User:Mr Pops Alot/Lethal Combat
eraNAS' lethal combat system may seem a little daunting to new players at first, however a few simple guidelines will have you ready to repel attacks and hold ground like a pro.
In every gunfight there is one very important lifesaving rule to remember:
Always use whatever cover is available!
Contents
Preparation[edit]
Your skills and your weapon determine your success the most. You may have a good weapon, but without the skills to show for it, you won't be able to hit the broad side of a barn. Conversely, if you are a good shot but only have a .22LR pistol, you won't be killing anything any time soon. It is essential to train up your skill that your weapon corresponds to. Danmaku corresponds to the Danamku Skill, Firearms are helped with the shooting skill, and Melee weapons are enhanced with the Melee skill. Being great at one combat stat (Danmaku, Shooting or Melee) is better than being decent at all three.
Be aware that Danamku requires 200 Danmaku EXP to be earned before you can use Danmaku, or if you find an Esper trainer who can give you Esper Knowledge. If you started out as a Youkai, you will not have to get 200 Danmaku EXP to start using Danmaku, but it's still recommended to train up to A 11 to be ready to fight most enemies
Way to train[edit]
Training combat skills consume your STA and ENE a lot. Be sure not to deplete your energy at mid of the day. Take a break: bath or eat/cook some food.
Fights give you a lot of Combat EXP depending on what weapon you used, but is extremely risky, especially at low levels of skill.
Helping others with jobs is also helpful a lot. Keep in mind that this will also put you in a lethal combat battle, but the enemies are usually weaker than you.
Example: Helping Orin with deal against vengeful spirits in underworld. Orin work a half day and five days per week. All characters have exercise in certain outdoors locations. Helping them with training gives you also extra favorability.
Training in outdoors in bad weather takes more STA and ENE per actions, but gives you maxSTA and maxENE instead.
Ranged[edit]
Ranged combat involves the use of weapons from a distance. Pawns wielding ranged weapons will shoot at enemies, because what else did you expect them to do?
Accuracy is determined with general Combat Accuracy.
Weapon stats[edit]
Ranged weapons consist of many attributes:
- Damage: How much health each bullet can do. For reference, the urethra has 1/8th of the user's STA, the heart has 1/4th of the user's STA, and the torso (general body) is 1:1 to the user's STA.
- Armor penetration: The ability to ignore armor. AP directly subtracts from armor rating; if a weapon's AP > the armor strength, then armor is completely ignored.
- Burst count: How many bullets are fired at a time. If a weapon fires multiple shots, there will be a short delay between bullets.
- Range: How far a weapon can shoot.
- Accuracy: A weapon's own modifier to accuracy. Shooting skill and other factors also determine accuracy.
There are two summary stats of how a weapon will actually perform:
- Optimal DPT: How much damage a weapon can do, per turn, if every shot hits an unarmored target.
DPT is a measure of how fast a weapon can remove Stamina. Stamina deprivation is the primary way of disabling pawns in combat; hurt them enough, and they will be downed. Other factors like range, stopping power, and aiming/cooldown time can all impact how you use a weapon in battle, but damage is a stat to be prioritized first.
- Damage on Youkai: Youkai have innate 5 Armor, which means that this type of armor cannot be destroyed. High damage per shot weapons with high penetrations such as the Broughton FA1918 will excel at this, while pistol caliber carbines, shotguns with buckshot, and handguns will struggle to significantly damage youkai. Most of the enemies you find are youkai, so this stat is a priority.
Melee[edit]
Melee involves hand-to-hand combat, with or without the use of weapons. Accuracy is determined with general Combat Accuracy.
Melee combat has strengths and weaknesses. While a character can bash with a gun barrel in melee, a fighter with a dedicated melee weapon remains much more effective. However, a brawler may get shot down during their approach. Armor was designed to solve that problem.
Other mechanics[edit]
- Skilled melee characters have the ability to evade melee attacks when fighting. When the melee blow is dodged, it will always miss, regardless of whether or not it is supposed to hit.
- Blunt melee attacks don't cause bleeding (unless a body part is destroyed), but they have a chance to stun enemies for a short time on hit. In addition, most pieces of armor will protect poorly against blunt attacks.
Fighting[edit]
After starting a round you get a message like:
TURN: 1 SIZE: 1v1 (2) PRIORITY: Yumeko (QU 50) -> Mamizou (QU 50) -> TURN END Accuracy: 100% | 100% crit STA(Yumeko) ▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅ ( 1700/ 1700) - EQUIP: M16 (30/30) Dodge: 46% STA(Mamizou) ▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅▅ ( 1400/ 1400) - EQUIP: M16 (30/30) Choose how are you going to aim. Current Target: Mamizou Futatsuiwa 0[Attack] 1[Precise Shot] 2[Skills] 3[Take Cover] 4[Tend Wounds] 5[Reload] 6[Switch Weapon] 7[Subdue] 8[Retreat] 9[Submit] 10[Switch Target]
The attack priority is shown on the top, which shows who's turn it is, who will go next, as well as implying who has already acted within the turn.
Turns are self explanatory. The only catch here is that there is a 150 turn ultimatum that will forcefully end the fight with no winner. This is usually not hit unless there's ridiculous circumstances such as low accuracy weapons, or incompetent shooters vs incompetent shooters.
You can attack normally, or attack precisely. Attacking normally will target a random body part, but most likely you will end up hitting the torso. Precise shot can be used to specifically target a body part in case you don't want to kill the target, or if you're aiming at the target's head. Taking cover will put you in a random cover piece which can stop some rounds. Tending wounds will tend all of your current wounds and give you 500 STA, but at the cost of your turn. Reloading is self explanatory. Switching weapon will allow you to switch your weapon to another weapon that you already own. Retreating ends the fight if you are more powerful than the enemy, else there's a chance that you might not escape. Submitting ends the fight, but leaves you getting raped or robbed, and ends your day immediately.
Skills allows you to use a spell card that you have in your loadout, as well as using Danmaku items during battle.
If the game detects too many misses from both sides, or hits the 150 round ultimatum, the fight will forcefully end with no winner, printing out a warning message
----------------------------------------------------------------------------------------- ANTI-STALL FAILSAFE ACTIVATED (MISSES IN A ROW: 32, TURNS: 8) ENDING FIGHT WITH NO WINNER !REPORT THIS! -----------------------------------------------------------------------------------------