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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}}
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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.

Combat
Combat covers equipment, mobs, drops, formulas, weaknesses, requirements, and strategy notes.

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.

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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. Add it with {{NPC}}.

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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.