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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 have come to mean all forms of showy and extravagant sword play.
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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.
 
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.
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==Styles==
 
==Styles==
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===[[Florentine]]===
 
===[[Florentine]]===
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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 opponents 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]]===
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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 opponent it will focus on using its high damage to quickly depose of the enemies before they have a chance to kill you.
 
   
 
===[[Dirty Fighting]]===
 
===[[Dirty Fighting]]===
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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 make use of it's multiple [[AOE]] stun attacks to keep them at bay and AOE damage attacks to quickly dispose of them. While all styles can use pistols Dirty Fighting are arguably the best at it.
 
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===[[Brawling]]===
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Focus on the handwrap
   
 
==Combat Mechanics==
 
==Combat Mechanics==
   
 
===Life===
 
===Life===
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This is your HP, if this reaches 0 you die.
This is you 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 low level to as much as 150-200 for really though ones.
 
   
 
===Initiative===
 
===Initiative===
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Initiative represents your ability to take actions in combat. It is indicated by the yellow bar extending from your Health and Guard displays. Almost all skills require that you spend Initiative to use them. If you lack the required amount of Initiative, the skill will be unusable. Initiative recovers quickly while in combat, and very quickly while out of combat. However, it is possible to use skills so rapidly that your Initiative doesn't have time to recover. Equipment that increases your maximum Initiative or your Initiative recovery rate is, therefore, extremely valuable. You may also have access to skills that restore Initiative
Initiative start at 0 and are 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. Initiative can also be spent to execute special attacks like finishing moves. When out of combat your initiative will drop quickly.
 
   
===Balance===
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===Guard===
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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 defense meter. The more balance you lose the more your defense will be reduced. At 0 balance you have 10% of your defense, 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. You balance will regenerate both in and out of combat, faster out if it.
 
   
===Parry/Block/Dodge===
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===Offense/Accuracy===
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Offense is your overall chance to hit your target. Increasing your Offense will increase the chance that you hit, rather than being dodged or parried.
These are you defense 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.
 
   
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Accuracy is a bonus that is added to your chance to hit each time it is rolled. Thus, if your Offense is 100, your chance to hit is a random number between 1 and 100; if you also have 10 Accuracy, your chance to hit is a random number between 10 and 110. Accuracy is thus more effective at increasing your chance to hit; it is therefore less commonly found on outfitting, and in smaller amounts.
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.
 
   
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===Parry/Dodge===
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.
 
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Dodge is the chance that you avoid an opponent's attack by dodging away from it. Dodge is a defense of last resort; when you dodge an incoming attack, you lose 10 points of Initiative.
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Parry is the chance that you avoid an opponent's attack by interposing your sword between you and the attack. Parry is the preferred defense, as it carries no penalty with it. Together, your Parry and Dodge scores are your Defense. In order to hit you with an attack, an opponent's Offense roll must be higher than your Parry and Defense combined.
   
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===Damage and Damage Resistance===
Some attacks (like preparatory attacks) can not be parried, other attacks (like pistol attacks) can not be parried nor blocked.
 
   
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Damage is the amount of Guard and/or Health that an opponent loses when you successfully hit. This number is also a random range; for instance, if your Sword Damage is 20-40, you will inflict a random amount of damage between 20 and 40, with the average amount being 30.
===Attacks and moves===
 
There are 4 types of attacks. Preparatory, basic, special and finishing.
 
   
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Damage Resistance is a reduction in any damage that you take. If you have 10% Damage Resistance, and you take 50 points of damage, that amount will be reduced to 45 points of damage before it's subtracted from your Guard and/or Health.
====Preparatory attacks====
 
These attacks will damage the opponents 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 damages the opponents 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===
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==External Links==
You always have an attack speed of one attack every 1.5 sec. This can not be modified.
 
   
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* [http://www.burningsea.com/page/guide/avcom Avatar Combat], an official game guide by FLS
 
[[Category:Game Terminology]]
 
[[Category:Game Terminology]]
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[[Category:Game Mechanics]]
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[[Category:General Guides]]
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[[Category:Guides]]

Latest revision as of 10:26, 29 January 2020

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

Brawling

Focus on the handwrap

Combat Mechanics

Life

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

Initiative

Initiative represents your ability to take actions in combat. It is indicated by the yellow bar extending from your Health and Guard displays. Almost all skills require that you spend Initiative to use them. If you lack the required amount of Initiative, the skill will be unusable. Initiative recovers quickly while in combat, and very quickly while out of combat. However, it is possible to use skills so rapidly that your Initiative doesn't have time to recover. Equipment that increases your maximum Initiative or your Initiative recovery rate is, therefore, extremely valuable. You may also have access to skills that restore Initiative

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

Offense is your overall chance to hit your target. Increasing your Offense will increase the chance that you hit, rather than being dodged or parried.

Accuracy is a bonus that is added to your chance to hit each time it is rolled. Thus, if your Offense is 100, your chance to hit is a random number between 1 and 100; if you also have 10 Accuracy, your chance to hit is a random number between 10 and 110. Accuracy is thus more effective at increasing your chance to hit; it is therefore less commonly found on outfitting, and in smaller amounts.

Parry/Dodge

Dodge is the chance that you avoid an opponent's attack by dodging away from it. Dodge is a defense of last resort; when you dodge an incoming attack, you lose 10 points of Initiative. Parry is the chance that you avoid an opponent's attack by interposing your sword between you and the attack. Parry is the preferred defense, as it carries no penalty with it. Together, your Parry and Dodge scores are your Defense. In order to hit you with an attack, an opponent's Offense roll must be higher than your Parry and Defense combined.

Damage and Damage Resistance

Damage is the amount of Guard and/or Health that an opponent loses when you successfully hit. This number is also a random range; for instance, if your Sword Damage is 20-40, you will inflict a random amount of damage between 20 and 40, with the average amount being 30.

Damage Resistance is a reduction in any damage that you take. If you have 10% Damage Resistance, and you take 50 points of damage, that amount will be reduced to 45 points of damage before it's subtracted from your Guard and/or Health.

External Links