Defense is a avoidance skill used by all classes. This skill is of particular importance to Fighters. It demonstrates how well you avoid physical attacks. This raises your basic avoidance roll (dodge) chance.
In oder to raise the skill you need to get hit by melee weapons.
See Also: Stat Growth
In most RPG games, not necessarily limited to Final Fantasy games, stats, or statistics are used to represent how strong a character is. Stats are represented by numbers and are used in engagements to determine how much damage a character takes by an opponent, or deals to an opponent. As a character levels up, they get increases in each stat. Different jobs and races gain stats differently. For example, Paladins speeds are slow, while Ninjas and Assassins are fast.
| v · e · d
Stats
|
|---|
| Recurring Stats |
| Ability Points - Accuracy - Brave - Charge Time - Evasion - Experience Points - Defense - Health Points - Intelligence - Luck - MBlock - Magic Defense - Magic Points - Magic Power - Mind - Speed - Spirit - Stamina - Strength - Vitality |
| Final Fantasy VI |
| Vigor |
| Before Crisis -Final Fantasy VII- |
| Rank Points |
| Crisis Core -Final Fantasy VII- |
| Soldier Points |
| Final Fantasy XI |
| Charisma - Magic Accuracy - Tactical Points - Fame |
| Final Fantasy XII |
| License Points |
| Final Fantasy Tactics |
| Brave - Faith |
| Final Fantasy Tactics Advance |
| Judge Points |
| Vagrant Story |
| Risk |
A weapon with a name suffix "of Defense" is equipped with a weapon upgrade of the same name:
For more details, see: weapon upgrade
A weapon upgrade of Defense provides the following bonus to the weapon (the user respectively):
Defence (written as "Defense" in RuneScape Classic; abbreviated as Def) is a skill that gives the player protection during combat. As a player raises their Defence level, opponents will deal damage less often, rather than deal less damage per hit. Defence levels also affect what kind of armour a player can equip ranging from level 1 for Bronze armour and Iron armour to level 78 for the all Ancient Warriors' Equipment. The current minimum requirement to be ranked (at rank 2,000,000) on the hiscores for Defence is level 55.
A small selection of players choose to focus exclusively on Defence and not train any other combat skills. These players are known as Defence Pures. It is suspected that the few players train as defence pures due to the limited appeal of long combat round between a defence pure and their opponent. However, many regular pures frown upon defence seeing that it does not lower damage received. Often, these pures will call someone who player-kills like this a "def noob". There are quite a few players who have achieved level 99 Defence without levelling Hitpoints at level 27 combat through the use of Soul Wars and various other levelling methods; for example, experience lamps and Penguin Hide and Seek.
To increase a player's Defence level, the player must choose the "defensive" attack style. To do this, a player has to select the Combat Styles tab (image with the two swords one left of Stats tab), then select the combat style that says Defensive in parentheses when the mouse cursor is hovered over it. It is also useful to note that clicking the controlled style will also grant experience to the Defence skill, though it is not as efficient as it equally splits experience with the Attack and Strength skills. One-third of the experience is gained when using controlled, 1.33 experience per damage dealt by the player. Using defensive gives 4 experience per damage point the player deals.
Having a high Defence level is key to any fighter's success. If a player wants to land strikes, one has to also be able to take them. Contrary to popular belief, Defence does not lower the amount of damage per hit; rather it makes your opponent's attacks less accurate.
Numerous players, especially melee-pure player killers, neglect their Defence in favour of training Attack and Strength or Strength alone. Most of these players leave their Defence at level 1, and wear iron armour to provide basic Defence. Defence is also sometimes raised to level 10 or 20, so as to enable the wearing of black armour/white armour or initiate armour respectively. Though this strategy gives a person high power in their attacks, some do not recommend it. They argue that even if a person in the wilderness boasts very high Attack and Strength levels, if they do not have the ability to wear (or do not possess) decent armour, a person of a comparable level with high Defence may kill them with little or no trouble. Although it should be noted that since the levels used on defence are put into Strength and Attack (as well as hitpoints), a pure of a comparable combat level could have a high enough attack level to fair with the person easily regardless of their Defence level, or be able to hit high enough to make up for not hitting as often. A pure would also most likely have higher hitpoints than the person with a higher Defence level as well. It is becoming increasingly popular to train defence to at least level 40, as to enable the player to wear rune armour. Most of the time people go 5 beyond this level, maybe increasing their combat level by one, so that they can wear a berserker helm. These people are known as 'Berserker pures'.
A formula is used to calculate how much experience a player obtains when fighting defensively. If a player hits an opponent, whatever damage they deal is multiplied by 4 and given to the player's Defence skill. For example, if a player hits a 1, then they will receive 4 Defence experience.
Some experience is also given to a player's hitpoints level when they deal damage. If a player hits an opponent, whatever damage they deal is multiplied by 1.33 and given to their hitpoints. For example, if a player hits a 1, then they will receive 1.33 hitpoints experience, in addition to the 4 experience in defence.
If a player fights with the "controlled" attack style, then whatever damage they deal will be multiplied by 1.33 and given to the player's Defence, Attack, Strength, and hitpoints level.
Defence can also be trained by ranging in the "long range" attack style. For every hit dealt to the opponent, players receive 2 range experience, 2 defence experience, and 1.33 hitpoints experience.
Defence can also be trained by attacking with magic spells while autocasting spells with a defensive cast style. Doing so gives players 2 experience points to Magic and 2 to Defence, as well as the 1.33 to hitpoints.
Some weapons and armour give players "defence bonuses" against certain attack types. These bonuses can be seen in the equipment menu, to the right of the inventory menu. Defence bonuses give players advantages as well as disadvantages in combat.
Stab: Wearing melee armour lowers the chance of players stabbing with a weapon from dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using the stab attack style. The maximum possible bonus attainable by players is 467.
Slash: Wearing melee armour lowers the chance of players slashing with a weapon from dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using the slash attack style. The maximum possible bonus attainable by players is 472.
Crush: Wearing melee armour lowers the chance of players crushing with a weapon from dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using the crush attack style. The maximum possible bonus attainable by players is 456.
Magic: Wearing ranged armour lowers the chance of magic attacks dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using Magic. The maximum possible bonus attainable by players is 207. In addition, your passive magic defence is 70% of your magic level, and 30% of your defence level.
Ranged: Wearing melee armour lowers the chance of players using ranged weapons from dealing high damage. The higher this bonus is, the less often an opponent will deal damage by using Ranged attacks. The maximum possible bonus attainable by players is 466.
Summoning: Wearing most melee armours lowers the chance of players using Summoning Familiars from hitting.
Defence levels required to equip different types of armour are as follows:
| Type | Level | Notes |
|---|---|---|
| Bronze | 1 | Bronze armour is the weakest metal armour that players can make in all of RuneScape. |
| Iron | 1 | Iron armour is stronger than bronze armour. |
| Steel | 5 | Steel armour is stronger than iron armour. |
| Black | 10 | Black armour is stronger than steel armour. |
| Mithril | 20 | Mithril armour is stronger than black armour. |
| Adamant | 30 | Adamant armour is stronger than mithril armour. |
| Rune | 40 | Rune armour is stronger than adamant armour and is also the strongest armour free players can equip with the exception of Corrupt dragon equipment. |
| Granite | 50 | Due to Granite armours weight, an additional 50 strength is required to wear Granite armour, and is a members only armour. |
| Dragon | 60 | Dragon armour is stronger than rune armour. Dragon can only be equipped by members, and is expensive compared to Runite armour. |
| Corrupt dragon | 60 | Corrupt dragon armour provides the same bonuses as regular Dragon armour but is available to free players. It only lasts 30 minutes of combat, and is much less expensive than the non-corrupt version. |
| Third Age | 65 | 3rd Age melee, range and mage armour obtained from Treasure trails used to be the rarest, currently obtainable, items in RuneScape until spirit shields. Currently a 3rd age melee set consisting of four separate pieces of the extremely rare armour is still 100m less than the most expensive spirit shield. |
| Crystal | 70 | Crystal equipment can only be equipped by members, and also requires 50 Agility, as well as the completion of the Roving Elves quest. |
| Barrows | 70 | Barrows is the strongest of all the melee and magic armours. Along with the required 70 Defence, 70 Ranged is needed for Karil's and 70 Magic is needed for Ahrim's Barrows armour, respectively. |
| Dragonfire Shield | 75 | The Dragonfire Shield is one of the best shields in the game when it is fully charged, surpassed only by some spirit shields. |
*The requirements are determined by a player's base defence level, boosts will not allow a player to wield armour higher than his base.
| Item | Bonus | Requirements
Table: View • Edit
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|---|---|---|---|
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Statius's full helm[1] | +65 | 78 Defence (20 Defence for Corrupt version) |
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Statius's platebody[1] | +154 | 78 Defence (20 Defence for Corrupt version) |
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Statius's platelegs[1] | +110 | 78 Defence (20 Defence for Corrupt version) |
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Lucky cutlass | +6 | Completed Cabin Fever |
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Dragonfire shield | +70 | 75 Defence |
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Dragon gauntlets | +14 | 60 Defence |
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Bandos boots | +17 | 65 Defence |
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Fire cape | +11 | Completed the TzHaar Fight Cave |
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Amulet of Fury | +15 | None |
| Onyx ring (i) | +6 | Mobilising Armies Rank of 300 | |
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Total
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+468 | 75/78 Defence, completed Cabin Fever and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300 | |
| Item | Bonus | Requirements
Table: View • Edit
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|---|---|---|---|
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Torag's helm[1] | +55 | 70 Defence |
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Torag's platebody[2] | +122 | 70 Defence |
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Torag's platelegs[3] | +85 | 70 Defence |
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Lucky cutlass | +6 | Completed Cabin Fever |
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Dragonfire shield | +70 | 75 defence |
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Dragon gauntlets | +14 | 60 Defence |
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Bandos boots | +17 | 65 defence |
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Fire cape | +11 | Completed the TzHaar Fight Cave |
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Amulet of Fury | +15 | None |
| Onyx ring (i) | +6 | Mobilising Armies Rank of 300 | |
|
Total
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+401 | 75 Defence, completed Cabin Fever and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300 | |
| Item | Bonus | Requirements
Table: View • Edit
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|---|---|---|---|
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Statius's full helm[1] | +70 | 78 Defence (20 Defence for Corrupt version) |
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Statius's platebody[1] | +145 | 78 Defence (20 Defence for Corrupt version) |
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Statius's platelegs[1] | +106 | 78 Defence (20 Defence for Corrupt version) |
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Lucky Cutlass | +6 | Completed Cabin Fever |
|
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Dragonfire shield | +75 | 75 Defence |
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Dragon gauntlets | +15 | 60 Defence |
|
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Bandos boots | +18 | 65 Defence |
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Fire cape | +11 | Completed the TzHaar Fight Cave |
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Amulet of Fury | +15 | None |
|
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Warrior's Ring (i) | +8 | Mobilising Armies Rank of 300 |
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Total
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+469 | 75/78 Defence, completed Cabin Fever and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300 | |
| Item | Bonus | Requirements
Table: View • Edit
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|---|---|---|---|
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Torag's helm[1] | +58 | 70 Defence |
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Torag's platebody[2] | +120 | 70 Defence |
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Torag's platelegs[3] | +82 | 70 Defence |
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Lucky Cutlass | +6 | Completed Cabin Fever |
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Dragonfire shield | +75 | 75 Defence |
|
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Dragon gauntlets | +15 | 60 Defence |
|
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Bandos boots | +18 | 65 Defence |
|
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Fire cape | +11 | Completed the TzHaar Fight Cave |
|
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Amulet of Fury | +15 | None |
|
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Warrior's ring (i) | +8 | Mobilising Armies Rank of 300 |
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Total
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+408 | 75 Defence, completed Cabin Fever and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300 | |
| Item | Bonus | Requirements
Table: View • Edit
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|---|---|---|---|
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Statius's full helm[1] | +63 | 78 Defence (20 Defence for Corrupt version) |
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Vesta's chainbody[1] | +145 | 78 Defence (20 Defence for Corrupt version) |
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Vesta's plateskirt[1] | +112 | 78 Defence (20 Defence for Corrupt version) |
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Maple blackjack (d) | +24 | Completed Rogue Trader |
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Elysian spirit shield[2] | +75 | 75 defence, 75 prayer, completed Summer's End |
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Dragon gauntlets | +15 | 60 Defence |
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Bandos boots | +19 | 65 Defence |
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Fire cape | +11 | Completed the TzHaar Fight Cave |
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Amulet of Fury | +15 | None |
| Berserker ring (i) | +8 | Mobilising Armies Rank of 300 | |
|
Total
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+487 | 75/78 Defence, 75 Prayer, completed Rogue Trader, Summer's End and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300 | |
| Item | Bonus | Requirements
Table: View • Edit
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|---|---|---|---|
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Torag's helm[1] | +54 | 70 Defence |
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Third age platebody[2] | +113 | 65 Defence |
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Torag's platelegs[3] | +83 | 70 Defence |
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Maple blackjack (d) | +24 | Completed Rogue Trader |
|
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Elysian spirit shield[4] | +75 | 75 defence, 75 prayer, completed Summer's End |
|
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Dragon gauntlets | +15 | 60 Defence |
|
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Bandos boots | +19 | 65 Defence |
|
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Fire cape | +11 | Completed the TzHaar Fight Cave |
|
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Amulet of Fury | +15 | None |
| Berseker ring (i) | +8 | Mobilising Armies Rank of 300 | |
|
Total
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+417 | 75 Defence, 75 Prayer, completed Rogue Trader, Summer's End and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300 | |
| Item | Bonus | Requirements
Table: View • Edit
|
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|---|---|---|---|
|
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Statius's full helm[1] | +71 | 78 Defence (20 Defence for Corrupt version) |
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Statius's platebody[1] | +157 | 78 Defence (20 Defence for Corrupt version) |
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Statius's platelegs[1] | +121 | 78 Defence (20 Defence for Corrupt version) |
| Void knight mace | +2 | 42 Attack, 42 Strength, 42 Defence, 42 Ranged, 42 Magic, 42 Hitpoints, 22 Prayer | |
| New Crystal Shield[2] | +80 | 70 Defence, 50 Agility, Completed Roving Elves | |
|
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Dragon gauntlets | +14 | 60 Defence |
| Rogue boots | +2 | Completed the Rogue's Den | |
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Fire cape | +11 | Completed the TzHaar Fight Cave |
|
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Amulet of Fury | +15 | None |
| Archers' ring (i) | +8 | Mobilising Armies Rank of 300 | |
|
Total
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+476 | 42 Attack, 42 Strength, 50 Agility, 70/78 Defence, 42 Ranged, 42 Magic, 42 Hitpoints, 22 Prayer, completed Rogue's Den , Roving Elves and the TzHaar Fight Cave, and a Mobilising Armies Rank of 300 | |
| Item | Bonus | Requirements
Table: View • Edit
|
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|---|---|---|---|
| Torag's helm[1] | +62 | 70 Defence | |
| Bandos chestplate | +133 | 65 Defence | |
| Bandos tassets | +93 | 65 Defence | |
| Void knight mace | +2 | 42 Attack, 42 Strength, 42 Defence, 42 Ranged, 42 Magic, 42 Hitpoints, 22 Prayer | |
| New Crystal Shield[2] | +80 | 70 Defence, 50 Agility, Completed Roving Elves | |
|
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Dragon gauntlets | +14 | 60 Defence |
| Rogue boots | +2 | Completed the Rogue's Den | |
|
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Fire cape | +11 | Completed the TzHaar Fight Cave |
|
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Amulet of Fury | +15 | None |
| Archers' ring (i) | +8 | Mobilising Armies Rank of 300 | |
|
Total
|
+420 | 42 Attack, 42 Strength, 70 Defence, 42 Ranged, 42 Magic, 42 Hitpoints, 22 Prayer, 50 Agility, completed Rogue's Den, the TzHaar Fight Cave and Roving Elves, and a Mobilising Armies Rank of 300 | |
| Item | Bonus | Requirements
Table: View • Edit
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|---|---|---|---|
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Armadyl helmet | +10 | 70 Ranged, 70 Defence |
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Morrigan's leather body[1] | +75 | 78 Ranged, 78 Defence (20 Ranged, 20 Defence for Corrupt version) |
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Morrigan's chaps[1] | +46 | 78 Ranged, 78 Defence (20 Ranged, 20 Defence for Corrupt version) |
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Master wand | +20 | 60 Magic |
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Spectral spirit shield[2] | +30 | 65 Magic, 75 Defence, 70 Prayer, completed Summer's End |
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Third age vambraces[3] | +9 | 65 Ranged, 40 Defence |
| Silly jester boots[4] | +5 | Started The Fremennik Isles | |
|
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Fire cape[5] | +11 | Completed the TzHaar Fight Cave |
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Amulet of fury | +15 | None |
|
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Seer's ring (i) | +8 | Mobilising Armies Rank of 300 |
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Total
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+229 | 75/78 Defence, 70/78 Ranged, 65 Magic, 70 Prayer, Completed Summer's End and the TzHaar Fight Cave, Started The Fremennik Isles, and a Mobilising Armies Rank of 300 | |
| Item | Bonus | Requirements
Table: View • Edit
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|---|---|---|---|
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Armadyl helmet | +10 | 70 Ranged, 70 Defence |
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Armadyl chestplate | +70 | 70 Ranged, 70 Defence |
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Armadyl plateskirt | +40 | 70 Ranged, 70 Defence |
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Master wand | +20 | 60 Magic |
|
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Spectral spirit shield | +30 | 65 Magic, 75 Defence, 70 Prayer, completed Summer's End |
|
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Third age vambraces | +9 | 65 Ranged, 40 Defence |
| Silly jester boots | +5 | Started The Fremennik Isles | |
|
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Fire cape | +11 | Completed the TzHaar Fight Cave |
|
|
Amulet of fury | +15 | None |
|
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Seer's ring (i) | +8 | Mobilising Armies Rank of 300 |
|
Total
|
+218 | 75 Defence, 70 Ranged, 65 Magic, 70 Prayer, Completed Summer's End and the TzHaar Fight Cave, Started The Fremennik Isles, and a Mobilising Armies Rank of 300 | |
| Image | Name | |||||||
|---|---|---|---|---|---|---|---|---|
|
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Corrupt dragon med helm(1) | 33 | 35 | 32 | -1 | 34 | 0 | 0 |
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Corrupt dragon chainbody(2) | 81 | 93 | 98 | -3 | 82 | 0 | 0 |
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Corrupt dragon platelegs(3) | 68 | 66 | 63 | -4 | 65 | 0 | 0 |
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Talisman staff(4) | 2 | 3 | 1 | 15 | 4 | 33 | 0 |
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Fighting boots/Fancy Boots | 1 | 2 | 3 | 0 | 0 | 0 | 0 |
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Team cape(any) | 0 | 1 | 1 | 0 | 2 | 0 | 0 |
|
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Amulet of defence | 7 | 7 | 7 | 7 | 7 | 0 | 0 |
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Rune gauntlets(charged) | 10 | 11 | 11 | -1 | 10 | 2 | 0 |
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Corrupt dragon sq shield (5) | 50 | 52 | 48 | 0 | 50 | 0 | 0 |
|
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Explorer's ring(6) | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
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Total | 252 | 270 | 264 | 13 | 254 | 35 | 1 |
| Image | Name | |||||||
|---|---|---|---|---|---|---|---|---|
|
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Rune full helm | 30 | 32 | 27 | -1 | 30 | 0 | 0 |
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Rune platebody
(1) |
82 | 80 | 72 | -6 | 80 | 0 | 0 |
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Rune platelegs | 51 | 49 | 47 | -4 | 49 | 0 | 0 |
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Talisman staff | 2 | 3 | 1 | 15 | 4 | 33 | 0 |
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Fancy Boots/Fighting boots | 1 | 2 | 3 | 0 | 0 | 0 | 0 |
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Team cape (any)(2) | 0 | 1 | 1 | 0 | 2 | 0 | 0 |
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Amulet of defence | 7 | 7 | 7 | 7 | 7 | 0 | 0 |
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Rune gauntlets (charged) | 10 | 11 | 11 | -1 | 10 | 2 | 0 |
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Rune kiteshield | 44 | 48 | 46 | -1 | 46 | 0 | 0 |
|
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Explorer's ring | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
|
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Total | 227 | 231 | 215 | 9 | 228 | 35 | 1 |
| Item | Bonus | Requirements
Table: View • Edit
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|---|---|---|---|
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Green d'hide coif | +4 | 40 Ranged, 40 Defence, 150 FoG Tokens |
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Green d'hide body | +20 | 40 Ranged, 40 Defence, Completed Dragon Slayer |
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Green d'hide chaps | +8 | 40 Ranged, 40 Defence |
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Green d'hide vambraces | +2 | 40 Ranged, 40 Defence |
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Amulet of defence | +7 | None |
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Talisman staves | +15 | 50 Runecrafting, 10,000 Runecrafting guild tokens |
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Total
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+56 | 40 Ranged, 40 Defence, 150 FoG Tokens, Completed Dragon Slayer , 50 Runecrafting, 10,000 Runecrafting guild tokens | |
The maximum boost can be achieved using the best armour, Saradomin brew (+25%) and the Turmoil prayer (+29% at maximum) or Mystic Might (For defending against magic, gives +15% mage defence/attack).
The American English language as well as all English languages except British English have kept the Anglo-French spelling for defence as it is.
Defence is not often used by Pures except for Defence Pures.
| Free-to-play skills |
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Defense Formula.
To calculate the average damage a creature will make to you, you have to use this formula:
Attack of Creature: 
Defense: 
Armor: 
Skill: 
Defense factor: 
now use this formula:
here are the defense factors:
Attack position: 5
Balanced Position: 7
Defense Position: 10
See also formula page.
| This article is a stub. You can help TibiaWiki by expanding it. Reasons for stub: This page should be moved to the Formula page or maybe deleted since you can't know the attack and skills of a creature to use the formula. |
DEF (commonly referred to as Defense Points) are the points that determine a monsters defense or toughness when defending against your opponent's Monster Cards. If a Monster attacks another with an ATK that is greater than the DEF of that Monster, the Defense Position monster is destroyed, but the owner of the Defense Position Monster takes no damage to his/her Life Points, unless the attacking Monster has an ability (called "Piercing") where the difference between ATK and DEF is dealt as Battle Damage.
If the same situation is reversed, where the ATK is lower than the opponent's monster's DEF, both monsters remain on the field, but the owner of the ATK monster loses Life Points equal to the difference between the ATK and DEF values.
Contents |
Defense
Defense to an attack makes it less likely to hit its target(s) but does not reduce its potency. If the power does not hit, then none of its effects apply. In most games, this is referred to as evasion.
"Every attack power is classified based on how the attack is delivered, and based on the type of damage it delivers, and every defense power has an associated type or types that represents what types of attacks that defense power is effective against." –Arcanaville
There are ten possible tags an attack can have. These tags fall into two conceptual categories: positional and delivery.
Three tags reflect the range and targeting nature of the attack, and are known as positional or vector tags:
The other seven tags reflect the primary method used to deliver the attack's effects:
Although the names are similar, delivery tags and damage types are different things with different meanings. Damage types come directly from a power's effects, and each instance of damage has exactly one type and is applied separately against its appropriate Resistance. Delivery tags are conceptual and were added by hand. Attacks can have multiple tags, and all the tags apply to the attack as a whole, which either entirely hits or entirely misses.
Although there are attacks that primarily cause toxic damage, there is no Toxic Attack delivery tag. There is no current way to specify that an attack works by using poisons or caustic chemicals. Attacks that would have this tag simply lack it.
Generally, an attack will have exactly one positional tag and either one or two delivery tags.
One fact to highlight about positional tags is that attacks are not classified as melee vs. ranged separately from single-target vs. area. A short-range attack that can hit multiple targets will be tagged as either a Melee Attack or an AoE Attack, but not both. Which tag it gets depends less on its range and damage and more on game balance and whether it looks like a melee attack.
Attacks that cause damage of all or mostly one type tend to get the matching delivery tag. An attack that causes two types of damage may get tagged for both or only one. A power that cause no damage may get no delivery tag, or it may get one appropriate to the power's concept or secondary effects.
Examples:Remember, tags are arbitrary. The developers can give an attack any tags they want, regardless of its effects and other properties. They have added – and removed – tags from powers for conceptual and balance reasons. It's not possible to intuit correctly every attack's tags merely by looking at what it does.
- Every Energy Blast attack deals a mix of smashing and energy damage, and has both the Smashing Attack and Energy Attack delivery tags.
- Every Fire Blast attack carries only the Fire Attack delivery tag, even though some deal only fire damage and some cause a mix of fire and smashing.
- The Dark Blast set has the Smashing Attack tag only on attacks that do smashing damage, but it has the Negative Energy Attack tag on all its attacks, including one that causes purely smashing damage and one that causes no damage at all.
Defense bonuses carry tags as well, to specify what styles of attack they work against. Each Defense bonus applies only versus attacks whose tags match one or more of its own. There is one additional type of Defense bonus called Base Defense, or DEF(Defense), which applies against all attacks regardless of tagging.
Every time an attack is made against a target, the game checks the target's total Defense bonus against each of the attack's tags separately. Once the game has those separate totals, it uses only the best one in its calculations that determine whether the attack hits. The important result of this rule is that, for any given attack, Defense buffs only stack when they all have one of that attack's tags in common.
Some powers are described as providing Defense against all attacks. It's usually summarized as +DEF(All), or just +DEF. There are many subtly different ways that powers like this might be created. All of them behave differently in various rare circumstances, and almost none of them actually protect against every single attack in the game.
Some powers are labeled +DEF(all but Psionic). These powers are like +DEF(All) powers in category #3 (and occasionally #1), only without the Psionic Attack tag. Those few powers that fit category #1 actually will provide protection against psionic attacks that have a positional tag.
Some powers are described by players as +DEF(all but Toxic). This is a misnomer, caused by confusion over the fact that the Toxic Attack tag doesn't exist, or sometimes used for clarity and simplicity while discussing effects with other players. These powers are actually +DEF(All) powers from categories #1 or #3. In particular, a +DEF(all but Toxic) power that fits category #1 will protect against attacks that do mostly Toxic damage if those attacks have positional tags (and most of them do).
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