (like +10 Melee attack bonus on the Florentine Finishing skill [[Flurry (skill)|Flurry]]) is added to this value. The value is then compared to parry/block/dodge of the target as described below.
 
   
===Parry/Block/Dodge===
+
===Parry/Dodge===
  +
Your defense stats. Some attacks may bypass these
These are your defensive values. When an attack is made the attack value is first compared to the Parry value, if the attack value is less than the parry value the attack is parried. Parry means the attack will do no damage and the defender will gain +10 Balance and +5 Initiative.
 
   
If the attack is not parried the attack value is next compared to the Parry + Block value. If less than this value the attack is blocked, Block means the attack will do no damage but the defender loses 4 Balance.
 
 
If the attack is not blocked the attack value is finally compared to the Parry + Block + Dodge value. If less than this value the attack is dodged, Dodge means the attack will do no damage but the defender loses 14 Balance. If the attack value is more than the Parry + Block + Dodge value the attack hits and will do its damage.
 
 
Some attacks (like preparatory attacks) can not be parried, other attacks (like pistol attacks) can not be parried nor blocked.
 
 
===Attacks and moves===
 
There are 4 types of attacks: Preparatory, basic, special and finishing.
 
 
====Preparatory attacks====
 
These attacks will damage the opponent's Balance making them easier to hit. They often have a special secondary effect like building up initiative. Preparatory attacks can not be parried.
 
====Basic attacks====
 
These are normal attacks that damage the opponent's Life. They sometimes have secondary effects like building initiative or causing bleeds.
 
====Special moves====
 
These moves can sometimes cause Life damage but often have more specialized effects like different buffs, debuffs, stuns etc.
 
====Finishing moves====
 
These are high damaging attacks that cost a lot of Initiative and Balance to execute. This means that if they fail to finish off the opponent they will leave you open to a counter attack.
 
 
===Attack Speed===
 
You always have an attack speed of one attack every 1.5 sec. This can not be modified.
 
 
==See also==
 
* [http://www.burningsea.com/forums/showthread.php?t=15554 Avatar Combat for Port Battles] - A forum topic about [[PvP]] Swashbuckling.
 
 
[[Category:Game Terminology]]
 
[[Category:Game Terminology]]

Revision as of 10:58, 5 March 2009

Swashbuckling is a term that developed in the 16th century to describe rough, noisy and boastful swordsmanship. It is based on a fighting style using a side-sword with a buckler in the off-hand, which was filled with much "swashing and making a noise on the buckler". Today the word has come to mean all forms of showy and extravagant sword play.

In PotBS Swashbuckling is often synonymous with AvCom (or Avatar Combat) which encompasses everything that has to do with combat between Avatars instead of Ships.

Styles

There are three Swashbuckling styles in PotBS.

Florentine

Focus on the Small sword and Dagger

Fencing

Focus on the Rapier

Dirty Fighting

Focus on the Cutlass

Combat Mechanics

Life

This is your HP, if this reaches 0 you die.

Initiative

Initiative begins at 100 and regenerates constantly. You always begin every fight with the ability to use your most powerful special moves. Minions die in a few swings, but it feels reasonable that they die, given how over-the-top your first attacks are. Initiative is the universal combat currency.

Guard

Guard operates in much the same way that armor does in the ship combat system. When you take damage, you take guard damage. As your guard drops, you start taking some of the damage to your health instead. When your guard reaches 0, you’re taking all the incoming damage to your health. It’s a constantly regenerating pool of ‘hit points’. As long as you’re only taking Guard damage, the fight isn’t serious yet; you’re still mostly safe, and will quickly recover once it’s over. For enemies, it’s ablative armor: once you knock their Guard aside, they’re in real danger—and special abilities that can bypass Guard are much more dangerous and significant. Minor enemies no longer regenerate Guard, and even lieutenants regenerate more slowly than the player.

Offense/Accuracy

Measures ability to hit with your skills

Parry/Dodge

Your defense stats. Some attacks may bypass these