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Combat | |
Series: | Torchwood - TV Stories |
Series Number: | Series 1 |
Story Number: | 11 |
Enemy: | Mark Lynch Weevil Fight Club A hospital patient Weevils Janet the Weevil |
Setting: | Cardiff, 2008 |
Writer: | Noel Clarke |
Director: | Andy Goddard |
Producer: | Richard Stokes |
Broadcast: | 24th December 2006 |
Previous Story: | Out of Time |
Following Story: | Captain Jack Harkness |
Contents |
Savage aliens are being kidnapped from the streets of Cardiff and Torchwood want to know why. Owen is sent undercover to find out who's behind it and soon befriends the charismatic Mark Lynch. Beneath the veneer of city life, Owen discovers a shocking subculture: can he avoid being sucked in?
While chasing a weevil, Jack and Gwen have it snatched out from in front of them by masked men in a white van. The next morning, while Tosh is unable to trace the plates, she does use the CCTV to track the van to a warehouse near the docks. There Jack and Tosh find the body of a young man apparently attacked by a weevil. Further research shows a recent spike in hospital visits for apparent weevil attacks.
Owen, meanwhile, is still upset over the loss of Diane and agrees to go undercover to meet with a real estate agent, Mark Lynch who may have something to do with the incident. After being invited over to Mark's home for drinks, Owen finds a chained weevil in a locked room in the house. Mark, aware that Owen isn't who he claims, is still intrigued by his anger and offers to take Owen with him for the evening's entertainment.
The entertainment is a fight club which Mark moves to a different empty building each night. Mark brings Owen into the fight club where Owen sees men fighting each other to warm up. Each contender pays $1000 to enter the cage with the weevil. The man who stays in the longest wins the pot. Mark informs Owen that he is up next.
While Gwen sits in the hub, the deceased's cell phone begins to chime in the morgue. Texts messages with the location of that evening's event show on the screen and Gwen passes that information onto Jack, Tosh, and Ianto.
Owen seems more than willing to enter the cage and leaves his guard down as the weevil attacks. Just then Jack and Tosh bust in and have Owen pulled from the cage and send the participants scattering. While tending to Owen, Mark enters the cage to end his life.
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Owen also shows a connection with Weevils inA Day in the Death, Dead Man Walking & Exit Wounds.
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Combat is an important part of playing the game. Combat is turn based.
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In order to initiate combat with a monster you must simply click on the monster's avatar on the screen.
In order to join a fight that has already been started, within 30 seconds of the beginning of combat you must click the sword icon appearing next to the monster's new avatar, and then click Join on the drop-down menu that appears. You can also shift+click the sword to join in one click.
In order to initiate a friendly fight with a player click their avatar, then on the drop-down menu select "Challenge". If the player accepts, it will initiate a challenge in which no experience is gained or lost, no honor gained or lost, and no items are gained or lost.
In order to join a friendly fight with other players, you must click the sword of which team you would like to join, and click Join on the drop-down menu.
In order to initiate an aggressive fight with another player of the opposite or neutral faction, you must click their avatar, then on the drop-down menu select "Attack". See pvp for a more detailed description.
See Joining a Fight: PvP (Friendly).
Turns are indicated by the turn indicator in the lower right hand corner of the screen. The selected player is given 30 seconds to complete their turn.
Characters and monsters spend Movement Points (MP) to move to an adjacent unoccupied(*), valid tile on the grid anytime during their turn. The starting amount of MP for all characters is 3, although this can be modified by equipment and effects. Different types of monsters have differing MP. Additionally, some spells and effects provide other ways to move or greater amounts of MP. At the end of a unit's turn, unless any effects stipulate otherwise, their MP is restored to its natural value (recovering spending) for use in the next turn (some spells and effects can decrease or increase this before the unit's next turn).
A tile is unoccupied if it does not contain another unit or object (Such as trees ans water). The tile may contain an effect (such as a trap, a glyph, a summon, or something similar). Most spells won't pass through an occupied tile, but some spells can (See Area of effect ). In certain circumstances, more than one unit may be on the same tile - this is usually the result of a unit being able to lift other units (e.g. Pandawa), but occasionally happens under other circumstances. A tile is invalid if it is not part of the set of tiles units are permitted to use during combat - units may not pass over such tiles, although whether effects may pass over them (that is, whether they block line-of-sight) depends on the kind of invalid tile.
Characters and monsters spend Action Points (AP) to perform most other actions in battle. Actions differ in their AP cost - some melee weapons or spells take higher amounts of AP, costing up to 7 AP per use, while others are inexpensive. Units may spend as many AP as they have within a turn (although some spells can only be used once a turn, or once every few turns). Starting AP for all characters is 6, although this can be modified by equipment and effects (and characters at level 100 and above have 7 basic AP). Like with MP, AP is restored at the end of a turn unless certain effects aretaking place.
Each character is given about thirty (30) seconds to execute their movements; if they take longer than that, their movement points and action points are reset and player's turn is skipped, continuing on to the next player in the turn indicator.
Units start the battle with the amount of health (HP) that they had when the fight was initiated. (Although you can heal while waiting for the match to start by using items) This will typically be the maximum for prepared players, but sometimes teams begin easy battles specifically to allow an Eniripsa (or other healer) to heal them if they do not wish to buy HP-restoring foods or wait for natural healing to occur.
Units are removed from the battle if their HP is reduced to zero by any means. There are many ways to lose health in combat (although the most common is enemy attacks). The tile on which the defeated player stood is then considered open for other units to pass through. Apart from the Osamodas's Spiritual Leash ability, there is no way for them to return in the same battle once they are removed (they may leave the battle using the surrender flag, but if they do they will not have a share in the spoils of battle and will suffer the effects of a loss, even if the battle is later won by their group).
When a unit is removed from battle, most effects caused by its spells are removed. Its summons are also removed from battle (and their effects, summons, etc). Some effects are exempt from this removal.
A battle can end as a victory, a loss, or a surrender.
Battle is won when all enemies are removed from the field. In Player-versus-Monster, victors receive a certain amount of experience, kamas, and items, which will be divided among party members based upon their level and prospecting. The specific formulas for the various types of drops from combat are available on the individual pages linked above.
The basic amount of experience and drops are affected by successful challenges in the fight. Additionally, for most naturally occurring monsters, the amount of time between when they were spawned and when they were defeated provides a boost to drops and experience - for these monsters, a number of stars are visible in the mouseover box describing the level and contents of the monster group (ineligible monsters include most monsters created for events, groups pulled out of a Soul Stone in an Arena, and monsters that are not on the map such as NPCs or Kwakeres). These range from zero to five stars (which are shown in yellow) for most mobs, occasionally overflowing to red for mobs that have not been attacked for a long time (representing up to ten stars, the maximum).
Battle is lost when all allies have been removed from the field. Those who have lost will return to their last save point with 1HP, unless they are either playing on a Heroic Server , or are reduced to zero energy as a result of the loss (friendly challenges and defending a Perceptor do not reduce energy); in the first case, their character is effectively lost, in the second, they experience death.
If a battle is lost that is part of Player-versus-Monster but some monsters were defeated, losing characters may still receive a reduced amount of experience from the battle (but no items).
If you are in a hopeless battle and do not want to waste time, you can surrender by clicking the white flag underneath your character's icon. Surrendering has mostly the same effect as losing a battle, but has an impact on alignment honor gains.
Combat refers to the act of engaging enemies with the intent to kill or injure them. The various games in the Fallout series have employed a wide variety of combat systems, ranging from turn-based to real-time and almost any combination of these.
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Cid: Oh, shut up and help me remodel the Giant Bat page! |
Please expand this article into a full one. More details can be found, and this request can be discussed, on the associated discussion page. |
Giant Bat is a genus in the Bird Family in Final Fantasy XI.
Combat is one of the most important parts of Guild Wars.
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Characters assume a battle alert pose after attacking, taking damage, when an enemy begins to use a skill against the character, or when the character uses a skill with an activation time. The character returns to the idle pose after approximately 15 seconds of neither attacking nor taking damage.
"In combat" is while the character is attacking. When an allied NPC is attacking, they will refuse to start a conversation or continue one, but instead yell out phrases telling you to stop talking and start fighting, or indicating that they are busy.
Having "fought recently" means the character has been "in combat" within the last 15 seconds (approximately). Note that being attacked does not constitute having fought recently. The only visual indicator of having fought recently is the battle alert pose, which may be caused by other sources too (for example, taking damage).
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Halo: Combat | |
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Director(s) | |
Studio | |
Released |
August 28, 2007 |
Runtime |
1:33 minutes |
Language |
English |
Timeline |
Halo: Combat[1] is a short video created in collaboration with Bungie Studios, Neill Blomkamp, WETA Digital and Origami Digital LLC. It is roughly 1:33 minutes long and is the second video in the trilogy, and was leaked on August 23, 2007. The video was officially released via WETA's website on August 28, 2007. On August 31, 2007, the video was revealed to be on the Xbox website under the name Combat: Part 1. The story told in the short was later concluded in Halo: Last One Standing.
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The short film follows two UNSC Orbital Drop Shock Troopers fighting across a wasteland, being engaged by Covenant Loyalist forces, led by the Jiralhanae. The film starts off with two ODSTs of Alpha Team, Bravo-21 (T. Rymarr) and Bravo-22 (S. Hartley), being tracked on an aerial camera as they move through a wasteland with gunfire going off around them along with several Banshee Fuel Rod strikes closely missing them.
Bravo-22 is tracking something on a hand-held scanner, and retrieves an elongated casing labeled "UNSC" from under a pile of debris while Bravo-21 gives him covering fire against fast-moving enemies. Superheated metal spikes impale the wall that they are near as a pair of Jiralhanae Minors open fire with Type-25 Carbine weapons. Bravo-21 shoots them both with a BR55HB SR Battle Rifle, downing one as Bravo-22 calls for evacuation, prompting a D77H-TCI Pelican Dropship to begin its descent to their position as Bravo-21 kills the second Brute with his BR55HB SR.
Bravo-21 is almost killed by a Fuel Rod Cannon strike from a strafing Type-26 Ground Support Aircraft, and at this time, radar or radio dishes can be seen in the distance. The Pelican drops off a M12 Light Reconnaissance Vehicle, prompting the ODSTs to make a run for it in the middle of an exposed area. Bravo-21 takes the driver's seat while Bravo-22 takes the passenger seat. Bravo-22 is then hit from an unknown source of fire, splattering smears of blood against the Warthog's windshield and the camera. The Warthog smashes through a wall then, shortly afterward, the film ends with 'Transmission Terminated, End Part 1'.
{Radio Chatter}
Bravo-22: Fifteen meters ahead, turn right.
Male over radio: You got Banshees moving in on your position, Team Two.
Bravo-22: East, ten meters. Go, go, go!
(Brute Chatter)
Male over radio: Watch out for Brutes, Alpha Team.
(Radio Chatter)
Bravo-22: Bingo. Got it.
(Radio Chatter)
Bravo-22: Package retrieved; need immediate evac, over. Package retrieved.
Pelican pilot: Roger that, Team Two. Warthog inbound.
Bravo-21: Come on, sucker!
Bravo-21: Ooh!
Bravo-21: Move move. Go! Go! Go!
Bravo-21: Bravo Kilos moving west.
Female voice (Possibly Warthog AI): Caution, incoming fighters.
Bravo-21: Come on!
Bravo-22: Aah! I'm hit!
Bravo-21: Suck it up!
(Biomonitors starts to beep)
(Radio Chatter)
(Bravo-21 yells as the Warthog plows into a wall.)
TRANSMISSION TERMINATED. END PART 1.
![]() Bravo-22, S. Hartley, is wounded during Alpha Team's escape. |
![]() Aerial Camera view with annotations |
![]() The weapons featured in the live Halo shorts in the hands of Bungie employees. |
Films | |
Halo Legends | The Babysitter • The Duel • Homecoming • Odd One Out • Origins • The Package • Prototype |
Halo: Landfall | Arms Race • Combat • Last One Standing |
Other | Halo film • We Are ODST |
This page contains a list of all the comics included in this volume of the series. If you have found something that is not seen on this page, please add it to this list. (This template will categorize articles that include it into Category:Comic Lists.) |
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This article is a stub. You can help by expanding it. |
For the rating of a player's combat abilities, see combat level.
Combat is an event in RuneScape in which two or more characters and/or monsters or NPCs fight, usually until one involved is dead. Combat in any form requires the application of at least two skills; one of these is a combatant's hitpoint skill. The number of hitpoints a combatant has determines how much physical damage they can take and have taken already. It is possible to restore hitpoints by eating food or by drinking a dose of saradomin brew. See the contents of the combat category for articles on combat.
The second of the skills that are used in combat varies dependant on attack styles.
The maximum combat level for players is 126 in F2P and 138 in P2P.
Combat training areas are identified on the map with the combat training icon ( ), but combat training is only allowed to players with an Attack, Strength, or Defence level less than nine, depending on what is being trained. Also, these training dummies will only provide experience in the Attack, Strength, and Defence skill. Magic can be trained at the training area in Lumbrige, but ranged must be trained on other attackable NPCs.
The combat level depends on one's Attack, Defence, Strength, Summoning, Prayer, Magic, Ranged and Hitpoints level. Combat levels gained due to a players summoning level do not apply in F2P worlds.
Normally, players cannot fight each other, except in certain minigames, such as Bounty Hunter or Castle Wars. However, there are certain worlds dedicated to player-versus-player combat. Duels can also be fought in the Duel Arena, North-east of Al-Kharid.
The basis of levelling in combat is simple. Hitpoints, Defence, Prayer and Summoning increase the amount of time you can level in combat, along with your type of armour, enchanted jewellery and food. Your combat types offensive (either Range for Archers, Magic for mages, or Strength and Attack for Melee) and Prayer and Summoning increase the amount of experience you get, along with enchanted jewellery and weapons. Therefore, it is usually a good idea to have both offensive and defensive skills work together for a common goal.
Sometime during 7 December-12, 2009, players hitting a damage with a zero (like 10, 0 damage), it does not look like a 0 looking like a calculator-eight (a zero with a diagonal line across it) but a text 0.
Understanding the core systems underlying combat in Star Wars Galaxies is important to every player. Hardcore PVP'ers and casual hunters can equally benefit from knowing the basic equations and ideas behind attack speed, accuracy, template stacking, states, postures, and other combat-related topics.
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Like any role-playing game, Galaxies uses a set of mathematical equations that govern your interaction with the game world. These equations determine everything from item assembly success to attack hit percentage. Understanding these equations is vital to analyzing and fully understanding combat in SWG.
Combat Speed
The equation is: (-6.91935E08*x^3+3.71633E05*x^2-6.75155E03*x+1)*y = z
x = Player Speed Mod y = Weapon Speed z = Combat Speed
(Courtesy of the Carbineer Correspondant)
To simplify this, I put the equation into an Excel file. So if you have excel, just enter the details and it will give you an answer (It also calculates DPS)
Download the Excel file here
Even with no Novice Professions, a player has several innate abilities:
When in combat, you are likely to be afflicted with a variety of "state attacks." These attacks change the abilities and modifiers of your character to either increase or decrease your effectiveness in combat. States that increase your potency are called "buff" states; "debuff" states generally hurt your character.
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Two primary damage types exist in SWG. Each player weapon will deal damage in either of these types:
Kinetic damage is arguably more effective, as PSGs will only protect against ranged Energy attacks.
Additionally, many weapons have a bonus Elemental Damage associated with their attacks. Elemental types include:
The four basic postures in SWG affect player regeneration, aiming, defense, concealment, and movement speed. The only posture you cannot be in during combat is sitting.
While in combat there are two modifiers granted to the player:
These modifiers take into consideration if the player is standing, kneeling, or prone and still or moving.
Line of sight is the system used to determine if characters can "see" their targets. If a target can be seen, then they can be attacked. If something is blocking the target, then they will not be attacked, and the player will receive a Flytext message saying "Can't see target."
Line of sight is calculated by making a line from the position of your torso to the position of the target's torso. If there is a tree, structure, wall, or any collidable object (something you cannot walk through) that crosses that line, then the line of sight is broken. Additionally, any terrain will break line of sight; you can no longer fire through hills.
Doors and furniture that can be walked through do not break line of sight, and thus provide no cover. Sometimes you are able to fire through walls if targets move quickly; this is often just an effect of lag: at the time of the calculation, the target was within the line of sight, but by the time you see the action the target is behind a wall. Note that most fences are collidable, and thus prevent attacking targets that are on the other side.
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There are several different types of combat in Tibia. We will look at all of these.
To attack a creature, open up the context menu by right clicking on the creature you wish to attack, then select Attack from this menu. A red frame will appear around the creature you are attacking and as soon as you are in range, you will start to attack it. The creature may attack you as well, in which case and black frame will flash from the creature that is attacking. If you continue to attack the creature you will either kill it, or it will kill you. Once the creature is dead, you will gain experience. The amount of experience you gain depends on the creature you kill. For example: Rats will only give you 5 experience whereas a dragon will give you 700 experience. The amount of experience is usually proportional to the HP of the creature. The amount of experience rewarded often reflects the difficulty of the creature. If there are more than one players attacking the same creature the experience rewarded is split according to how much damage each person does to that creature. For example: Two players attach one Cave Rat, each player does 15 damage to that Cave Rat, each player will get 5 experience. If three people were attacking the same Cave Rat, and each player did 10 damage, each player would be rewarded 3 experience.
On occasion and if your world allowes it, there will be players killing each other. This is known as PKing or Player Killing. Players will go about this the same way that you would to kill a creature, however, there is no experience involved with the kill, unless you are on a PvP-Enforced world. Most players do not enjoy Player Killing and would much rather be killing creatures.
When a creature or a human is killed, they can drop items. You can get to these items much the same way as you would attack that creature. Right-click on the dead creature or player to open the context menu. Once open click on the Open option. You will not be able to open the corpse unless you have delt the most damage on the creature or if you are member of a party were a player made most damage to a creature. This will open up a display on the right hand side of your screen. In this display will be little boxes. If the creature contains items, you can click, hold, and drag the item into a container in your inventory. This brings up the concept of capacity. Each vocation has a certain amount of capacity according to the level of the character. Knights have the most capacity, while Druids and Sorcerers have the least. If you do not have enough capacity when attempting to take an item, you will be unable to take it and a message will be displayed at the bottom of your screen stating This item weighs too much. In order to take that item, you must put it into another Container and throw it along the ground, or you must drop other items in your inventory.
Note: If 2 people dealt equal damage, the first attacker is able to loot the corpse.
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