Combat: Difference between revisions
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combat: client-data formulas and style tables |
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|status=needs-review | |status=needs-review | ||
|notes=Heard in-game, 2026-07-05 (unconfirmed): only the Ranger Chestplate is currently obtainable from the ranger armour set. Recorded as hearsay; not asserted. | |notes=Heard in-game, 2026-07-05 (unconfirmed): only the Ranger Chestplate is currently obtainable from the ranger armour set. Recorded as hearsay; not asserted. | ||
}} | |||
== Combat Formulas (client data) == | |||
According to client data (July 2026): the web client ships a combat module containing the formulas and style mappings below. Values are quoted verbatim from the sigma.sankoquest.com bundle captured 2026-07-05 (chunk <code>e5c8f07ca20c8363.js</code>, combat class, beautified lines ~11704–11864; weapon style tables from chunk <code>c12a64812e41c536.js</code>, lines 366–425). Combat resolution is server-authoritative, so everything in this section is {{StatusBadge|datamine-candidate}} until confirmed by in-game testing. | |||
=== Core rolls === | |||
{| class="sanko-table" | |||
! Quantity !! Formula (client data) !! Explanation | |||
|- | |||
| Effective level || <code>effectiveLevel = level + styleBonus + 8</code> || The relevant skill level plus the combat-style bonus (below) plus a flat 8. | |||
|- | |||
| Attack roll || <code>attackRoll = effectiveAttackLevel × (equipmentAttackBonus + 64)</code> || equipmentAttackBonus sums the matching attack stat (stab, slash, or crush for melee; ranged; or magic) across all worn equipment. | |||
|- | |||
| Defence roll (vs melee/ranged) || <code>defenceRoll = (defenceLevel + styleBonus + 8) × (equipmentDefenceBonus + 64)</code> || equipmentDefenceBonus sums the defence stat matching the incoming attack style (see [[#Defence axes|Defence axes]]). | |||
|- | |||
| Defence roll (vs magic) || <code>defenceRoll = (floor(0.7 × magicLevel + 0.3 × defenceLevel) + styleBonus + 8) × (equipmentDefenceBonus + 64)</code> || Against magic, the defender's Magic level is weighted 70% and Defense level 30%. | |||
|- | |||
| Hit chance || if <code>attackRoll > defenceRoll</code>: <code>1 − (defenceRoll + 2) / (2 × (attackRoll + 1))</code><br>otherwise: <code>attackRoll / (2 × (defenceRoll + 1))</code> || Probability that an attack lands, from the attacker's and defender's rolls. | |||
|- | |||
| Max hit || <code>maxHit = max(1, floor(0.5 + effectiveStrength × (strengthBonus + 64) / 640))</code> || effectiveStrength uses the same effective-level formula; strengthBonus sums melee/ranged/magic strength across equipment (arrows carry ranged strength). | |||
|- | |||
| Damage roll || <code>damage = floor(random × (maxHit + 1))</code>, clamped to 1–maxHit || Rolled on a successful hit only, then further clamped to the target's remaining HP. | |||
|} | |||
=== Combat style bonuses === | |||
Each combat mode (the four style slots on the combat panel, modes 0–3) grants hidden level bonuses before the +8: | |||
{| class="sanko-table" | |||
! Combat style !! Mode 0 !! Mode 1 !! Mode 2 !! Mode 3 | |||
|- | |||
| Melee || +3 Attack || +3 Strength || +1 Attack, +1 Strength, +1 Defence || +3 Defence | |||
|- | |||
| Ranged (Accurate / Rapid / — / Longrange) || +3 Attack, +3 Strength || none || not available || +3 Defence | |||
|- | |||
| Magic (Accurate / Autocast / — / Longrange) || +3 Attack || none || not available || +3 Defence, +1 Attack | |||
|} | |||
Ranged and magic weapons only allow modes 0, 1, and 3. Melee mode names vary by weapon class (next table). A weapon is classified in client data by its stats: a ranged-attack stat makes it ranged, otherwise a magic-attack stat makes it magic, otherwise melee; unarmed combat defaults to attack speed 4, range 1, crush. | |||
=== Weapon attack styles (stab/slash/crush) === | |||
Each melee weapon class maps its four modes to a named style and a damage substyle. The substyle selects which attack bonus the attacker uses ''and'' which of the defender's stab/slash/crush defence values opposes it. | |||
{| class="sanko-table" | |||
! Weapon class !! Mode 0 !! Mode 1 !! Mode 2 !! Mode 3 | |||
|- | |||
| Sword || Stab (stab) || Lunge (stab) || Slash (slash) || Block (stab) | |||
|- | |||
| Katana || Chop (slash) || Slash (slash) || Lunge (stab) || Block (slash) | |||
|- | |||
| 2h sword || Chop (slash) || Slash (slash) || Smash (crush) || Block (slash) | |||
|- | |||
| Axe || Chop (slash) || Hack (slash) || Smash (crush) || Block (slash) | |||
|- | |||
| Pickaxe || Spike (stab) || Impale (stab) || Smash (crush) || Block (stab) | |||
|- | |||
| Staff || Bash (crush) || Pound (crush) || Focus (crush) || Block (crush) | |||
|- | |||
| Unarmed || Punch (crush) || Kick (crush) || — || Block (crush) | |||
|- | |||
| Bow || Accurate || Rapid || — || Longrange | |||
|} | |||
"—" marks modes the client filters out of the UI. The bow row's melee substyle is stored as a crush fallback in client data, but bows attack with the ranged stats, not a melee substyle. | |||
=== Defence axes === | |||
The client's equipment-bonus mapping resolves the defender's stats by the incoming attack style (the same mapping is applied to NPC defence stats): | |||
* '''Melee''' attacks are opposed by the defender's stab, slash, or crush defence, chosen by the attacker's substyle above. | |||
* '''Ranged''' attacks are opposed by the defender's light, standard, or heavy defence, chosen by the attacking weapon's ranged type (default "standard"; every bow in the extracted manifest is "standard"). The light/standard/heavy trio thus appears to be the ranged-defence axis in client data — no extracted item or weapon distinguishes the three yet (all carry identical light/standard/heavy values). | |||
* '''Magic''' attacks are opposed by the defender's single magic defence stat. | |||
The in-game-verified magic penalty on melee armour ([[#Equipment bonuses|above]]) is directionally consistent with client data, where melee armour pieces carry negative magic ''defence'' values (for example, chestplates −4, leggings −3, kiteshields −1). The client manifest shows no magic-attack field on melee armour, so exactly which magic stat the observed in-game penalty applies to still needs verification; the gameplay observation remains primary. | |||
=== Evidence (client data) === | |||
{{SourceEvidence | |||
|evidence_id=combat-client-data-2026-07-05 | |||
|target_page=Combat | |||
|target_template=Mechanic | |||
|target_field=combat formulas, style bonuses, and attack/defence style mappings (client data) | |||
|evidence_type=client data | |||
|source_url=sigma.sankoquest.com bundle | |||
|captured_at=2026-07-05 | |||
|status=needs-review | |||
|notes=Client data (sigma.sankoquest.com bundle, 2026-07-05). Formulas from chunk e5c8f07ca20c8363.js (combat class, beautified lines ~11704–11864); weapon style table and substyle/mode helpers from chunk c12a64812e41c536.js (lines 366–425). Datamine-candidate: combat is server-authoritative and these client-side formulas are unverified against live behavior. | |||
}} | }} | ||
{{BountyPrompt|field=mob stats, combat formulas, equipment bonuses, and drop tables|page=Combat}} | {{BountyPrompt|field=mob stats, combat formulas, equipment bonuses, and drop tables|page=Combat}} | ||
</div> | </div> | ||
Latest revision as of 21:29, 5 July 2026
Combat
Combat pages should connect equipment, mobs, drops, requirements, and strategy notes without burying the facts.
Unverified
Related pages Main Page · Items · SankoQuest:How to help
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Tools
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Resource Nodes and Facilities
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Recipes and Actions
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Training Methods
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The "Combat" grouping above comes from the datamine and is kept as a navigation hub; combat is not a single in-game skill. See Combat skills below.
Verified Mechanics and Behavior Notes
The notes below are verified in-game (2026-07-05), except where marked as unconfirmed.
Combat skills
Mechanic Combat progression is tracked by four separate skills: Attack, Strength, Defense, and Stamina (the skill that governs health). No single "Combat" skill appears in the in-game skill panel; the "Combat" grouping used by this hub page reflects a datamined grouping and is kept for navigation. Exact in-game capitalization of the skill names on this page is unverified.
Equipment bonuses
Mechanic Melee armour applies a negative Magic attack bonus while worn. Exact per-piece bonus values have not been documented.
Archery ammunition
Mechanic Bows currently accept any arrow tier, and Archery XP (Archery is the ranged-combat skill) is awarded normally regardless of the arrow tier used.
As heard in-game (unconfirmed): the Ranger Chestplate is currently the only obtainable piece of the ranger armour set; the other ranger pieces are said to be not yet obtainable. This remains unconfirmed.
Multi-combat zone
Mechanic A multi-combat zone lies east of the Giant Spider area, in the eastern part of the main landmass. It contains coal rocks and Scorpions. Its exact boundaries, how multi-combat status is indicated in-game, and whether other multi-combat areas exist are not yet documented.
Help verify multi-combat zone boundaries, in-game indicator, and any other multi-combat areas
Accepted evidence: gameplay or map screenshot.
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NPC healing during combat
Priests near the cow field in the grass zone are attackable. A player who is in combat can still talk to a Priest and ask to be healed, and the heal is applied mid-fight. The Priest NPC does not yet have a wiki page; one should be created once the exact in-game name is confirmed.
Help verify exact in-game name and page for the Priest NPC (attackable; heals players on request during combat; found near the grass-zone cow field)
Accepted evidence: dialogue screenshot and NPC name capture.
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Evidence
Combat progression spans four skills in-game observation Unverified
Melee armour Magic attack penalty in-game observation Unverified
Bows accept any arrow tier in-game observation Unverified
Multi-combat zones in-game observation Unverified
Priest healing during combat in-game observation Unverified
ranger armour availability (unconfirmed) in-game observation Unverified
Combat Formulas (client data)
According to client data (July 2026): the web client ships a combat module containing the formulas and style mappings below. Values are quoted verbatim from the sigma.sankoquest.com bundle captured 2026-07-05 (chunk e5c8f07ca20c8363.js, combat class, beautified lines ~11704–11864; weapon style tables from chunk c12a64812e41c536.js, lines 366–425). Combat resolution is server-authoritative, so everything in this section is Unverified until confirmed by in-game testing.
Core rolls
| Quantity | Formula (client data) | Explanation |
|---|---|---|
| Effective level | effectiveLevel = level + styleBonus + 8 |
The relevant skill level plus the combat-style bonus (below) plus a flat 8. |
| Attack roll | attackRoll = effectiveAttackLevel × (equipmentAttackBonus + 64) |
equipmentAttackBonus sums the matching attack stat (stab, slash, or crush for melee; ranged; or magic) across all worn equipment. |
| Defence roll (vs melee/ranged) | defenceRoll = (defenceLevel + styleBonus + 8) × (equipmentDefenceBonus + 64) |
equipmentDefenceBonus sums the defence stat matching the incoming attack style (see Defence axes). |
| Defence roll (vs magic) | defenceRoll = (floor(0.7 × magicLevel + 0.3 × defenceLevel) + styleBonus + 8) × (equipmentDefenceBonus + 64) |
Against magic, the defender's Magic level is weighted 70% and Defense level 30%. |
| Hit chance | if attackRoll > defenceRoll: 1 − (defenceRoll + 2) / (2 × (attackRoll + 1))otherwise: attackRoll / (2 × (defenceRoll + 1)) |
Probability that an attack lands, from the attacker's and defender's rolls. |
| Max hit | maxHit = max(1, floor(0.5 + effectiveStrength × (strengthBonus + 64) / 640)) |
effectiveStrength uses the same effective-level formula; strengthBonus sums melee/ranged/magic strength across equipment (arrows carry ranged strength). |
| Damage roll | damage = floor(random × (maxHit + 1)), clamped to 1–maxHit |
Rolled on a successful hit only, then further clamped to the target's remaining HP. |
Combat style bonuses
Each combat mode (the four style slots on the combat panel, modes 0–3) grants hidden level bonuses before the +8:
| Combat style | Mode 0 | Mode 1 | Mode 2 | Mode 3 |
|---|---|---|---|---|
| Melee | +3 Attack | +3 Strength | +1 Attack, +1 Strength, +1 Defence | +3 Defence |
| Ranged (Accurate / Rapid / — / Longrange) | +3 Attack, +3 Strength | none | not available | +3 Defence |
| Magic (Accurate / Autocast / — / Longrange) | +3 Attack | none | not available | +3 Defence, +1 Attack |
Ranged and magic weapons only allow modes 0, 1, and 3. Melee mode names vary by weapon class (next table). A weapon is classified in client data by its stats: a ranged-attack stat makes it ranged, otherwise a magic-attack stat makes it magic, otherwise melee; unarmed combat defaults to attack speed 4, range 1, crush.
Weapon attack styles (stab/slash/crush)
Each melee weapon class maps its four modes to a named style and a damage substyle. The substyle selects which attack bonus the attacker uses and which of the defender's stab/slash/crush defence values opposes it.
| Weapon class | Mode 0 | Mode 1 | Mode 2 | Mode 3 |
|---|---|---|---|---|
| Sword | Stab (stab) | Lunge (stab) | Slash (slash) | Block (stab) |
| Katana | Chop (slash) | Slash (slash) | Lunge (stab) | Block (slash) |
| 2h sword | Chop (slash) | Slash (slash) | Smash (crush) | Block (slash) |
| Axe | Chop (slash) | Hack (slash) | Smash (crush) | Block (slash) |
| Pickaxe | Spike (stab) | Impale (stab) | Smash (crush) | Block (stab) |
| Staff | Bash (crush) | Pound (crush) | Focus (crush) | Block (crush) |
| Unarmed | Punch (crush) | Kick (crush) | — | Block (crush) |
| Bow | Accurate | Rapid | — | Longrange |
"—" marks modes the client filters out of the UI. The bow row's melee substyle is stored as a crush fallback in client data, but bows attack with the ranged stats, not a melee substyle.
Defence axes
The client's equipment-bonus mapping resolves the defender's stats by the incoming attack style (the same mapping is applied to NPC defence stats):
- Melee attacks are opposed by the defender's stab, slash, or crush defence, chosen by the attacker's substyle above.
- Ranged attacks are opposed by the defender's light, standard, or heavy defence, chosen by the attacking weapon's ranged type (default "standard"; every bow in the extracted manifest is "standard"). The light/standard/heavy trio thus appears to be the ranged-defence axis in client data — no extracted item or weapon distinguishes the three yet (all carry identical light/standard/heavy values).
- Magic attacks are opposed by the defender's single magic defence stat.
The in-game-verified magic penalty on melee armour (above) is directionally consistent with client data, where melee armour pieces carry negative magic defence values (for example, chestplates −4, leggings −3, kiteshields −1). The client manifest shows no magic-attack field on melee armour, so exactly which magic stat the observed in-game penalty applies to still needs verification; the gameplay observation remains primary.
Evidence (client data)
combat formulas, style bonuses, and attack/defence style mappings (client data) client data Unverified
Wiki task
Needs a verified source mob stats, combat formulas, equipment bonuses, and drop tables Accepted evidence: gameplay screenshot, official data, reader capture, or curator-reviewed notes.
Target page: Combat. Listed on SankoQuest:Open bounties.