Melee Combat
Close ranged combat with hand to hand or melee weapons. Melee weapons due to the closer range have higher accuracy than ranged weapons.
Basic Attacks
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Direct attacks which have 2 steps: if the attack hits and if it hits a critical area.
Melee Hit Chance is determined by ((20 + Enemy Dodge) DS vs Dexterity + Hit Modifier.)
- Dodge is equal to Acrobatics + Extra Modifiers. Melee Critical Chance is determined by (Weapon Crit DS vs Skills#Dexterity/2 + Critical Modifier).
Unlike Ranged Bursts, Basic Melee Attacks can choose a Rig Section to hit.
If a Melee Attack lands, the attacker and defender Engage each other. Moving out of range from an entity while engaged, grants them a free Punish on you. The only safe way to break away from an enemy is to Disengage. ^0b7455
Weapon Stances
Weapon Stances represent a Starlite’s proficiency in melee combat. Basic Attacks cannot hit a character with a stance while they have a reaction, they will be instantly countered by the defender’s basic attack. Characters without a stance have a 20% higher chance to be crit by melee damage. If a character has a special stance available and is not currently in one, they will automatically assume it.
Dueling
When two characters with stances fight, they cannot hit each other with Basic Attacks.
In order to get around a Stance, Melee Fighters must Duel using Martial Arts. Martial Arts can outright counter others based on Arts Type (e.g. Assaults beating Feints).
Winning a Duel, allows the winner to deal damage and follow up with a Martial Art.
All Martials start with the Basic Guard stance, which has no extra buffs.
If they have no Art which is within range, Martials can Duel against an attack, but not hit.
Dueling Level
Sometimes you may be innately better at Duels than your opponent. In this scenario, you may be able to leverage your skill, forcing second chances in a Duel. As a Martial, for every 3 Levels that you have over your opponent, they must beat you in a Duel 1 extra time.
- If they are a Half Martial, the interval is every 2 Levels.
- If you are a Half Martial and the enemy is a full Martial, the interval is every 4 Levels.
- If you are a Half Martial and the enemy is a Half Martial, the interval is every 3 Levels.
- If you are a Half Martial and the enemy is a non Martial, the interval is every 2 Levels.
- If they are a Non Martial, you automatically gain 1 extra Duel and the interval is every 2 Levels.
- Drifter, Raider and Harmonist are full Martials.
- Unless stated otherwise, all other Classes by default are non Martials.
Clashing
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If two Martial Art Types are neutral with each other, a Clash occurs. On a Clash, the total Clash Power of both fighters is compared and the stronger fighter wins.
Clash Power is calculated via (Base Power + Adrenal Roll + Extra Modifiers). ^aca303
- Base Power is your Power Skill / 5 rounded. The Default Power Skill is Strength. ^74e67e
- Your Adrenal Roll is a six sided dice roll adding a modifier to your Clash Power.
Martial Arts
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Martial Arts are special moves that interfere with stances. Martial Arts can still be performed outside of Clashing and still allow Follow-up attacks. There are many types of Martial Arts:
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Assault ^9abb07
- Beat Feints but loses to Ripostes.
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Overpower ^47eebc
- Assault variant, beats Assaults and Feints but loses to Deflects.
- If beaten, the winner gets a guaranteed crit.
- Bypasses Blocks.
- Assault variant, beats Assaults and Feints but loses to Deflects.
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Follow-up ^3a2a9d
- Assault variant, can only be used after winning a Duel or on Stanceless foes.
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Punish ^a6ae66
- Assault variant, only activates under special conditions.
- [Unstoppable]
- Assault variant, only activates under special conditions.
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Feint ^4e1732
- Beat Deflects but loses to Assaults.
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Blowthrough ^9dd1fe
- Feint variant, beats Feints and Deflects but loses to Assaults.
- If beaten, the winner gets a guaranteed crit.
- Feint variant, beats Feints and Deflects but loses to Assaults.
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Grapple ^e0aa18
- Feint variant.
- Bypasses Blocks.
- Status Tokens#Empower -2 against Feints and Variants
- Feint variant.
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Deflect ^74842b
- Beat Assaults but loses to Feints.
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Block ^0ab6de
- Deflect variant, forces a Clash during a Duel.
- +1 Clash Power against Assaults
- -1 Clash Power against Feints and Variants.
- If beaten, the winner gets a guaranteed crit.
- Deflect variant, forces a Clash during a Duel.
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Bind ^95342f
- Deflect variant, beats Deflects and Assaults but loses to Feints.
- If beaten, the winner gets a guaranteed crit.
- Deflect variant, beats Deflects and Assaults but loses to Feints.
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Flourish ^9a1c54
- Exists outside of the Duel Art Triangle, unless stated otherwise. Therefore they cannot normally .
- Can be used after Duels like Follow-ups.
Fatal Hit determines the maximum amount of hits that Criticals can apply to, multiplying damage only for those hits. Martial Arts, unless stated otherwise in an Art, possess a Fatal Hit of 1.
Martial Poise
Most Martial Arts are naturally Poised. Many Martial Arts have effects that only activate [When Poised]. Using a Martial Art uses Poise. To regain Poise, fulfil the [Poise Condition] (Usually, wait out the cooldown).
Dual Wielding increase the Turn CD of Martial Arts by 50%, if they are not shared by both weapons.
Art Modifiers
[When Poised] - Conditional Effect that activated when the Art is Poised. [Poise Only] - This Art requires Poise to be used. [Poise Condition] - A condition that once fulfilled will Poise the Art. (Usually, wait out the cooldown). [TC] - An Action Check the Target faces. [AC] - A personal Action Check. [Use Condition] - A required condition for the Art to be used. [Conditional] - Additional effect if the condition is met. [Unstoppable] - This Art cannot be clashed with.
Sects
Sects are packages of Martial Arts, choosing one will grant all skills within. A Sect Choice is granted every Proficiency rank.
Martial Breaks
Reactions that use up Breaks that are specific to Martials. All Martials get 3 Breaks at the start of combat.
Panic Guard
- Blocks one Duel attempt, Disengages and move away by 1 tile. (Needs to be done before the actual exchange). -2 Breaks Burst Evade
- +20 Hit DS for any Enemy non-locational Ranged Attack. -1 Break Swift Rise
- Recover from Status Tokens#Down instantly. -1 Break Reposition
- Gain +2 Move for this turn, this effect ends instantly if an enemy is within 6 tiles. -1 Break