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  • Combat
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  • Combat is a situation that occurs throughout the game, allowing players to gain experience. Different strategies are used by different classes, but some basic principles apply to target and fight an opponent. As well, defense is part of a good offense, and some key points are mentioned below. And of course, knowing when to run can be life-saving.
  • Clark and Chloe discover Titan, a Zoner, who is the star of a secret underground fight club whose bloody battles to the death are broadcast on the internet. Lois needs a story and decides to investigate the fight club by herself, but is captured and forced to participate in the fights with Clark as her first opponent. Lana has pregnancy pain and is rushed to the hospital, and it is revealed that she miscarried the baby.
  • Combat is the use of combat skills to defeat Creatures when hunting or completing Quests. It is how you ultimately earn experience and Luminance to improve your Character.
  • Here are the (default) controls for Dragonica Combats : Up,Down,Left,Right : Walk , Dash etc X : Attack 1-8 : Quickslot (Upper) Q,W,E,R,A,S,D,F : Quickslot (Down)
  • Chercher "combat" sur dicod'Òc (dictionnaires en ligne sur le site du Congrès permanent de la lenga occitana)
  • To know how likely you are to hit in combat (and conversely how likely monsters are to hit you), see the Armor Class page. The Weapons page will tell you all about the different kinds of weapons in terms of damage and other properties, but note that for ranges of weapons you may need to look elsewhere (for instance, the range of your bow is actually defined by the type of Arrow, it would seem, and most objects of reasonable throwing weight seem to have similar ranges as arrows).
  • Combat in the game involves fighting with a creatures, enemy realm players in the War Zone, or realm allies in the coliseum.
  • Combat takes place when an attacking fleet reaches its destination.
  • Combat is what any creature can perform, and any creature can perform combat in three ways: * Melee Combat * Ranged Combat * Magic Casting
  • Sometimes fight. When this happens the aggressor uses the 1pp attack god action in order to receive a base combat bonus equal to their PP gained on the last reset. The defender automatically receives a base combat bonus equal to their PP on the last reset. Some circumstances provide additional bonuses to combat. Gods my aid another god in battle, or make an attack of their own, resolved individually. In the event of a stale mate, nothing happens.
  • You initiate combat in Twelve Sands by clicking on a combat zone. You kill , get Experience and Gold, Level up, and sometimes you even get !
  • Combat refers to a triangle system of attack styles that overlap each other, as well as the Defence and Hitpoints skills. Combat is used to attack NPCs and other players, or even assist in other Skills. In any combat scenario, players or NPCs attempt to inflict damange on the opponent. There are three different types of attack styles: Melee, Ranged, and Magic.
  • Combat takes up a large part in The Chronicles of Spellborn®. It employs an active combat system, requiring the player to actively aim and dodge attacks, instead of letting these depend on calculations and chance.
  • +attack compares your DEX to the other person's AGI to hit, with a slight adjustment for size. STR determines melee damage, and FRP determines ranged damage. END gives you hit points, and COU determines what percentage of your END damage you can take before you have to retreat.
  • Combat is the activity of two or more entities taken in consideration of each other to achieve differing objectives. It is the military analogue of commercial competition.
  • Back to Main Page Next Adventuring Leveling Guide
  • Combat is an enemy appearing in Chrono Cross.
  • Even the nicest pirate has to settle some scores with violence. Players in Pirates of the Caribbean Online have a broad variety of methods of combat, whether dueling guards with their cutlass, casting voodoo hexes on Hired-Guns, or tossing grenades at Undead Brigands.
  • Nachdem die Mugiwara-Piraten die erste Runde, das Doughnutrace, und damit Chopper an die Foxy-Piraten verloren haben, erringen schließlich Zoro und Sanji gegen die Groggy Monsters einen Sieg in der zweiten Runde des Davy Back Fights, dem Groggyring und gewinnen so Chopper zurück.
  • The amount of damage done to an opponent depends on several things: * The base damage of the used weapon. * How skilled the player is in the used weapon type. * How many points the player has in that weapon type's governing attribute. * The condition of the weapon. * Fatigue. * The armor level of the opponent. * Sneak damage if sneaking undetected.
  • The Combat fighting style is a fighting style that involves punch and kicks. Damage calculation only factors in Strength Level. Visually, the player raise their arms when selected due to the v4 Melee Revamp update. Combat is the default fighting style and lost when learning a new fighting style like any other fighting style, It is possible to relearn Combat from the Witch, who resides on Graveyard Island.
  • In the Alone In the Dark Series, Combat is a big part of the game. The original trilogy pioneered Survival Horror Combat and in several ways the combat system is superior to those of later Survival Horror titles such as Resident Evil and Silent Hill through its use of multiple attacks in Hand-To-Hand Combat rather than one set attack and the ability to throw items at enemies. In Alone In the Dark:The New Nightmare, the combat system goes backwards and is more akin Traditional Survival Horror where the character is absolutely helpless in close range. The Hand to Hand Combat was even taken out. In Alone In the Dark 5, the combat system gets overhauled to resemble beat-em-ups.
  • There are several different types of combat in Tibia. We will look at all of these.
  • This page is the future home of combat mechanics.
  • Combat Some good combat skills to know about are Moloing, Root Rotting, Kiting, Reverse Kiting, Swarming, Crowd Control, Damage per Second, Damage Mitigation.
  • Combat is without a doubt one of most important mechanics in-game, it determines a big part of the gameplay, this article will mainly go about the combat mechanic basics. This is all subject to change and the article will grow the more information there will become available.
  • There are times in the course of your travels, you are forced to combat hostile forces either to protect yourself, your friends, your quarry, or your country. In these times, you must know how to efficiently and effectively take care of the danger you are in. These rules will help ensure your survival as well as those around you. Be mindful that each person falls to a distinct pattern of fighting, where their skills and abilities provide useful to them. Know their patterns and you may just as well be able to counteract the threat they posses.
  • Combat (Englisch für "Gefecht"), auch bekannt als die brennende Stadt, ist eine geheimnisvolle Stadt in Enwor, die in der Zeit des Krieges zwischen den Alten und den Sternengeborenen von mächtigen Waffen getroffen wurde und deren Ruinen seitdem lichterloh in Flammen stehen. Außerdem beherbergt die Stadt den Stein der Macht, der vor allem in den Bänden 2-4 eine große Rolle spielt.
  • Combat er det engelske ordet for kamp eller et voldelig sammenstøt. Kan også brukes i sammenhenger som å kjempe mot noe:"to combat something"
  • El 'Combat' és part important en jugar Dofus, en aquest món els combats es basen en torns.
  • See the Combat Levels and Bounty page to find out how combat difficulty and cash payouts are determined.
  • A number of feats in Pathfinder are combat options in Chaos Dreams, open to any character (or creature) who meets the prerequisites. Multiple combat options can be used in the same round. Combat options replace the feats of the same name. Any instances of these feats as prerequisites are replaced by the prerequisites to use the combat option, unless an equal or greater prerequisite of the same kind is already present. Whenever a character would receive a feat that is replaced by a combat option as a bonus feat, they may instead select another combat feat that they meet the prerequisites for.
  • Combat is a scenario when a player enters a fight, this could be against another player or a NPC. Generally players enter combat so they can gain experience in a combat related skill, or to kill enemies for their possible drops, with the intention of making money. Combat will most likely be included in Stellar Dawn. Weapons and armour could also be used to increase the players chance of success in combat.
  • Combat or battle is a regrettable but necessary part of most strategy games. The attacker's attack strength and the defender's defensive strength are major factors in the outcome. In most games, the raw strengths can be increased by "veteran" status or similar experience-based enhancements, and defenders may in addition have a terrain bonus, making them stronger in forest or hilly ground, for example.
  • Combat is a major mechanic of Saints Row, Saints Row 2, Saints Row: The Third and Saints Row IV.
  • Combat is an important part of the game - sooner or later, your characters will have to fight for survival and their combat skills will make all the difference between life and death. The following rules have been designed so that you can quickly resolve the results of blows and damage and, at the same time, determine where characters are hit and how badly they are hurt. The examples will help you to learn how to conduct combat - it might be a good idea to fight out a few simple encounters before running your first game.
  • Movement on different terrains ( Plains / Water / Lava / Poison / Swamp / Thorn) show different colored diamonds on top of your head: * Blue Diamond - Neutral panel; no effect * Red Diamond with red skull - Disadvantage effect; decreases damage dealt; receive damage on start of turn * Yellow Diamond with sword - Advantage effect; increase damage dealt by 15%
  • Food and potion provide great assistance in the game. Various food and potion recover HP (health point) and/or MP. (mana point)
  • Combat is the violent resolution of disagreements by two or more parties. In Galactic Civilizations II combat situations occur when two opposing forces occupy the same space. The two primary means of combat in the game are: 1. * Ship Combat 2. * Planetary Invasion
  • Combat is one of the most important parts of Guild Wars.
  • So what do these effects do? Here's a quick summary...Combat: What's It All About? In Free Realms, there are several combat jobs that allow you to fight in battle dungeons and encounters. The combat jobs are Archer, Brawler, Medic, Ninja, Warrior and Wizard. Which combat job best suits a play-style will be up to each person to determine. Enjoy aiding those in need? You should be a Medic! Like to stalk your prey, striking when most opportune? Then check out the secretive life of a Ninja! Chances are, there's a job (or two, or three...) that will suit everyone.
  • Combat is a background theme to Mighty Morphin Power Rangers fight scenes, used primarily during season two for unmorphed Putty Patroller battles. It was written by Ron Wasserman, the show's primary musician, also responsible for Go Go Power Rangers and the many other songs produced for use during the Zordon era.
  • Personal combat on Star Wars MUSH uses a simplified version of West End Games' D6 system. Players may wish to use the Advanced Combat System, however this is not required and players may only insist upon the system set out below: Combat is divided into rounds, Each round represents five seconds of time and all participants may perform an action each round. Each round, initiative is determined to know what order the participants act in, and then actions their are resolved. Each round players must: 1. * Determine initiative 2. * Resolve actions
  • Combat in Fury is fast-paced and intense. Think of it like an FPS but with MMORPG spells/skills. There is no auto-attack, so you can't just "target, /stick or auto-follow, and spam your attack chain." [1] Similar to an FPS, your target must be in your line-of-sight for your attacks to hit. To engage in combat a player can speak with any of the Warmaster NPCs located throughout the sanctuaries or by using the Challenge System.
  • There are two ways to select a target. 1) You can mouse click on it, or; 2) You can use the '~' or 'Q' key to cycle through all the targets on your screen, one-at-a-time. Due to a recent update, selecting a monster with the mouse automatically activates an attack ring if you have an attack ring highlighted.
  • Combat has multiple meanings in World of Warcraft: 1. * The state where your character is considered actively fighting and prevents actions that can only be done out of combat. 2. * Anything having to do with fighting, especially physical combat with weapons and armor. 3. * One of the Rogue talent trees.
  • To train your combat skill, you must kill an enemy using your hands or a sword. You will learn experience points based on the level of the enemy you have killed. However, the higher the level of the enemy, the harder they will hit you. If your hit points are reduced to zero, you will die and will reappear at the teleport outside of Buckingham. Everything in your inventory will be dropped at the spot where you were killed. The experience points awarded for killing each enemy are given in the monster database.
  • The first thing is the scenerunner uses +attack/reaction to roll and post the initiative for the round. The current initiative can be checked by any PC using the +attack/initiative command.
  • Combat occurs in the Arena. The brute which defeats the other is the winner. Combat is completely automated and based on a Brute's Stats and Weapons. The only option you decide is selecting your opponent. During the combat your Stats and Weapons are compared and tested against the opposing Brute and his or her Pets.
  • The main activity in Magic World Online is Combat. It is what raises the Level of the Character. There are various types of weapons used in Combat. Combat can be Close Ranged or Long Ranged.
  • There are several different places of combat apart from general field combat in Nostale, Instant Combat, Ice Breaker, Arena, Frozen Crown, etc.49, etc. To join, Instant Combat confirmation window pops up in the game at certain intervals. Characters join the Instant Combat according to their current level. A Confimation window will pop up before starting the combat. It is free to join. A certain amount of gold and fame will be awarded after defeating all monsters in the combat. Instant Combat is every 2 hours (12pm, 2am, 4am, 6am, 8am, 10am, 12am, 2pm, 4pm, 6pm, 8pm, 10pm).
  • Combat is an important part of playing the game. Combat is turn based.
  • Combat is the act of fighting in throughout the game
  • Hellgate: London is a 1st/3rd Person Action Role Playing Game with online multiplayer at its base. Using this information and information gathered from videos/limited play experiences we can speculate about combat gameplay.
  • Combat is an essential element in Grabbed By the Ghoulies and Cooper must engage in combat with Ghoulies throughout the game.
  • There are two types of Combat in Atlantica Online: Normal Combat and TBS.
  • Combat is an essential element in Dragon Age: Origins and central to advancing the game's narrative as well as gaining experience points to improve the abilities of player-controlled characters.
  • Combat est le onzième épisode de la première saison de Torchwood. Il est écrit par Noel Clarke, l'acteur/scénariste qui joua le rôle de Mickey Smith dans Doctor Who.
  • Understanding the core systems underlying combat in Star Wars Galaxies is important to every player. Hardcore PVP'ers and casual hunters can equally benefit from knowing the basic equations and ideas behind attack speed, accuracy, template stacking, states, postures, and other combat-related topics.
  • Combat refers to the act of engaging enemies with the intent to kill or injure them. The various games in the Fallout series have employed a wide variety of combat systems, ranging from turn-based to real-time and almost any combination of these. * Fallout combat (includes Fallout 2 combat) * Fallout 3 combat * Fallout: New Vegas combat * Fallout 4 combat * Fallout Tactics combat * Van Buren combat
  • The steps in resolving combat are as follows. Declare attack ► Attack Roll ► DV check ► Defense Roll ► Damage Roll ►Resistance and Endurance ► Final damage total Now this might seem long and difficult, but eventually it becomes second nature.
  • Combat is split into 4 different skills: Attack, Defence, Strength and Health. You can train and fight in some locations, you will see the option to fight in the menu of an appropriate location. Certain locations, like ones on Serpenthelm, have auto-attacks. This means there will be a creature that attacks you when you travel to a location. After the monster dies you can access the location normally.
  • During all Splatterhouse games, Rick has to fight against the murderous monsters.
  • The system of combat mechanics used in Darkfall is vaguely similar to the one used in the single-player game Mount & Blade. Ranged combat (using either ranged weapons or magic) is done in first person perspective, while combat with melee weapons is done in third person perspective. There is no auto-attack feature-- all attacks and movements are manually controlled by the player in real time. Though directional attacks aside from an overhead attack are not currently in the game, developers plan to implement them.
  • Combat involves seven different skills: * Attack, which causes players to hit more accurately with melee. * Strength, which causes players to hit higher numbers with melee. * Defense, which reduces the amount players are hit. * Hitpoints, which raises the amount of damage a player takes before dying. * Ranged, which allows for more efficient ranged combat. * Magic, which allows for more efficient magical combat. * Prayer, which allows various different bonuses to be temporarily applied.
  • Combat is the main function in TBA it is used to kill monsters.
  • Combat is an event in RuneScape in which two or more characters and/or monsters or NPCs fight until one of the participants defeats the other.
  • Combat eli taistelu on suuri osa World of Warcraftia, jossa luonnollisesti tärkein päämäärä on selvitä itse hengissä. Taisteluun voi joutua harkitusti tai tahtomattaan; pelimaailmassa on useita vihamielisiä mobeja joilla on tietty alue johon pelaajan joutuessa ne hyökkäävät pelaajan kimppuun. Combat on myös siis tila johon pelaajan hahmo menee joutuessaan tappeluun jonkin hahmon kanssa; hahmo ottaa aseensa käsiinsä jos ne eivät jo ole.
  • 전투는 공격하는 함대가 목적지에 도착한 경우 발생한다.
  • Onigiri is based on a fast paced combat system, involving guarding, dodging and then countering the enemy with quick basic strikes, or devastating skills. The player is able to choose from a wide variety of weapons, unleashing both physical and magical barrages on his or her enemies, destroying them from any range that they see fit.
  • This article just about summarizes everything that there is to know about combat. Keep in mind, however, that some details might be on the linked pages. Specifically, check also: * Combat/ToHitTable * Combat/DamageTables * Combat/Documenting *
  • Kakune Jintou (格根(かくね) 刃闘(じんとう)), also known as Combat (コンバット), is a scout character introduced in Inazuma Eleven GO.
  • To attack a nearby enemy, press the Right Thumbstick toward an enemy.
  • Learn to fight :) lol jk I will fix this up soon Notes about fighting: Every 10% of experience gained will restore your HP/MP/Aggression. A few more days and this will be up...
  • Aftershocks, Atomic Combos, Celestial Combos, Construct Combos and Rage Combos are vulnerable to counter mechanisms just as Weapon attacks.A small icon over a player's head shows which combat mechanism they are using.
  • Combat is a pirate on the Meridian Ocean. He is captain of the crew War Games and monarch of the flag Combating The Ocean.
  • Combat is a Special Treatment from Bakugan: Mechtanium Surge. They are found via the BakuSurge packs.
  • Combat is an important part of playing the game. Wakfu's combat is turn based. Some Commands and Shortcuts can be made during Combat.
  • All heroes keep continuously walking to their target until it is in range. Heroes get turns for: * A physical attack. Even mages only have a physical attack and not a magical one. * Their ultimate skill (if energy is full and if it is activated), which uses up all energy. This skill can be either physical, magical, or holy. * Each of their regular skills (Green, Blue, Purple, Legendary). Each of them can be either physical, magical, or holy. * HP recovery, * Energy recovery. If they cannot perform any of those actions, they start walking again to the nearest target.
  • Mostly by: --DemonicVision and --Dahalonut this artical deals with Summoner combat. someone needs to seperate this artical and Hunter combat--Dahalonut 10:03, 4 October 2008 (UTC)
  • Combat involves the player and allies using weapon upgrades, in combination with biotic and tech talents to defeat enemies.
  • 戦闘(Combat)という言葉は World of Warcraft においては複数の意味をもちます。 1. * ゲームのキャラクタが戦っている状態と判定され、その状態から脱しない限り food や drink を使うことや、武器以外の装備を変更することができない状態にあること。 2. * 「敵を倒す」目的で行う動作のすべて。特に weapon と armor を使って物理的に戦闘をすること。 3. * Rogue の talent treeのこと。
  • Visible weapons, or the use of the force, are required to enter in a fight. The weapons are star wars related, which offer a great range of possibilities.
  • 以下はWARの戦闘について現在判明している事項である。 * Actionアビリティ用のActionゲージ、Moraleアビリティ用のMoraleメーター、Tacticアビリティ用のTacticバー、これに加え各クラス独自のシステムゲージ(例:ShamanのWAAAGH!!メーター、BrightWizardのCombustionゲージ etc)が画面に表示される。 * PvEでのTaunt(挑発)制のアビリティはMobのaggro(敵対心値)を上昇させる。PvPではターゲットの弱体・妨害効果。 * Spell(魔法)のレジストは被ダメージの減少であり、フルレジスト(ダメージ0)は存在しない。(未確認) * block(ブロック)制とparry(受け流し)制のパッシブアビリティ(クラス特性)がある。 * 同時に攻撃(Primary)ターゲットと防御(secondary)ターゲットを保つ事が可能。
  • Combat is a situation where to or more people are fighting eachother for a reason. The fighters may or may not be using a weapon, although in war they most likley will use one. Going into combat is risky, because lives are at stake. Combat still takes place today, such as in wars.
  • Combat Il y a combat lorsqu'une flotte avec une mission d'attaque atteint sa destination (planète ou lune).
  • Combat in Jade Empire includes magic styles, martial styles, support styles, transformation styles, and weapon styles. PC users look up combat in PC
  • Combat on Naruto World is cyclical; everybody acts in turn during a cycle called a round. A round is further divided into actions (essentially turns). Combat is set up to mimic real time, meaning everyone is generally assumed to be doing everything right after one another or at the same time. At the start of each round you roll initiative (1d20+AGI/10+MND/10) and state how many actions you have.
  • The term "combat" (French for fight) typically refers to armed conflict between military forces in warfare, whereas the more general term "fighting" can refer to any violent conflict. Combat violence can be unilateral, whereas fighting implies at least a defensive reaction. However, the terms are often used synonymously along with the term "Battle Ready". Combat may take place under a certain set of rules or be unregulated. Examples of rules include the Geneva Conventions (covering the treatment of soldiers in war), medieval Chivalry, and the Marquess of Queensberry rules (covering boxing).
  • Combat refers to the state a player enters when actively engaging a hostile mob/player. Typically, during combat the player and the opposing hostile force are damaging each other's health pool, but other aspects such as healing and crowd control also play into combat mechanics. When engaging in combat, the player character is usually flagged in the game system which can restrict certain game mechanics (i.e. activating sprint or accepting an item quest) from being used.
  • Les joueurs de Rohan chassent pour gagner de l'expérience et faire monter en niveau leur personnage. Chasser permet aussi de récupérer des Crons (la monnaie du jeu), des pièces d'équipement ainsi que d'autres objets. En cliquant sur un ennemi, vous faites apparaître sa fenêtre d'information. Le chiffre ou nombre correspond à son niveau. La couleur avec laquelle est affiché son nom est une indication de sa puissance comparée à la vôtre. Quand un coup est porté, vous pouvez voir le montant de dommages que vous infligez ou recevez au dessus de votre personnage ou de l'ennemi.
  • Combat är när två eller fler spelare och/eller araber slåss, tills en involverad är död, eller flyr. Combat är i vilken form kräver minst två skills; en av de är alltid Constitution. Nummret av life points en krigare har bestämmer hur mycket fysisk skada de kan ta, och hur mycket som redan har blivit tagen. Det är möjligt att återställa sina life points genom att äta mat, eller dricka doser av Saradomin brew. Se innehållet av combat kategorin för artiklar om combat. Den andra av skillen som är används i Combat varierar på olika attack stilar.
  • In each combat encounter, you (the Player), fight against one or several Noise, having under your control a pact of two characters: Neku and one of his partners. Neku fights on the bottom screen, and his partner on the top screen. The two characters share HP (and therefore, die at the same time; see HP for more details). Each character is controlled independently of the other, but they can cooperate using Fusion, and increase their performance through the Light Puck.
  • Before engaging in combat, you can customize Agent's equipment and choose characters. You can hover on the character or class for information. Show Help button displays the class information. When a hero is obligatory, he is not shown when managing heroes. When engaged in combat, resources required are consumed. Characters' turns are arranged. Character's turn indicates with a white circle. You can see the turn order at the top tray. As of December 16, 2013 Patch Notes, it may loads before performing an action.
  • Vue d'ensemble | Terrain | Villes | Economie | Unités | Combat | Diplomatie | Gouvernement | Technologie | Merveilles | Bâtiments | [ edit navbar] Une unité ne peut entrer dans une case occupée par un ennemi, et l'attaquera plutôt, déclenchant un combat qui ne prendra fin qu'avec la mort de l'une des unités. Une attaque coûte à l'agresseur un point de mouvement, mais l'unité survivante reste à sa place. Les unités à qui il reste un ou deux tiers de points de mouvement peuvent également attaquer, mais avec cette fraction de leur attaque normale. Les bombardiers dépensent tous leurs points de mouvement lorsqu'ils attaquent, donnant une chance à des guerriers de les intercepter.
  • While combat exists in Nobilis, it is generally frowned at because of the deep social interactions the game encourages. As such, references of combat in Nobilis are short (if not almost non-existent) since most conflicts can end instantly with a single display of power. Combat in Nobilis is turn based. Whoever engages first in combat starts first (socially violent characters often attack first and ask questions later), be this the players or their foes. In each turn, one side of the fight acts while their opponents wait. On their turn, characters can move freely on the battle field.
  • The majority of advancement in LoRD comes from fighting. In the game, there are several different types of combat with different "rules." The following aspects are true of all fights: Damage is calculated: [Attack Strength/2 + Rand(0, Attack Strength/2 -1)] - Opponent Defense Your powermoves multiply damage by 3 after defense is subtracted and occur with liklihood 10%. When they can be used, skills multiply damage before defense is subtracted and use the following multipliers: Pinch- 1.5 Heatwave- 2.5 Thief Skill/ Death Knight Attack- 3 Shatter- 4.5
  • Resum | Terreny | Ciutats | Economia | Unitats | Combat | Diplomàcia | Govern | Tecnologia | Meravelles | Edificis | [ editar barra de navegació] Una unitat no pot entrar en una casella ocupada per una unitat enemiga, i quan se li mani que ho faci, atacarà, quedant les dues unitats enganxades en combat fins que una d'elles quedi destruïda. Un atac normalment li costa al agressor un punt de moviment, però al final no es mou de lloc — la unitat supervivent es queda on era quan va començar el combat. Les unitats a les quals només els queda un terç o dos terços de punt de moviment també poden atacar, però només amb aquesta fracció de la seva força d'atac normal. Els bombarders gasten tots els punts que els queden quan ataquen, cosa que dóna als caces una oportunitat d'interceptar-los.
  • Victory often yields Experience Points, Skill Points, Gold, and Items. Experience Points are necessary to increase the overall level and stats of the characters. Skill Points apply to immortals only and allow them to permanently learn abilities. Many fields in the game contain an experience cap, which when exceeded, results in enemies providing no experience for a victorious battle although Skill Points, Gold, and Items continue to be awarded.
  • Combat is conflict and forms the core of many Neverwinter Nights modules. While Neverwinter Nights takes place in a real-time environment, BioWare was careful to keep the combat system from becoming a "click-fest", where the player with the lowest ping and fastest reflexes wins. Instead, combat involves a multi-layered approach. The base layer consists of a single-click combat system, in which clicking an opponent initiates combat and characters repeat basic attack actions until either the target is slain or another action is assigned (by the player). The second layer consists of a queued combat system, in which special combat actions (such as disarm) are entered into an action queue and one of these is performed with each attack until the queue is empty, at which point the character rever
  • Some restrictions upon warfare are rather obvious — units must have a nonzero attack strength to attack, while defenders with zero defense strength lose immediately. There are also limits upon which units can attack which others. Land units can only attack other land units. Ships can attack not only other ships, but any land units adjacent to them (submarines are an exception and cannot attack land units). Helicopters can attack land and sea units and can be attacked by any kind of unit (land, sea, or air), at any time. Bombers and missiles can attack anything on land or sea, and though their targets will defend themselves from attack, they cannot attack the bomber in return. Only fighters can attack every kind of unit.
  • A hit in combat is always followed by a counter from the monster. The odds of a hit is calculated as per the section above where Dexterity is talked about. At the moment, while in combat, you cannot do anything but attack or run away. In the future, I plan on implementing the ability to pick up stuff from the ground, but the monster will have an opportunity to hit you once. Equipping or de-equipping an item would also cause the monster to try a hit (but again, this is not yet implemented). Additionally, if you do run away and reenter the combat site you will engage in combat with the monster in that site.
  • [[Tiedosto:Backstab.gif|frame|left|Pelaaja taistelee Meleellä]] [[Tiedosto:Blood Blitz.gif|frame|Pelaaja taistelee Magicilla]] Combat, eli taistelu on tapahtuma RuneScapessa. Siinä kaksi tai useampi pelaajaa ja/tai NPC:tä taistelevat kunnes joku kuolee tai pakenee. Taistelussa yritetään vahigoittaa toista pelaajaa joko lähitaistelulla, taikuudella tai jousiammunnalla. Lisäksi vahinkoa voi tehdä Summoning olioilla ja myrkytyksellä (poison). Taistelussa ruoka on suuressa osassa, koska sillä voi parantaa taistelussa kuluvia elämäpisteitä. Myös Saradomin's Brew Potion parantaa elämäpisteitä.
  • When a character attacks or is attacked, they will be flagged by the game as being in combat. This state is denoted to the player with an icon of two crossing swords next to their character portrait. Many actions and abilities cannot be used while you are in combat, making knowing how to get into and out of combat very important, especially in PvP combat. In PvP, a player will leave combat if they have not attacked or been attacked for 6 seconds, or all the enemy characters that have attacked you are killed.
  • Combat (Struggle en anglès) és un tipus d'acció que usa qualsevol Pokémon quan se li han esgotat els PP (punts de poder) dels moviments que sap. És l'única acció ofensiva que pot fer llavors, però consumeix PS (punts de salut) amb cada atac que realitze a l'oponent. Al ser aquest l'única acció ofensiva del Pokémon al veure's sense moviments, té les següents particularitats:
  • Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: 1. * Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer flat-footed. 2. * Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a standard action or a move action) during the surprise round. Combatants who were unaware do not get to act in the surprise round
  • Combat in Rappelz is comparative. Attacks are either Physical or Magical in nature. The larger the total attack points are compared to the corresponding total defense points, the greater amount of damage will be dealt. Therefore, defense points are either Physical or Magical as well. At the most fundamental level, damage dealt is based on the difference between the attacker's total attack points and the defender's total defense points however, other factors that will usually come into play include:
  • Combat is a way for players to level up and gain money and spirit. When fighting monsters you must take into account its capability of killing. Unfortunately, it does not show the level in the target bar. There does however seem to be a color coding associated with the monster's name.
  • Combat is based around randomly generated numbers in the form of "damage", which deplete a target's life points. The damage done by the parties involved is determined by their skills and, in a player's case, their equipment among other factors. There is also hit and block chance, the likelihood that a party will land a successful hit. Combat lasts until one participant is killed or flees.
  • The party must battle its way through many dangerous foes to complete the adventure. The following sections offer some more information and tips for combat. Combat Map Battle takes place on a tactical combat map that is a detailed view of the terrain that the party was in when the combat began. This map is set up with an invisible square grid. Combat Ability Each character's ability in combat is defined by AC, THAC0, and Damage. Note: the generation of a random number is often referred to as a 'roll'. In determining the success of an attack, the number generated is from 1 through 20.
  • In a setting such as ours, combat is necessarily of interest to many. The source books give mechanics for running combat, but since these rely on the use of dice to roll Attributes (such as Strength and Dexterity, which we do use) along with Abilities (such as Brawl and Dodge, which we don't), we've started with the White Wolf rules, but execute them rather differently.
  • The A&A combat has a number of features: * Each unit conducts combat as an individual * Separate combat ratings for attack & defense * Unlimited combat rounds * Normally, only the attacker can retreat * Normally, 1 hit kills a unit * Normally, the side taking casualties has full control ovcr what unit is hit * Simultaneous Combat The overall effect is to favor the attack and make counterattack an important form of defense. In AA14 land combat is limited to 1 round. In addition there is unlimited Air Combat before the land combat.
  • Training Combat includes the following skills: Attack, Strength, Defense, And Hitpoints. To start off training combat, go to the Edgeville General Store and buy all the combat supplies you need to get started. Buy iron armour set, and rune armour set, as you will level up quickly. Also buy a Granite Set or Rune Set if you don't have enough GP. Buy Super Att/str/def pots and some food if you can afford it. Once you feel you have a handle on Combat, you may want to start looking at the bosses at the GWD. Or other boss teleports. I'll add to this guide more when I get time.
  • frame|Een gevecht. left Combat, in het Nederlands Gevecht of Strijd, is gebeurtenis in het RuneScape, waarbij spelers tegen monsters, NPCs of andere spelers op een gewelddadige manier hun tegenstander bevechten. Spelers kunnen hierbij overlijden als hun levens punten 0 zijn. Volgens de statistieken bleek dat combat de meest populaire activiteit was in RuneScape. Combat behoort tot de Ranged, Magic, Melee en Summoning skills en maar wordt ook toegepast bij andere skills waarvan voornamelijk Slayer.
  • The term combat (French for fight) typically refers to armed conflict between military forces in warfare, whereas the more general term "fighting" can refer to any violent conflict between individuals or nations. Combat violence can be unilateral, whereas fighting implies at least a defensive reaction. However, the terms are often used synonymously along with the term "Battle Ready". A large-scale fight is known as a battle. Hand-to-hand combat can be further divided into three sections depending on the distance and positioning of the combatants:
  • Combat is an event in RuneScape in which two or more players and/or creatures fight. Combat is based around randomly generated numbers in the form of "damage", which deplete a target's life points. The damage done by the parties involved is determined by their skills and, in a player's case, their equipment among other factors. There is also hit and block chance, the likelihood that a party will land a successful hit. Combat lasts until one participant is killed or flees.
  • "Is fighting everything or is it desire or destiny?" Every male and female fighting for their own indiviual reasons and desires. They entered the fighting tournament as well but it turned out to be a trap because a boss wanted to use one of the fighters to create super soilders because of their talents and skills. Some people used fighting skills for evil pupose and some fighting skills for the good pupose. Everyone always think that's true and the words they'll never forget. Someone knows the difference between good and evil ways of fighting is Adlena.
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  • Combat is more complex than in Civ1. Participants engage in several bouts, with the loser of each bout losing a small proportion of its health. The eventual winner usually has reduced health, which takes time to recover.
  • Combat reaches a high level of complexity in Civ5.
  • Combat outcomes are simple. Each unit's chance of losing is proportional to the relevant strength.
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  • Combat
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  • 2007-03-22
ATK
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  • Battle outcomes are not random but depend precisely on the relative strengths . Before attacking, you can call up a diagram that shows the strengths and the outcome.
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  • Combat
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Title
  • Combat
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  • Outcomes are random but based on strengths.
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  • Combat on Naruto World is cyclical; everybody acts in turn during a cycle called a round. A round is further divided into actions (essentially turns). Combat is set up to mimic real time, meaning everyone is generally assumed to be doing everything right after one another or at the same time. At the start of each round you roll initiative (1d20+AGI/10+MND/10) and state how many actions you have. Starting from the person who got the highest initiative (ties goes to whoever had the higher modifier) each person takes an action until the person with the lowest initiative goes. The person with the highest initiative then goes again, and the process repeats. If you have no more actions for a round, your turn is skipped. When nobody has any more actions left in the round, initiative is rolled again and a new round begins. On your action you can choose to perform any number of free actions and then either a full action or up to two half actions. You can use reflexive actions as free actions, but you also get to use one reflexive action on each of your opponent's actions as well (usually in response to something, like an attack). Make sure put exactly what you do in parenthesis after you describe it, for instance: /me pulls out three shuriken from a holster and throws them at Naruto! (Multi-Throw, 3 Shuriken)
  • Combat is conflict and forms the core of many Neverwinter Nights modules. While Neverwinter Nights takes place in a real-time environment, BioWare was careful to keep the combat system from becoming a "click-fest", where the player with the lowest ping and fastest reflexes wins. Instead, combat involves a multi-layered approach. The base layer consists of a single-click combat system, in which clicking an opponent initiates combat and characters repeat basic attack actions until either the target is slain or another action is assigned (by the player). The second layer consists of a queued combat system, in which special combat actions (such as disarm) are entered into an action queue and one of these is performed with each attack until the queue is empty, at which point the character reverts back to basic attacks. The result is a very lag-tolerant system that keeps the player actively engaged in what is going on while not penalizing those with high-latency Internet connections. BioWare produced a detailed combat animation system for Neverwinter Nights. Reflexive combat actions, such as dodges, thrusts, and parries, are visually represented in the game, with combatants interacting in a dynamic fashion that remains true to the Third Edition D&D combat rules.
  • Combat is a situation that occurs throughout the game, allowing players to gain experience. Different strategies are used by different classes, but some basic principles apply to target and fight an opponent. As well, defense is part of a good offense, and some key points are mentioned below. And of course, knowing when to run can be life-saving.
  • Clark and Chloe discover Titan, a Zoner, who is the star of a secret underground fight club whose bloody battles to the death are broadcast on the internet. Lois needs a story and decides to investigate the fight club by herself, but is captured and forced to participate in the fights with Clark as her first opponent. Lana has pregnancy pain and is rushed to the hospital, and it is revealed that she miscarried the baby.
  • Combat is the use of combat skills to defeat Creatures when hunting or completing Quests. It is how you ultimately earn experience and Luminance to improve your Character.
  • Here are the (default) controls for Dragonica Combats : Up,Down,Left,Right : Walk , Dash etc X : Attack 1-8 : Quickslot (Upper) Q,W,E,R,A,S,D,F : Quickslot (Down)
  • Chercher "combat" sur dicod'Òc (dictionnaires en ligne sur le site du Congrès permanent de la lenga occitana)
  • Before engaging in combat, you can customize Agent's equipment and choose characters. You can hover on the character or class for information. Show Help button displays the class information. When a hero is obligatory, he is not shown when managing heroes. When engaged in combat, resources required are consumed. Characters' turns are arranged. Character's turn indicates with a white circle. You can see the turn order at the top tray. To perform an action, you can click on the Agent gear or hero action and select the target. You can use Supplies, Distress Calls, or Combat Store. Alternatively, you can click on the target by clicking a character name at the bottom tray that overlaps. Damage text displays numbers or "DODGE" on the target. It displays in white text. Yellow text displays the damage is critical and critical text is displayed on the top of damage number. Green text displays the healing. Character disappears in combat is KO'ed or fled. When your team defeats all enemies, displays "YOU WIN" text and results you win. When your team is KO'ed, displays "YOU LOSE" text and results you lose. When your team and remaining enemies are KO'ed at a time, displays "DRAW" text and results draw. As of December 16, 2013 Patch Notes, it may loads before performing an action.
  • frame|Een gevecht. left Combat, in het Nederlands Gevecht of Strijd, is gebeurtenis in het RuneScape, waarbij spelers tegen monsters, NPCs of andere spelers op een gewelddadige manier hun tegenstander bevechten. Spelers kunnen hierbij overlijden als hun levens punten 0 zijn. Volgens de statistieken bleek dat combat de meest populaire activiteit was in RuneScape. Combat behoort tot de Ranged, Magic, Melee en Summoning skills en maar wordt ook toegepast bij andere skills waarvan voornamelijk Slayer. Tijdens een gevecht zullen spelers schade aan elkaar brengen. Dit wordt een hit genoemd. Een hit is een slag of aanval waarvan er levens punten afgaan. De hoeveelheid van een hit wordt aangegeven in het rode wolkje of door een blauw wolkje als de hit 0 is. De moeilijkheidsgraad van speler of NPC wordt aangegeven met een Combat level. Een combat level kan gezien worden door met de rechte muisknop op een speler of op een NPC te klikken. Het combat level van een speler wordt overigens bepaald door de Attack, Strength, Constitution, Defence, Ranged, Magic, Prayer en Summoning level. Het maximale bereikbaarheid voor spelers is 138 (126 voor gratis spelers) terwijl Nex een combat level heeft van wel 1001! Combat training gebieden worden aangeduid op de kaart met het Bestand:Combat training map icon.png icoon, maar is slechts beschikbaar voor spelers die een Attack, Strength, Defence, onder 9 hebben, afhankelijk van de skill die de speler aan het trainen is. Deze training-dummy's zullen Attack, Strength en Defence experience geven. Magic kan alleen getraind worden in het trainingsgebied van Lumbridge en Ranged moet getraind worden op NPCs. Normaal gesproken kunnen spelers niet tegen elkaar vechten, alleen in bepaalde gebieden is dit mogelijk zoals de PvP werelden of Clan Wars. Duellen kunnen bijvoorbeeld uitgevochten worden in de Duel Arena.
  • Combat är när två eller fler spelare och/eller araber slåss, tills en involverad är död, eller flyr. Combat är i vilken form kräver minst två skills; en av de är alltid Constitution. Nummret av life points en krigare har bestämmer hur mycket fysisk skada de kan ta, och hur mycket som redan har blivit tagen. Det är möjligt att återställa sina life points genom att äta mat, eller dricka doser av Saradomin brew. Se innehållet av combat kategorin för artiklar om combat. Den andra av skillen som är används i Combat varierar på olika attack stilar. * I melee combat, Attack, Strength och Defence är alla skills som används i Combat * För skyttar, bara en spelares Ranged och Defence nivå används. * Magiker använder deras Magic och Defence. * Framkallare (Kallas även Summoning Tanks) förlitar sig bthumb|Magic med Fire Surgeara på Summoning och Defence.thumb|left|Ranged med en armborstleft|thumb|Melee med svärd
  • "Is fighting everything or is it desire or destiny?" Every male and female fighting for their own indiviual reasons and desires. They entered the fighting tournament as well but it turned out to be a trap because a boss wanted to use one of the fighters to create super soilders because of their talents and skills. Some people used fighting skills for evil pupose and some fighting skills for the good pupose. Everyone always think that's true and the words they'll never forget. Someone knows the difference between good and evil ways of fighting is Adlena. Adlena is a college student and she's been involved in fighting because she's been bullied. She's been taught by her father to stand her ground and defend herself. After she won the fight against bullies she realzied they're are human beings like herself and using way of fighting as evil. Adlena feels like too trusting of letting them go and gives them a chance to change their ways or else.... Sometimes they listen to what their heart tells them but they still want to do things their way.
  • To know how likely you are to hit in combat (and conversely how likely monsters are to hit you), see the Armor Class page. The Weapons page will tell you all about the different kinds of weapons in terms of damage and other properties, but note that for ranges of weapons you may need to look elsewhere (for instance, the range of your bow is actually defined by the type of Arrow, it would seem, and most objects of reasonable throwing weight seem to have similar ranges as arrows).
  • Combat in the game involves fighting with a creatures, enemy realm players in the War Zone, or realm allies in the coliseum.
  • Combat takes place when an attacking fleet reaches its destination.
  • A hit in combat is always followed by a counter from the monster. The odds of a hit is calculated as per the section above where Dexterity is talked about. At the moment, while in combat, you cannot do anything but attack or run away. In the future, I plan on implementing the ability to pick up stuff from the ground, but the monster will have an opportunity to hit you once. Equipping or de-equipping an item would also cause the monster to try a hit (but again, this is not yet implemented). Additionally, if you do run away and reenter the combat site you will engage in combat with the monster in that site. Strength adds to how much damage you do per hit. The strength damage you do is NOT included in the crit multiplier, so when a critical hit occurs the damage that is multiplied is the base weapon damage only. Additionally, 2 handed weapons give a 1.5x strength damage bonus over 1 handed weapons.
  • Combat is what any creature can perform, and any creature can perform combat in three ways: * Melee Combat * Ranged Combat * Magic Casting
  • Sometimes fight. When this happens the aggressor uses the 1pp attack god action in order to receive a base combat bonus equal to their PP gained on the last reset. The defender automatically receives a base combat bonus equal to their PP on the last reset. Some circumstances provide additional bonuses to combat. Gods my aid another god in battle, or make an attack of their own, resolved individually. In the event of a stale mate, nothing happens.
  • Combat (Struggle en anglès) és un tipus d'acció que usa qualsevol Pokémon quan se li han esgotat els PP (punts de poder) dels moviments que sap. És l'única acció ofensiva que pot fer llavors, però consumeix PS (punts de salut) amb cada atac que realitze a l'oponent. Al ser aquest l'única acció ofensiva del Pokémon al veure's sense moviments, té les següents particularitats: * Fa cas omís als tipus de Pokémon, mai serà súper efectiu com tampoc no molt efectiu. * És aliè a les estadístiques de Precisió de l'usuari, Evasió de l'oponent i de condicions de clima tals menge boirina, aquest moviment mai fallarà. * L'usuari rep la meitat del dany infringit a l'oponent sense importar si posseeix o no l'habilitat Cap roca. És normal veure-la, per exemple, quan es tracta de capturar Pokémon que es resisteixen molt a ser atrapats en una Poké Ball, i tenen tècniques sense massa punts de poder, com el Pokémon llegendari Ho-Oh en Pokémon Roig Foc i Verd Fulla. En aquests casos és qüestió de temps que el propi Pokémon s'afeblisca a causa del seu propi atac si no és capturat, o fuig, abans. Unes altres de les situacions mes normals és trobar-lo en els Pokémon que solament poden usar solament un atac, com els Pokémon capoll (Cascoon, Silcoon, etc.) en estat salvatge ja que solament saben defensa fèrria, també si uses molt a un Ditto sense dur-lo al centre Pokémon el seu atac de transformació es quedara sense PP i allò més comú en el Smargle, ja que té un sol atac, i aquest sol té solament un PP (Es tracta d'esquema). També es pot donar el cas que un Pokémon estiga baix l'efecte d'un atac i no puga usar els seus propis, duent a usar combat com única alternativa. Un exemple d'aquesta situació podria ser la següent: si es té un Vileplume amb els atacs Llum Lunar, Doble Equip, Tòxic i Gigadrenat; i el rival arribara a usar una combinació dels atacs Mofa i Turment, pels efectes, el primer fa que el rival només puga usar atacs, deixant inactius els efectes secundaris, i el segon, que no puga usar el mateix atac dues vegades seguides. D'aquesta manera, si el Vileplume utilitza en un torn gigadrenat, en el següent, a l'estar sota els efectes dels atacs sinistres anteriorment esmentats, només tindrà opció d'usar combat.
  • You initiate combat in Twelve Sands by clicking on a combat zone. You kill , get Experience and Gold, Level up, and sometimes you even get !
  • Combat is based around randomly generated numbers in the form of "damage", which deplete a target's life points. The damage done by the parties involved is determined by their skills and, in a player's case, their equipment among other factors. There is also hit and block chance, the likelihood that a party will land a successful hit. Combat lasts until one participant is killed or flees. Players can influence their effectiveness in combat in many ways, such as boosting their combat skills via potions or prayers, or lowering their enemy's stats via curses or curse spells. There are also some items that offer special buffs to combat.
  • Combat refers to a triangle system of attack styles that overlap each other, as well as the Defence and Hitpoints skills. Combat is used to attack NPCs and other players, or even assist in other Skills. In any combat scenario, players or NPCs attempt to inflict damange on the opponent. There are three different types of attack styles: Melee, Ranged, and Magic.
  • Combat takes up a large part in The Chronicles of Spellborn®. It employs an active combat system, requiring the player to actively aim and dodge attacks, instead of letting these depend on calculations and chance.
  • +attack compares your DEX to the other person's AGI to hit, with a slight adjustment for size. STR determines melee damage, and FRP determines ranged damage. END gives you hit points, and COU determines what percentage of your END damage you can take before you have to retreat.
  • Combat is the activity of two or more entities taken in consideration of each other to achieve differing objectives. It is the military analogue of commercial competition.
  • Back to Main Page Next Adventuring Leveling Guide
  • Combat is an enemy appearing in Chrono Cross.
  • While combat exists in Nobilis, it is generally frowned at because of the deep social interactions the game encourages. As such, references of combat in Nobilis are short (if not almost non-existent) since most conflicts can end instantly with a single display of power. Combat in Nobilis is turn based. Whoever engages first in combat starts first (socially violent characters often attack first and ask questions later), be this the players or their foes. In each turn, one side of the fight acts while their opponents wait. On their turn, characters can move freely on the battle field. If using a square grid and miniatures to visualize combat, each character can move a number of squares per turn equal to their Aspect Level plus three (and in case of having a superior attribute that favors movement, use the one with largest value). After or before movement a character can perform a single action. Attacking with weapons, using a gift or a miracle and using a item (is your campaign requires them) counts as an action. After the action is announced but before it happens, any opponent can "counter" that action by using a action themselves, sacrificing any action they could use on the following turn. Each action can only be attempted to be countered once, and there are several factors that favor a successful counter which depend on how imaginative the counter-action is. If the action is not countered then it happens normally and its effects are measured. Combat, in essence, is a match of wits and strength, and like any real-life combat, outside influences can change the outcome instead of just being an event of chance. Physical attacks like swords and bullets can be absorbed using armor or body resilience (it's hard to damage an immortal) while Miracles, Gifts and other sources of magic can be protected with a high Auctoritas rating. In theory, a high value of Auctoritas or armor couldn't possibly be overcome, making strong characters virtually immortal even though in essence they are mortal. Each action has a Penetration Value which can vary depending on the circumstance. In the case of weaponry, for example, each weapon has a attribute requirement depending on the nature of the weapon. "Excalibur, the sword of the Kings" would be an Aspect requirement weapon and the "Hermes' Staff" would be a Spirit requirement weapon while the "Lexicon of the Truename" would be an excellent weapon for the Domain of Words. Using the imagination in building a weapon is essentially and also a weapon can be built as a character just like an Excrucian Focus. Penetration is determined by any miracle points spent above the amount required to perform the miracle. For every additional miracle point spent on a miracle, it achieves one point of Penetration. In order for an action to affect the target, the Penetration must be at least equal to the Auctoritas or armor value, depending on the situation and action used. If the Power of Fire invokes a fireball using a Level 4 Lesser Creation Miracle and then spends 2 additional Miracle Points to overcome the target's Auctoritas value of 3 then the total Penetration of the fireball would be 2 and the it would slam into the other Power's Auctoritas, having no effect on the Power himself. If 3 points of Penetration were used by spending an extra 3 MP instead, then the Penetration would equal the other Power's Spirit level and the Miracle would affect them normally.
  • Even the nicest pirate has to settle some scores with violence. Players in Pirates of the Caribbean Online have a broad variety of methods of combat, whether dueling guards with their cutlass, casting voodoo hexes on Hired-Guns, or tossing grenades at Undead Brigands.
  • Vue d'ensemble | Terrain | Villes | Economie | Unités | Combat | Diplomatie | Gouvernement | Technologie | Merveilles | Bâtiments | [ edit navbar] Une unité ne peut entrer dans une case occupée par un ennemi, et l'attaquera plutôt, déclenchant un combat qui ne prendra fin qu'avec la mort de l'une des unités. Une attaque coûte à l'agresseur un point de mouvement, mais l'unité survivante reste à sa place. Les unités à qui il reste un ou deux tiers de points de mouvement peuvent également attaquer, mais avec cette fraction de leur attaque normale. Les bombardiers dépensent tous leurs points de mouvement lorsqu'ils attaquent, donnant une chance à des guerriers de les intercepter. Certaines restrictions à la guerre sont plutôt évidentes - les unités doivent avoir une force différente de zéro pour attaquer, alors que les défenseurs ayant une défense de zéro perdent immédiatement. Il y a aussi des limitations quant à quelle unité peut attaquer un type d'unité particulier. Les unités terrestres ne peuvent attaquer que les unités terrestres. Les unités maritimes peuvent attaquer les autre bateaux mais aussi des unités terrestres adjacentes (à l'exception des sous-marins, incapables de celà). Les bombardiers peuvent attaquer toute unité terrestre et maritime - leur cible se défendra mais ne pourra pas attaquer le bombardier. Seuls les avions et les missiles peuvent attaquer n'importe quel type d'unité. Notez que les avions cargo dans une base aérienne sont posés, et donc vulnérables à une attaque terrestre. De même pour les bateaux dans un port. Notez également que les marines ont la capacité spéciale d'attaquer des cibles depuis un bateau ; alors que les autres unités terrestres doivent d'abord débarquer avant d'engager le combat. Il y a deux autres actions relatives au combat. Une unité ayant reçu l'ordre sentinelle reste en place et ne demande plus à recevoir d'ordres. De telles unités peuvent être réactivées manuellement (en les sélectionnant), et s'activeront automatiquement si une unité ennemie apparait. Une unité terrestre peut aussi recevoir l'ordre de faire fortification, ce qui signifie qu'elles dépense un point de mouvement en se préparant à être attaquée, ; une fois fortifiée elle bénéficie des mêmes avantages qu'une unité dans une ville fortifiée. Une unité qui n'a plus de points de mouvements ne peut pas se fortifier.
  • Nachdem die Mugiwara-Piraten die erste Runde, das Doughnutrace, und damit Chopper an die Foxy-Piraten verloren haben, erringen schließlich Zoro und Sanji gegen die Groggy Monsters einen Sieg in der zweiten Runde des Davy Back Fights, dem Groggyring und gewinnen so Chopper zurück.
  • The amount of damage done to an opponent depends on several things: * The base damage of the used weapon. * How skilled the player is in the used weapon type. * How many points the player has in that weapon type's governing attribute. * The condition of the weapon. * Fatigue. * The armor level of the opponent. * Sneak damage if sneaking undetected.
  • The Combat fighting style is a fighting style that involves punch and kicks. Damage calculation only factors in Strength Level. Visually, the player raise their arms when selected due to the v4 Melee Revamp update. Combat is the default fighting style and lost when learning a new fighting style like any other fighting style, It is possible to relearn Combat from the Witch, who resides on Graveyard Island.
  • Combat is an event in RuneScape in which two or more players and/or creatures fight. Combat is based around randomly generated numbers in the form of "damage", which deplete a target's life points. The damage done by the parties involved is determined by their skills and, in a player's case, their equipment among other factors. There is also hit and block chance, the likelihood that a party will land a successful hit. Combat lasts until one participant is killed or flees. Players can influence their effectiveness in combat in many ways, such as boosting their combat skills via potions or prayers, or lowering their enemy's stats via curses or curse spells. There are also some items that offer special buffs to combat.
  • In the Alone In the Dark Series, Combat is a big part of the game. The original trilogy pioneered Survival Horror Combat and in several ways the combat system is superior to those of later Survival Horror titles such as Resident Evil and Silent Hill through its use of multiple attacks in Hand-To-Hand Combat rather than one set attack and the ability to throw items at enemies. In Alone In the Dark:The New Nightmare, the combat system goes backwards and is more akin Traditional Survival Horror where the character is absolutely helpless in close range. The Hand to Hand Combat was even taken out. In Alone In the Dark 5, the combat system gets overhauled to resemble beat-em-ups.
  • [[Tiedosto:Backstab.gif|frame|left|Pelaaja taistelee Meleellä]] [[Tiedosto:Blood Blitz.gif|frame|Pelaaja taistelee Magicilla]] Combat, eli taistelu on tapahtuma RuneScapessa. Siinä kaksi tai useampi pelaajaa ja/tai NPC:tä taistelevat kunnes joku kuolee tai pakenee. Taistelussa yritetään vahigoittaa toista pelaajaa joko lähitaistelulla, taikuudella tai jousiammunnalla. Lisäksi vahinkoa voi tehdä Summoning olioilla ja myrkytyksellä (poison). Taistelussa ruoka on suuressa osassa, koska sillä voi parantaa taistelussa kuluvia elämäpisteitä. Myös Saradomin's Brew Potion parantaa elämäpisteitä. Taistelussa käytetään yleensä jotain asetta. Taistelussa voi myös käyttää potioneja tai joidenkin aseiden erikoishyökkäyksiä. Taistelussa voi käyttää seuraavia taitoja: * Attack * Strength * Defence * Ranged * Magic * Constitution * Summoning F2p -pelaajien suurin mahdollinen Combat level on 126 ja P2p pelaajien 138.
  • There are several different types of combat in Tibia. We will look at all of these.
  • This page is the future home of combat mechanics.
  • Combat Some good combat skills to know about are Moloing, Root Rotting, Kiting, Reverse Kiting, Swarming, Crowd Control, Damage per Second, Damage Mitigation.
  • Combat is without a doubt one of most important mechanics in-game, it determines a big part of the gameplay, this article will mainly go about the combat mechanic basics. This is all subject to change and the article will grow the more information there will become available.
  • There are times in the course of your travels, you are forced to combat hostile forces either to protect yourself, your friends, your quarry, or your country. In these times, you must know how to efficiently and effectively take care of the danger you are in. These rules will help ensure your survival as well as those around you. Be mindful that each person falls to a distinct pattern of fighting, where their skills and abilities provide useful to them. Know their patterns and you may just as well be able to counteract the threat they posses.
  • Combat (Englisch für "Gefecht"), auch bekannt als die brennende Stadt, ist eine geheimnisvolle Stadt in Enwor, die in der Zeit des Krieges zwischen den Alten und den Sternengeborenen von mächtigen Waffen getroffen wurde und deren Ruinen seitdem lichterloh in Flammen stehen. Außerdem beherbergt die Stadt den Stein der Macht, der vor allem in den Bänden 2-4 eine große Rolle spielt.
  • Combat er det engelske ordet for kamp eller et voldelig sammenstøt. Kan også brukes i sammenhenger som å kjempe mot noe:"to combat something"
  • El 'Combat' és part important en jugar Dofus, en aquest món els combats es basen en torns.
  • See the Combat Levels and Bounty page to find out how combat difficulty and cash payouts are determined.
  • Combat in Rappelz is comparative. Attacks are either Physical or Magical in nature. The larger the total attack points are compared to the corresponding total defense points, the greater amount of damage will be dealt. Therefore, defense points are either Physical or Magical as well. Some physical strikes are boosted by consuming MP. A good understanding of Battle Abilities and Basic Stats is essential to plan your character's build for the most effective combat. Most job classes deliver physical damage using melee (hand to hand combat) weapons however, two ranged weapons are also available for delivering physical damage. There is no difference between ranged damage and melee damage. The weapons for delivering Magical damage also serve as melee weapons to deliver physical damage but of course they are not as effective at P.Atk as other melee alternatives. * Choice of strike weapon comes down to making some compromise among P.Atk, M.Atk & AtkSpd. You defend yourself by either evading the attack or absorbing the damage to some degree. Well chosen armor helps with both evasion and withstanding damage. A character has more slots for equipping armor items than it does for equipping weapons. * Choice of defensive armor is a compromise among P.Def, M.Def, Evasion, M.Res, BlockPer & BlockDef. At the most fundamental level, damage dealt is based on the difference between the attacker's total attack points and the defender's total defense points however, other factors that will usually come into play include: * the accuracy with which you strike - Acc or M.Acc factor in * your ability to deliver a critical hit - CriRatio & CriPow factor in * you defend with a shield - BlockPer & BlockDef factor in * you completely dodge an attack - Evasion or M.Res factor in
  • A number of feats in Pathfinder are combat options in Chaos Dreams, open to any character (or creature) who meets the prerequisites. Multiple combat options can be used in the same round. Combat options replace the feats of the same name. Any instances of these feats as prerequisites are replaced by the prerequisites to use the combat option, unless an equal or greater prerequisite of the same kind is already present. Whenever a character would receive a feat that is replaced by a combat option as a bonus feat, they may instead select another combat feat that they meet the prerequisites for.
  • Combat is a scenario when a player enters a fight, this could be against another player or a NPC. Generally players enter combat so they can gain experience in a combat related skill, or to kill enemies for their possible drops, with the intention of making money. Combat will most likely be included in Stellar Dawn. Weapons and armour could also be used to increase the players chance of success in combat.
  • Combat or battle is a regrettable but necessary part of most strategy games. The attacker's attack strength and the defender's defensive strength are major factors in the outcome. In most games, the raw strengths can be increased by "veteran" status or similar experience-based enhancements, and defenders may in addition have a terrain bonus, making them stronger in forest or hilly ground, for example.
  • Combat is a major mechanic of Saints Row, Saints Row 2, Saints Row: The Third and Saints Row IV.
  • Victory often yields Experience Points, Skill Points, Gold, and Items. Experience Points are necessary to increase the overall level and stats of the characters. Skill Points apply to immortals only and allow them to permanently learn abilities. Many fields in the game contain an experience cap, which when exceeded, results in enemies providing no experience for a victorious battle although Skill Points, Gold, and Items continue to be awarded. Combat is turn-based and divided into a series of rounds that continues until winning or losing conditions are met. At the start of each round, every participant selects an action and a target on which to perform that action. The order in which each unit has the opportunity to perform its action is determined either by their Attack Speed stat or the sum of their Casting Speed stat and the Casting Time of the particular spell they selected to cast. The turn order is displayed at the bottom left corner of the battle screen when everyone has selected an action. Although Command skills have no execution speed stat associated with them, they always require more time to execute than a regular attack. Most high-level magic spells require more than one turn to execute. The number of turns the caster must wait is indicated by a number on its portrait in the turn order. Whenever this occurs, the player must be careful to avoid choosing "Quit" when it comes time to select the caster's action because doing so will cancel the cast; there is no way to undo this mistake. The execution of magic spells can be delayed by striking the caster with regular attacks. This is called "casting interference". Enemy casters in the back row are impervious to casting interference if the Guard Condition is high enough. Command skills are not susceptible to interference.
  • Combat is an important part of the game - sooner or later, your characters will have to fight for survival and their combat skills will make all the difference between life and death. The following rules have been designed so that you can quickly resolve the results of blows and damage and, at the same time, determine where characters are hit and how badly they are hurt. The examples will help you to learn how to conduct combat - it might be a good idea to fight out a few simple encounters before running your first game.
  • Movement on different terrains ( Plains / Water / Lava / Poison / Swamp / Thorn) show different colored diamonds on top of your head: * Blue Diamond - Neutral panel; no effect * Red Diamond with red skull - Disadvantage effect; decreases damage dealt; receive damage on start of turn * Yellow Diamond with sword - Advantage effect; increase damage dealt by 15%
  • Les joueurs de Rohan chassent pour gagner de l'expérience et faire monter en niveau leur personnage. Chasser permet aussi de récupérer des Crons (la monnaie du jeu), des pièces d'équipement ainsi que d'autres objets. En cliquant sur un ennemi, vous faites apparaître sa fenêtre d'information. Le chiffre ou nombre correspond à son niveau. La couleur avec laquelle est affiché son nom est une indication de sa puissance comparée à la vôtre. Quand un coup est porté, vous pouvez voir le montant de dommages que vous infligez ou recevez au dessus de votre personnage ou de l'ennemi. Un monstre dont le nom est affiché en gris est très faible comparé à vous. Il ne donne pas d'expérience ni d'objet.
  • Food and potion provide great assistance in the game. Various food and potion recover HP (health point) and/or MP. (mana point)
  • In each combat encounter, you (the Player), fight against one or several Noise, having under your control a pact of two characters: Neku and one of his partners. Neku fights on the bottom screen, and his partner on the top screen. The two characters share HP (and therefore, die at the same time; see HP for more details). Each character is controlled independently of the other, but they can cooperate using Fusion, and increase their performance through the Light Puck. Just like the characters, each Noise consists of two incarnations, one on each screen; they share HP, but can otherwise behave independently of each other. The two incarnations cannot cooperate, with the exception of certain boss fights later in the game. Some types of Noise have just a single incarnation on a single screen (see Noise for details). In that case, you can only deal damage to it on the screen where it is visible. In addition, in some very rare cases, Neku may have to fight alone, without his partner. Those instances are training battles at first, but also occur in the first day of Week 3 and for the final boss.
  • Combat is the violent resolution of disagreements by two or more parties. In Galactic Civilizations II combat situations occur when two opposing forces occupy the same space. The two primary means of combat in the game are: 1. * Ship Combat 2. * Planetary Invasion
  • Combat is one of the most important parts of Guild Wars.
  • Resum | Terreny | Ciutats | Economia | Unitats | Combat | Diplomàcia | Govern | Tecnologia | Meravelles | Edificis | [ editar barra de navegació] Una unitat no pot entrar en una casella ocupada per una unitat enemiga, i quan se li mani que ho faci, atacarà, quedant les dues unitats enganxades en combat fins que una d'elles quedi destruïda. Un atac normalment li costa al agressor un punt de moviment, però al final no es mou de lloc — la unitat supervivent es queda on era quan va començar el combat. Les unitats a les quals només els queda un terç o dos terços de punt de moviment també poden atacar, però només amb aquesta fracció de la seva força d'atac normal. Els bombarders gasten tots els punts que els queden quan ataquen, cosa que dóna als caces una oportunitat d'interceptar-los. Algunes restriccions sobre la guerra són força òbvies — les unitats han de tenir una força d'atac superior a zero per atacar, mentre que els defensors amb força defensiva nul·la perden immediatament. També hi ha límits sobre quines unitats poden atacar a quines altres. Les unitats terrestres només poden atacar altres unitats terrestres. Els vaixells poden atacar no sols altres vaixells, sinó qualssevol unitats terrestres adjacents a ells (els submarins són una excepció i no poden atacar unitats terrestres). Els bombarders poden atacar qualsevol cosa a terra o mar, i encara que els seus objectius es defensaran de l'atac, no poden contraatacar contra el bombarder. Només els caces i els míssils poden atacar qualsevol tipus d'unitat. Fixa't que els avions dins de ciutats i bases aèries són a terra, i per tant vulnerables a atacs terrestres. Els vaixells que estan a port són igualment vulnerables. Fixa't també en la capacitat especial dels marines per atacar objectius des del seu vaixell; les altres unitats terrestres han de desembarcar abans de lluitar contra unitats enemigues. Hi ha dues més accions relacionades amb el combat. Una unitat a la qual s'ordena fer de sentinella es queda al seu lloc indefinidament i deixa de demanar ordres a cada torn. Les unitats en sentinella es poden reactivar manualment (seleccionant-les) o també automàticament si veuen una unitat enemiga. A les unitats terrestres també se'ls pot donar l'ordre de fortificar-se, que significa que gasten un punt de moviment preparant-se per ser atacades; un cop fortificades tenen el mateix avantatge que les unitats terrestres dins d'una ciutat sense muralles. Una unitat que ha esgotat els seus punts de moviment no pot fortificar-se — li ha de quedar un punt de moviment al final del torn per començar el següent torn fortificada.
  • Combat refers to the state a player enters when actively engaging a hostile mob/player. Typically, during combat the player and the opposing hostile force are damaging each other's health pool, but other aspects such as healing and crowd control also play into combat mechanics. When engaging in combat, the player character is usually flagged in the game system which can restrict certain game mechanics (i.e. activating sprint or accepting an item quest) from being used. Combat generally ends when either the monster, or monsters, the player has engaged is dead and all debuffs time out, or when the player/players themselves have died. In combat, targets can be put into states that make them more vulnerable to certain skills. These targets can be either hostile or friendly. An example of a state is one player using a skill to put an enemy on fire, and another player using a skill that does extra damage to targets on fire.
  • The majority of advancement in LoRD comes from fighting. In the game, there are several different types of combat with different "rules." The following aspects are true of all fights: Damage is calculated: [Attack Strength/2 + Rand(0, Attack Strength/2 -1)] - Opponent Defense Your powermoves multiply damage by 3 after defense is subtracted and occur with liklihood 10%. When they can be used, skills multiply damage before defense is subtracted and use the following multipliers: Pinch- 1.5 Heatwave- 2.5 Thief Skill/ Death Knight Attack- 3 Shatter- 4.5 Note that since values can only be integers, fractions are truncated at every step.
  • So what do these effects do? Here's a quick summary...Combat: What's It All About? In Free Realms, there are several combat jobs that allow you to fight in battle dungeons and encounters. The combat jobs are Archer, Brawler, Medic, Ninja, Warrior and Wizard. Which combat job best suits a play-style will be up to each person to determine. Enjoy aiding those in need? You should be a Medic! Like to stalk your prey, striking when most opportune? Then check out the secretive life of a Ninja! Chances are, there's a job (or two, or three...) that will suit everyone.
  • Combat is a background theme to Mighty Morphin Power Rangers fight scenes, used primarily during season two for unmorphed Putty Patroller battles. It was written by Ron Wasserman, the show's primary musician, also responsible for Go Go Power Rangers and the many other songs produced for use during the Zordon era.
  • Personal combat on Star Wars MUSH uses a simplified version of West End Games' D6 system. Players may wish to use the Advanced Combat System, however this is not required and players may only insist upon the system set out below: Combat is divided into rounds, Each round represents five seconds of time and all participants may perform an action each round. Each round, initiative is determined to know what order the participants act in, and then actions their are resolved. Each round players must: 1. * Determine initiative 2. * Resolve actions
  • Combat in Fury is fast-paced and intense. Think of it like an FPS but with MMORPG spells/skills. There is no auto-attack, so you can't just "target, /stick or auto-follow, and spam your attack chain." [1] Similar to an FPS, your target must be in your line-of-sight for your attacks to hit. To engage in combat a player can speak with any of the Warmaster NPCs located throughout the sanctuaries or by using the Challenge System.
  • There are two ways to select a target. 1) You can mouse click on it, or; 2) You can use the '~' or 'Q' key to cycle through all the targets on your screen, one-at-a-time. Due to a recent update, selecting a monster with the mouse automatically activates an attack ring if you have an attack ring highlighted.
  • The term combat (French for fight) typically refers to armed conflict between military forces in warfare, whereas the more general term "fighting" can refer to any violent conflict between individuals or nations. Combat violence can be unilateral, whereas fighting implies at least a defensive reaction. However, the terms are often used synonymously along with the term "Battle Ready". A large-scale fight is known as a battle. Combat may take place under a specific set of rules or be unregulated. Examples of rules include the Geneva Conventions (covering the treatment of soldiers in war), medieval Chivalry, the Marquess of Queensberry rules (covering boxing) and several forms of combat sports. Combat in warfare involves two or more opposing military organizations, usually fighting for nations at war (although guerrilla warfare and suppression of insurgencies can fall outside this definition). Warfare falls under the laws of war, which govern its purposes and conduct, and protect the rights of military personnel and non-combatants. Combat may be armed (using weapons) or unarmed (not using weapons). Hand-to-hand combat (melee) is combat at very close range, attacking the opponent with the body (striking, kicking, strangling, etc.) and/or with a melee weapon (knives, swords, batons, etc.), as opposed to a ranged weapon. Hand-to-hand combat can be further divided into three sections depending on the distance and positioning of the combatants: * Clinch fighting * Ground fighting * Stand-up fighting
  • Combat has multiple meanings in World of Warcraft: 1. * The state where your character is considered actively fighting and prevents actions that can only be done out of combat. 2. * Anything having to do with fighting, especially physical combat with weapons and armor. 3. * One of the Rogue talent trees.
  • To train your combat skill, you must kill an enemy using your hands or a sword. You will learn experience points based on the level of the enemy you have killed. However, the higher the level of the enemy, the harder they will hit you. If your hit points are reduced to zero, you will die and will reappear at the teleport outside of Buckingham. Everything in your inventory will be dropped at the spot where you were killed. The experience points awarded for killing each enemy are given in the monster database.
  • The first thing is the scenerunner uses +attack/reaction to roll and post the initiative for the round. The current initiative can be checked by any PC using the +attack/initiative command.
  • The term "combat" (French for fight) typically refers to armed conflict between military forces in warfare, whereas the more general term "fighting" can refer to any violent conflict. Combat violence can be unilateral, whereas fighting implies at least a defensive reaction. However, the terms are often used synonymously along with the term "Battle Ready". Combat may take place under a certain set of rules or be unregulated. Examples of rules include the Geneva Conventions (covering the treatment of soldiers in war), medieval Chivalry, and the Marquess of Queensberry rules (covering boxing). Combat in warfare involves two or more opposing military organizations, usually fighting for nations at war (although guerrilla warfare and suppression of insurgencies can fall outside this definition). Warfare falls under the laws of war, which govern its purposes and conduct, and protect the rights of soldiers and non-combatants. Combat may be armed (using weapons), or unarmed (not using weapons). Hand-to-hand combat (melee) is combat at very close range, feeling the opponent with the body (striking, kicking, strangling, etc.) and/or with a melee weapon (knives, swords, batons, etc.), as opposed to a ranged weapon. Hand-to-hand combat can be further divided into three sections depending on the distance and positioning of the combatants: * Clinch fighting * Ground fighting * Stand-up fighting
  • When a character attacks or is attacked, they will be flagged by the game as being in combat. This state is denoted to the player with an icon of two crossing swords next to their character portrait. Many actions and abilities cannot be used while you are in combat, making knowing how to get into and out of combat very important, especially in PvP combat. In PvP, a player will leave combat if they have not attacked or been attacked for 6 seconds, or all the enemy characters that have attacked you are killed. Under most circumstances in PvE, once all monsters have lost interest in you, you will be removed from combat.
  • Combat occurs in the Arena. The brute which defeats the other is the winner. Combat is completely automated and based on a Brute's Stats and Weapons. The only option you decide is selecting your opponent. During the combat your Stats and Weapons are compared and tested against the opposing Brute and his or her Pets.
  • In a setting such as ours, combat is necessarily of interest to many. The source books give mechanics for running combat, but since these rely on the use of dice to roll Attributes (such as Strength and Dexterity, which we do use) along with Abilities (such as Brawl and Dodge, which we don't), we've started with the White Wolf rules, but execute them rather differently. The largest difference is that ideally the result is determined by agreement between the players. They should discuss any drastic actions in pages, and decide the result based on what makes the best story. After all, we are first and foremost a storytelling MUSH. It's good to keep in mind both (or all, if you have more participants!) characters' relevant Attributes, their IC experience, and their current state of well-being. Attacks should never be posed as successful unless that has already been agreed on in pages; if you throw a knife at someone, you should never say the knife hit unless you're told by the target (either OOC or IC) that indeed it did/will. If opponents cannot agree on a result, they can call on any available wizard or other player with GM experience who is willing to arbitrate. The decision of such an arbitrator is held to be final, though in extreme cases an appeal can be made to the wizards. In a GMed scene, the GM is free to run combat more or less however he or she wishes; this sometimes includes using dice and estimated ability levels behind the scenes. Because of this, it's a good idea to note in your GM info any special skills or experience your character may have!
  • The main activity in Magic World Online is Combat. It is what raises the Level of the Character. There are various types of weapons used in Combat. Combat can be Close Ranged or Long Ranged.
  • Training Combat includes the following skills: Attack, Strength, Defense, And Hitpoints. To start off training combat, go to the Edgeville General Store and buy all the combat supplies you need to get started. Buy iron armour set, and rune armour set, as you will level up quickly. Also buy a Granite Set or Rune Set if you don't have enough GP. Buy Super Att/str/def pots and some food if you can afford it. Once you've done that, I recommend to start training on Rock Crabs, Yaks, and Expirements until you're over level 100-110. Which doesn't take long, you will gain XP at a very fast rate. Even more so if you use Double XP from Voting and Vote Ticket's from the Voting Store in the Edgeville Bank. Once you reach level 100+ I'd recommend fighting Bloodveld's until level 126. Once you're level 126 you can start fighting stronger enemys and bosses. Start with fighting Abyssal Demon 's at the Slayer Tower on the 3rd floor. Once you feel you have a handle on Combat, you may want to start looking at the bosses at the GWD. Or other boss teleports. I'll add to this guide more when I get time.
  • There are several different places of combat apart from general field combat in Nostale, Instant Combat, Ice Breaker, Arena, Frozen Crown, etc.49, etc. To join, Instant Combat confirmation window pops up in the game at certain intervals. Characters join the Instant Combat according to their current level. A Confimation window will pop up before starting the combat. It is free to join. A certain amount of gold and fame will be awarded after defeating all monsters in the combat. Instant Combat is every 2 hours (12pm, 2am, 4am, 6am, 8am, 10am, 12am, 2pm, 4pm, 6pm, 8pm, 10pm).
  • Combat is an important part of playing the game. Combat is turn based.
  • Combat is the act of fighting in throughout the game
  • Hellgate: London is a 1st/3rd Person Action Role Playing Game with online multiplayer at its base. Using this information and information gathered from videos/limited play experiences we can speculate about combat gameplay.
  • Combat is an essential element in Grabbed By the Ghoulies and Cooper must engage in combat with Ghoulies throughout the game.
  • There are two types of Combat in Atlantica Online: Normal Combat and TBS.
  • Combat is an essential element in Dragon Age: Origins and central to advancing the game's narrative as well as gaining experience points to improve the abilities of player-controlled characters.
  • Combat is a way for players to level up and gain money and spirit. When fighting monsters you must take into account its capability of killing. Unfortunately, it does not show the level in the target bar. There does however seem to be a color coding associated with the monster's name. * Green or dark green signifies that it is a lower level and it is well within your ability to defeat. * White or light pink means it is the same or close to your level, but may require help from other players or your pet. * Red or dark red names mean that is a higher level than you and that it would be hard for you to kill it without healing or player/pet help.
  • Combat est le onzième épisode de la première saison de Torchwood. Il est écrit par Noel Clarke, l'acteur/scénariste qui joua le rôle de Mickey Smith dans Doctor Who.
  • Understanding the core systems underlying combat in Star Wars Galaxies is important to every player. Hardcore PVP'ers and casual hunters can equally benefit from knowing the basic equations and ideas behind attack speed, accuracy, template stacking, states, postures, and other combat-related topics.
  • Combat refers to the act of engaging enemies with the intent to kill or injure them. The various games in the Fallout series have employed a wide variety of combat systems, ranging from turn-based to real-time and almost any combination of these. * Fallout combat (includes Fallout 2 combat) * Fallout 3 combat * Fallout: New Vegas combat * Fallout 4 combat * Fallout Tactics combat * Van Buren combat
  • The steps in resolving combat are as follows. Declare attack ► Attack Roll ► DV check ► Defense Roll ► Damage Roll ►Resistance and Endurance ► Final damage total Now this might seem long and difficult, but eventually it becomes second nature.
  • Combat is split into 4 different skills: Attack, Defence, Strength and Health. You can train and fight in some locations, you will see the option to fight in the menu of an appropriate location. Certain locations, like ones on Serpenthelm, have auto-attacks. This means there will be a creature that attacks you when you travel to a location. After the monster dies you can access the location normally.
  • During all Splatterhouse games, Rick has to fight against the murderous monsters.
  • The system of combat mechanics used in Darkfall is vaguely similar to the one used in the single-player game Mount & Blade. Ranged combat (using either ranged weapons or magic) is done in first person perspective, while combat with melee weapons is done in third person perspective. There is no auto-attack feature-- all attacks and movements are manually controlled by the player in real time. Though directional attacks aside from an overhead attack are not currently in the game, developers plan to implement them.
  • Combat involves seven different skills: * Attack, which causes players to hit more accurately with melee. * Strength, which causes players to hit higher numbers with melee. * Defense, which reduces the amount players are hit. * Hitpoints, which raises the amount of damage a player takes before dying. * Ranged, which allows for more efficient ranged combat. * Magic, which allows for more efficient magical combat. * Prayer, which allows various different bonuses to be temporarily applied.
  • Combat is the main function in TBA it is used to kill monsters.
  • Combat is an event in RuneScape in which two or more characters and/or monsters or NPCs fight until one of the participants defeats the other.
  • Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence: 1. * Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer flat-footed. 2. * Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a standard action or a move action) during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round. 3. * Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round of combat. 4. * Combatants act in initiative order (highest to lowest). 5. * When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.
  • Combat eli taistelu on suuri osa World of Warcraftia, jossa luonnollisesti tärkein päämäärä on selvitä itse hengissä. Taisteluun voi joutua harkitusti tai tahtomattaan; pelimaailmassa on useita vihamielisiä mobeja joilla on tietty alue johon pelaajan joutuessa ne hyökkäävät pelaajan kimppuun. Combat on myös siis tila johon pelaajan hahmo menee joutuessaan tappeluun jonkin hahmon kanssa; hahmo ottaa aseensa käsiinsä jos ne eivät jo ole.
  • 전투는 공격하는 함대가 목적지에 도착한 경우 발생한다.
  • Onigiri is based on a fast paced combat system, involving guarding, dodging and then countering the enemy with quick basic strikes, or devastating skills. The player is able to choose from a wide variety of weapons, unleashing both physical and magical barrages on his or her enemies, destroying them from any range that they see fit.
  • This article just about summarizes everything that there is to know about combat. Keep in mind, however, that some details might be on the linked pages. Specifically, check also: * Combat/ToHitTable * Combat/DamageTables * Combat/Documenting *
  • Some restrictions upon warfare are rather obvious — units must have a nonzero attack strength to attack, while defenders with zero defense strength lose immediately. There are also limits upon which units can attack which others. Land units can only attack other land units. Ships can attack not only other ships, but any land units adjacent to them (submarines are an exception and cannot attack land units). Helicopters can attack land and sea units and can be attacked by any kind of unit (land, sea, or air), at any time. Bombers and missiles can attack anything on land or sea, and though their targets will defend themselves from attack, they cannot attack the bomber in return. Only fighters can attack every kind of unit. Note that aircraft within cities and air bases are on the ground, and thus vulnerable to land attack. Ships in port are similarly vulnerable. Note also the special ability of marines to attack targets from aboard ship; other land units must disembark before engaging enemy units. There are two other actions related to combat. A unit ordered to sentry remains in place indefinitely and no longer asks for orders each turn. Sentry units can not only be reactivated manually (by selecting them), but activate automatically should an enemy unit come into view. Land units can additionally be ordered to fortify, which means they spend one movement point preparing to be attacked; once fortified they enjoy the same advantage as land units within an unwalled city. A unit whose movement points are exhausted cannot fortify — it must have one movement point left at the end of a turn to begin the next turn fortified. Instead of combat, you may also harm your enemies with diplomatic actions.
  • Kakune Jintou (格根(かくね) 刃闘(じんとう)), also known as Combat (コンバット), is a scout character introduced in Inazuma Eleven GO.
  • To attack a nearby enemy, press the Right Thumbstick toward an enemy.
  • Learn to fight :) lol jk I will fix this up soon Notes about fighting: Every 10% of experience gained will restore your HP/MP/Aggression. A few more days and this will be up...
  • Aftershocks, Atomic Combos, Celestial Combos, Construct Combos and Rage Combos are vulnerable to counter mechanisms just as Weapon attacks.A small icon over a player's head shows which combat mechanism they are using.
  • Combat is a pirate on the Meridian Ocean. He is captain of the crew War Games and monarch of the flag Combating The Ocean.
  • Combat is a Special Treatment from Bakugan: Mechtanium Surge. They are found via the BakuSurge packs.
  • Combat is an important part of playing the game. Wakfu's combat is turn based. Some Commands and Shortcuts can be made during Combat.
  • All heroes keep continuously walking to their target until it is in range. Heroes get turns for: * A physical attack. Even mages only have a physical attack and not a magical one. * Their ultimate skill (if energy is full and if it is activated), which uses up all energy. This skill can be either physical, magical, or holy. * Each of their regular skills (Green, Blue, Purple, Legendary). Each of them can be either physical, magical, or holy. * HP recovery, * Energy recovery. If they cannot perform any of those actions, they start walking again to the nearest target.
  • Mostly by: --DemonicVision and --Dahalonut this artical deals with Summoner combat. someone needs to seperate this artical and Hunter combat--Dahalonut 10:03, 4 October 2008 (UTC)
  • Combat involves the player and allies using weapon upgrades, in combination with biotic and tech talents to defeat enemies.
  • The A&A combat has a number of features: * Each unit conducts combat as an individual * Separate combat ratings for attack & defense * Unlimited combat rounds * Normally, only the attacker can retreat * Normally, 1 hit kills a unit * Normally, the side taking casualties has full control ovcr what unit is hit * Simultaneous Combat The overall effect is to favor the attack and make counterattack an important form of defense. In AA14 land combat is limited to 1 round. In addition there is unlimited Air Combat before the land combat. For some alternate combat systems check the following articles * Odds-Based Combat * Low Luck * No Luck * Limited Combat Rounds * Defender retreat * 2 hits to kill * Attack priorities * Defender fires first
  • The party must battle its way through many dangerous foes to complete the adventure. The following sections offer some more information and tips for combat. Combat Map Battle takes place on a tactical combat map that is a detailed view of the terrain that the party was in when the combat began. This map is set up with an invisible square grid. Initiative Each round of combat is divided into 10 segments, and every, character and foe acts on a specific segment based on a random initiative number. Initiative is generated at the start of each combat round, and is modified by dexterity and random factors such as surprise. Characters can act on their initiative segment, or use the DELAY command to hold action until the end of the round. Casting spells may take extra time to perform, so often a spellcaster will begin a spell on his segment, but the spell will not go off until a little later. Computer Control In combat you control the actions of PCs. The computer controls the actions of monsters. NPCs, and PCs set to computer control with the QUICK command. If you have a paladin in your party, he may take control of NPCs at the start of combat by making a successful leadership check. A successful leadership check puts NPCs under normal control for that combat. Combat Ability Each character's ability in combat is defined by AC, THAC0, and Damage. Armor Class The difficulty of hitting a character or monster is represented by the target's armor class (AC). The lower the AC, the harder the target is to hit. AC is based on readied armor and a dexterity bonus. Some magic items, such as some bracers, also help improve AC. THAC0 The ability to hit enemies in melee or with missile fire is represented by THAC0. THAC0 stands for To Hit Armor Class O. This is the number a character must 'roll' equal to or greater than to do damage on a target with an AC of O. The lower the THAC0, the better the chance to hit the target. Note: the generation of a random number is often referred to as a 'roll'. In determining the success of an attack, the number generated is from 1 through 20. An attack is successful if the random number is greater than or equal to the attacker's THAC0 minus the target's AC. THAC0 may be modified by things like range, attacking from the rear, magical weapons, and magic spells. Example: A fighter with a THAC0 of 5, attacking a monster with an AC of 3, would need to roll: (THAC0 5) - (AC 3) = 2+ But to hit a monster with an AC of -2 he would need to roll: (THAC0 5)- (AC -2) = 7+ Damage Damage is the range of hit point loss the attacker inflicts and is based on the attacker's Strength, weapon type, and any magic bonuses the weapon has. The base damage for each weapon is summarized in the Weapons Table on page 50. Some monsters take only partial or no damage from certain weapon types. Skeletons, for example, take only half damage from sharp or edged weapons, while some other monsters may only be damaged by magical weapons. Attacking There are two basic types of attack: Melee and Ranged (or Missile). The following describes each type and other rules governing combat. Melee Combat Melee combat is face-to-face fighting with weapons such as swords and maces. Only when using melee weapons can characters receive Strength bonuses. Fighters can sometimes overpower several small foes during melee combat, and thieves have opportunities to 'back stab.' Ranged Combat Ranged combat is firing at distant enemies with weapons such as bows or darts. A character with a missile weapon (bow. sling. etc.) may not attack when adjacent to an enemy. Two arrows or three darts can be fired per turn. Multiple Attacks After seventh-level (eighth for rangers) all fighter-type characters increase the number of attacks they make with melee weapons. The first increase is three attacks every, two rounds, then two attacks every round. See the Multiple Attacks for High Level Fighters table on page 49. All of a character's attacks are taken against his first target. If the first target goes down with the first attack, you can aim the remaining attack at another larger. Fighter-types may also 'sweep' through several weak opponents in one combat round. When a character 'sweeps,' he automatically attacks all of the weak opponents. Back Stabbing A thief 'back stabs' if he attacks a target from exactly opposite the first character to attack the target. The thief may not 'back stab' if he has readied armor heavier than leather. A 'back stab' has a better chance of hitting the defender and does additional damage. Saving Throws Attacks such as poison or spells do not automatically have their full effect on a target. Victims may get a saving throw to avoid some or all of the effect. If the saving throw is successful, generally the target suffers either no effect or only half-damage. Saving throws improve as characters gain levels. Note: Some monsters have natural magic resistance which decreases the chance of them being affected by spells. Combat Movement The number of squares a character can move is affected by carried weight, character strength, and the kind of readied armor. A character's movement range is displayed on the View Screen and during the character's segment in combat. Combat movement is important for both closing quickly with opponents (and stopping missile fire) and fleeing from battles that are too tough. Running Away A character may flee from the battlefield if he moves faster than all enemies, but not if he moves slower than any enemies. A character has a 50% chance to move off the battlefield if he moves as fast as the fastest foe. There is an exception: if a character can reach the edge of the combat map without any of his opponents being able to see him, he may then flee successfully even though he is slower than his opponents. Returning to the Party A character that moves off the battlefield returns to the party after the fight is over. If all active characters flee combat, any dead or unconscious characters are lost. Characters that flee a combat receive no experience points for the battle. Combat Strategies To succeed in combat, a skilled player deploys his party well. casts effective spells before and during combat, maneuvers his characters into advantageous positions, and attacks using his most powerful characters and weapons. Deploying the Party When a battle begins, your party is automatically positioned based on the order list of the characters. Characters near the top of the order will be in the front lines and vulnerable to attack. To change the starting deployment, change the party order from the ALT Menu while encamped. Shift the heavily armored fighters up the list and the vulnerable magic-users and thieves toward the bottom. Party order cannot be changed while in combat, although characters are free to move. Your party may be placed in a bad position at the start of a battle. Get an idea of the situation and move characters into better deployment. Sometimes the best strategy is offensive: charging with fighters to close ground and stop enemy magic and missile fire. Other times, the best strategy is defensive: moving your characters to anchor their flanks on an obstacle such as a wall or tree. Setting up behind a doorway that your enemies have to move through also makes for a very strong defensive position. Always keep magic-users and missile weapons safe behind the front line. Wounded Characters Characters who are seriously injured should be cured or moved out of the front lines if possible. Remember: if you move away from an adjacent enemy, he gets a free attack at your back and has an improved chance to hit. Stopping Ranged Attacks Missile weapons cannot be fired if there is an adjacent opponent. To stop enemy missile fire, move someone next to the opponent. If you want to fire missiles, keep away from the enemy. Exploiting Enemies' Weaknesses Exploit your opponents' weaknesses by directing attacks against helpless. wounded, or isolated foes. Concentrate your attacks to eliminate one opponent rather than injure many (Exception: enemy spellcasters). A foe with one hit point remaining attacks as powerfully as an uninjured one. If spellcasters are hit in a round, they lose any spells they are preparing to cast, and cannot cast for the remainder of that round. Try to keep enemy spellcasters under attack every round while protecting your own. After Combat If one or more characters survive on the battlefield at the end of combat, the bodies of unconscious or dead party members stay with the party. If the entire party floes from combat, all unconscious and dead party members are permanently lost. If ALL the party members are slain, go back to your last Saved Game and try again from that point.
  • 戦闘(Combat)という言葉は World of Warcraft においては複数の意味をもちます。 1. * ゲームのキャラクタが戦っている状態と判定され、その状態から脱しない限り food や drink を使うことや、武器以外の装備を変更することができない状態にあること。 2. * 「敵を倒す」目的で行う動作のすべて。特に weapon と armor を使って物理的に戦闘をすること。 3. * Rogue の talent treeのこと。
  • Visible weapons, or the use of the force, are required to enter in a fight. The weapons are star wars related, which offer a great range of possibilities.
  • 以下はWARの戦闘について現在判明している事項である。 * Actionアビリティ用のActionゲージ、Moraleアビリティ用のMoraleメーター、Tacticアビリティ用のTacticバー、これに加え各クラス独自のシステムゲージ(例:ShamanのWAAAGH!!メーター、BrightWizardのCombustionゲージ etc)が画面に表示される。 * PvEでのTaunt(挑発)制のアビリティはMobのaggro(敵対心値)を上昇させる。PvPではターゲットの弱体・妨害効果。 * Spell(魔法)のレジストは被ダメージの減少であり、フルレジスト(ダメージ0)は存在しない。(未確認) * block(ブロック)制とparry(受け流し)制のパッシブアビリティ(クラス特性)がある。 * 同時に攻撃(Primary)ターゲットと防御(secondary)ターゲットを保つ事が可能。
  • Combat is a situation where to or more people are fighting eachother for a reason. The fighters may or may not be using a weapon, although in war they most likley will use one. Going into combat is risky, because lives are at stake. Combat still takes place today, such as in wars.
  • Combat Il y a combat lorsqu'une flotte avec une mission d'attaque atteint sa destination (planète ou lune).
  • Combat in Jade Empire includes magic styles, martial styles, support styles, transformation styles, and weapon styles. PC users look up combat in PC
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