{"id":698,"date":"2017-11-24T19:23:20","date_gmt":"2017-11-25T00:23:20","guid":{"rendered":"http:\/\/www.empireinflames.com\/?p=698"},"modified":"2017-11-26T21:46:47","modified_gmt":"2017-11-27T02:46:47","slug":"combat-in-empire-in-flames-or-how-i-spent-my-summer-vacation","status":"publish","type":"post","link":"https:\/\/www.empireinflames.net\/?p=698","title":{"rendered":"Combat in Empire in Flames, or How I Spent My Summer Vacation"},"content":{"rendered":"<p style=\"text-align: center;\"><a href=\"http:\/\/www.empireinflames.com\/wp-content\/uploads\/2015\/06\/RebelSharpshooter-CotF.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-medium wp-image-123\" src=\"http:\/\/www.empireinflames.com\/wp-content\/uploads\/2015\/06\/RebelSharpshooter-CotF-300x300.jpg\" alt=\"\" width=\"300\" height=\"300\" srcset=\"https:\/\/www.empireinflames.net\/wp-content\/uploads\/2015\/06\/RebelSharpshooter-CotF-300x300.jpg 300w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/2015\/06\/RebelSharpshooter-CotF-150x150.jpg 150w, https:\/\/www.empireinflames.net\/wp-content\/uploads\/2015\/06\/RebelSharpshooter-CotF.jpg 512w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>EiF brings you a player&#8217;s perspective&#8217;s on EiF&#8217;s combat system. This post isn&#8217;t fully fact checked. Thank you Pizza the Hutt! You are one of my all time favorite Hutts! Enjoy!<\/p>\n<p>-Sandarie, Community Manager<\/p>\n<p>===<\/p>\n<p><span style=\"color: #ff9900;\">The combat in Star Wars Galaxies has gone through multiple iterations and changes in its lifetime. Empire in Flames is another such iteration aiming to improve upon some of the inadequacies of the original game in a fashion that differs from the Combat Upgrade (and the subsequent game-changing overhaul that was the NGE).\u00a0 <\/span><\/p>\n<p><span style=\"color: #ff9900;\">While the fundamental mechanics of \u201cPre-CU\u201d combat still stand, there have been numerous tweaks and changes to encourage a diversity of builds that was sorely lacking in the original game. These modifications to the base emulator take the form of adjustments to stat allocations for each profession, ability changes ranging from minor adjustments of multipliers to new behaviors, and some tinkering to the engine to make combat much more intuitive and interesting.\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">Whether you\u2019re an old-hand at Pre-CU combat, an NGE player visiting the past, or completely new to SWG, there are some things that you should know! But where should we begin?\u00a0 \u00a0First things first! Before you can fight you need a weapon! If you\u2019re a bareknuckle brawler or an inveterate sniper, your attacks follow the same formula! So, here\u2019s the rundown on your hardware: <\/span><\/p>\n<p><span style=\"color: #ff9900;\">1.\u00a0 \u00a0 \u00a0 \u00a0<strong>Weapon type<\/strong> \u2013 This one is the most obvious. A pistol, a carbine, a sword, et cetera. These weapons have their corresponding abilities in their respective professions but here at Empire in Flames we have some special-case scenarios! If you\u2019re a Bounty Hunter, or a Smuggler, your weapon skills are \u201cweapon agnostic\u201d which means you can use these abilities with any weapon equipped!\u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">2.\u00a0 \u00a0 \u00a0 \u00a0<strong>Damage type<\/strong> \u2013 All incoming and outgoing damage in SWG is \u201ctyped\u201d and is compared against a variety of resistances. Not all guns do energy damage, and not all melee weapons will do kinetic. To ensure maximum effectiveness, examine your target (in the case of PvE) to see your opponents\u2019 resistances and equip yourself accordingly!\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">3.\u00a0 \u00a0 \u00a0 \u00a0<strong>Armor Piercing<\/strong> \u2013 This is a stat you\u2019ll see on all weapons but you can completely ignore this as Empire in Flames removed Armor Levels from all damage equations!\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">4.\u00a0 \u00a0 \u00a0 \u00a0<strong>Attack speed<\/strong> \u2013 This is the base delay for your attacks (in seconds). The CDEF Pistol that you start with, for example, has a speed of 3. Without any skills, you will auto-attack every 3 seconds. But all weapon-specific professions come with a speed stat boost that modifies this value as a percentage. More on this later!\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">5.\u00a0 \u00a0 \u00a0 \u00a0<strong>Damage range<\/strong> \u2013 Minimum and maximum damage is self-explanatory.\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">6.\u00a0 \u00a0 \u00a0 \u00a0<strong>Wound chance<\/strong> \u2013 Whenever an attack lands, it has a chance to impart a wound to a specific HAM pool. While higher percentages are better, the actual effect is rather small.\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">7.\u00a0 \u00a0 \u00a0 \u00a0<strong>Range modifiers<\/strong> \u2013 Ok, so this one might not be super clear as to how exactly it works but it is simply a +\/- modification to your attack\u2019s accuracy. Ideally you want to be at the ideal (hehe) range but in most cases you can get away with any spot that\u2019s not a massive penalty (like the -120 @ 64 meters on the starter CDEF pistol).\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">8.\u00a0 \u00a0 \u00a0 \u00a0<strong>Special Attack Cost<\/strong> \u2013 These are the base values for the consumption of your HAM pools when you use special attacks. Each special attack has a multiplier that can leave you with an empty action pool in the case of high special costs on your weapons.\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">Okay! So that\u2019s a quick review of the weapons and how their stats function. Let\u2019s get started with the combat mechanics and how your skills tie into them. I\u2019m going to start with the novice box of the Swordsman profession because it\u2019s what I have in front of me and it gives me a wide variety of skills to use as examples. In the novice box we have the following skills: <\/span><\/p>\n<p><span style=\"color: #ff9900;\">Counterattack, Defense vs. Blind, Defense vs Dizzy, Defense vs Intimidate, Defense vs Stun, Melee Defense, Ranged Defense, Two-handed Melee Accuracy, Two-handed melee Center of Being [duration], Two-handed Melee Center of Being Efficacy, Two-handed Melee Speed, and Two-handed Melee Toughness\u2026 whew! That\u2019s a lot of stats! It might be a bit overwhelming, but they&#8217;re very straightforward once you get the hang of it!\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">Counterattack is one of the three \u201csecondary\u201d defense skills, alongside Dodge, and Block. The way these work is that upon receiving a \u201csuccessful\u201d attack, you have a chance to react to the incoming damage with these skills. <\/span><\/p>\n<ul>\n<li><span style=\"color: #ff9900;\"><strong>Counterattack<\/strong> allows you to make a free basic attack against your opponent. <\/span><\/li>\n<li><span style=\"color: #ff9900;\"><strong>Dodge<\/strong> always you to sidestep the incoming damage entirely. <\/span><\/li>\n<li><span style=\"color: #ff9900;\"><strong>Block<\/strong> reduces the incoming damage by 75% and has the added bonus on Empire in Flames of making a second block attempt if the first one fails.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #ff9900;\">These three defense skills are limited to their respective weapons \u2013 <strong>Counterattack<\/strong> for Carbineer and Swordsman, <strong>Dodge<\/strong> for Pistoleer and Fencer, <strong>Block<\/strong> for Rifleman and Pikeman. <\/span><\/p>\n<p><span style=\"color: #ff9900;\"><strong>Note<\/strong>: Heavy Weapons are considered as Rifles by the game and allow you to make use of Block when wielding the Commando\u2019s arsenal. Teras Kasi Artists have a special defense stat called Defensive Acuity which allows you to react to incoming damage with either Counterattack, Dodge, or Block.\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">Defense vs [XXXXXX] \u2013 These are stats that are generally referred to as \u201cState Defense\u201d. Certain abilities have the benefit of attempting to apply a variety of these states and that is compared against your state defense to determine whether or not it is successfully applied.\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 <\/span><\/p>\n<p><span style=\"color: #ff9900;\">You\u2019re probably curious as to how these states affect you or your target \u2013 here\u2019s the hot-skinny.\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 <\/span><\/p>\n<ul>\n<li style=\"list-style-type: none;\">\n<ul>\n<li><span style=\"color: #ff9900;\"><strong>Intimidate<\/strong> \u2013 This state reduces the maximum damage of outgoing attacks\\<\/span><\/li>\n<li><span style=\"color: #ff9900;\"><strong> Dizzy<\/strong> \u2013 When dizzied, posture changes can cause you to be knocked down.<\/span><\/li>\n<li><span style=\"color: #ff9900;\"><strong>Knockdown<\/strong>&#8211; Flat on your back! You are incapable of acting while knocked down and you take extra damage. &#8211;\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 It\u2019s important to note that the way Dizzy\/KD works on Empire in Flames is different from SWGEmu in that it is impossible to lock anyone into a Dizzy\/KD loop (because this is just no fun!) <\/span><\/li>\n<li><span style=\"color: #ff9900;\"><strong>Stun<\/strong> \u2013 Reduces outgoing damage by 10% and lowers Primary Defense (more on what that is in a bit). <\/span><\/li>\n<li><span style=\"color: #ff9900;\"><strong>Blind<\/strong> \u2013 Reduces accuracy. Posture change (up\/down) \u2013 This causes the receiving party to change their posture (standing, kneeling, or prone). Coupled with dizzy, this has the chance to knockdown.\u00a0 \u00a0<\/span><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<p><span style=\"color: #ff9900;\">Next on the list is Ranged\/Melee Defense \u2013 These are your so-called primary defenses which is what your accuracy is compared against when attempting to hit something. These primary defenses reduce the likelihood of being hit by most, if not all, attacks. <\/span><\/p>\n<ul>\n<li><span style=\"color: #ff9900;\"><strong>Accuracy<\/strong> \u2013 This makes your attacks more likely to be successful. <\/span><\/li>\n<li><span style=\"color: #ff9900;\"><strong>Center of Being <\/strong>\u2013 \u00a0Duration and Efficacy are modifiers to the Center of Being skill (which has just received some interesting changes from Anishor). Duration is in seconds, and the efficacy now functions by way of reducing the players outgoing damage by 25% and increasing their toughness by [Efficacy \/ 3]. Weapon Speed \u2013 This is a percentage modifier to your weapon\u2019s attack speed before ability multipliers. It caps out at +75 which translates to 75% * attack speed (or 1\/4 of your weapons attack speed as your effective attack speed). <\/span><\/li>\n<li><span style=\"color: #ff9900;\">And finally we have <strong>Toughness<\/strong> \u2013 This is a flat percentage reduction on incoming damage. It makes you \u201ctankier\u201d.\u00a0 \u00a0<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #ff9900;\">In addition to all of the above, an important consideration (especially for PvP) is the Ranged and Melee Mitigation skills that come with the combat professions. The way this works is it reduces the damage range of the attacker\u2019s weapon making it less likely for you to receive random \u201cbig hits\u201d. Ranged Mitigation applies to incoming ranged attacks, and Melee Mitigation applies to incoming melee attacks.<\/span><\/p>\n<p><span style=\"color: #ff9900;\">For the curious, or the mathematically inclined, the formula is [Max Damage = MinDmg + ((MaxDmg-MinDmg)*(&lt;20% for Mitigation 1, 40% for Mitigation 2, and 60% for Mitigation 3&gt;)]\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">Now that we have all that out of the way you might be wondering \u201cWhat the hell do all these abilities do?!\u201d because the tooltips may not accurately reflect what is actually happening. Each special attack ability has a damage multiplier, and an attack delay modifier. Some attacks have a specific pool they target, while others will hit a random pool. Some attacks might even apply a state. Unfortunately due to the changes made by the Empire in Flames team, I don\u2019t have access to the definitive numbers, or what abilities apply what states, but I can give a \u201cbroad-strokes\u201d answer regarding the ability choices available. <\/span><\/p>\n<p><span style=\"color: #ff9900;\">Higher tiered attacks will generally do more damage, with a higher special ability cost, and a larger attack delay. This means you have the luxury of tailoring your attacks based on your playstyle! Like hitting hard, but maybe not so often? Use the higher tiered attacks! Want to spam specials, as much as possible, or slip in a few extras while your action or mind pool is low? The lower tier specials will fit that niche. Every special has a trade-off which makes using something like SpinAttack1 useful even when you have AreaAttack3.\u00a0 \u00a0<\/span><\/p>\n<p><span style=\"color: #ff9900;\">That\u2019s all for now! I hope it answers more questions than it creates. Happy hunting and May the Force Be With You! <\/span><\/p>\n<p><span style=\"color: #ff9900;\">With Love,\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 Pizza The Hutt.\u00a0\u00a0<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>EiF brings you a player&#8217;s perspective&#8217;s on EiF&#8217;s combat system. This post isn&#8217;t fully fact checked. Thank you Pizza the Hutt! You are one of my all time favorite Hutts! Enjoy! -Sandarie, Community Manager === The combat in Star Wars &hellip; <a href=\"https:\/\/www.empireinflames.net\/?p=698\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":4,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[62,7,4,8,57],"tags":[48,18,33,23,28,19,63],"class_list":["post-698","post","type-post","status-publish","format-standard","hentry","category-combat","category-friday-feature","category-news","category-skills","category-weapons","tag-combat","tag-empire-in-flames","tag-friday-feature","tag-star-wars","tag-star-wars-galaxies","tag-swgemu","tag-weapons"],"_links":{"self":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/698","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/users\/4"}],"replies":[{"embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=698"}],"version-history":[{"count":7,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/698\/revisions"}],"predecessor-version":[{"id":706,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=\/wp\/v2\/posts\/698\/revisions\/706"}],"wp:attachment":[{"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=698"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=698"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.empireinflames.net\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=698"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}