Difference between revisions of "Melee Skill"

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== General Info: ==
<h3><big>Weapon Types</big></h3>
* Fist fighting has a base attack value of 7.<br>
* Melee weapons can be used for an infinite amount of times, with the exception of the [[Ice Rapier]] which breaks after 1 hit.<br>
* Melee fighting is mainly used by knights, who advance the fastest using it.<br>
* Melee attacks cannot miss, but they can be blocked by shields (defence) ('''poof animation''') or deflected by armor ('''sparks animation''').<br>
* Because of how the melee damage formula works, stronger weapons gain a bigger damage boost from each skill than weaker ones.<br>
* You need to blood-hit your opponent at least once every 30 turns (60 seconds) to advance in melee skills as you keep hitting.<br>
* One-handed weapons hit once every '''2 seconds''' (standard 'turn'), while two-handed weapons hit once every '''3 seconds'''.<br>
* Two-handed weapons usually have much higher attack values than one-handed ones, but their defence is much lower.<br>
* When you are using two-handed weapons (or one-handed weapons without a shield), your physical damage reduction is counted off of your '''weapon's defense''', and off of your '''weapon type melee skill instead of your shielding'''.
* Your weapon's defence value has '''NO effect''' while you're also wearing a [[Shields|Shield]] or some of the [[Wands]] in one of your hands.
* [https://mediviastats.info/calculator.php?type=meleetraining Melee Training Calculator] Melee skills advance more slowly than distance fighting, but they are easier to train.
 
== Damage Formula: ==
Like it is stated in the chapter about [[Distance Fighting]], distance and melee fighting use different formulas for damage calculation.<br>
This chapter only regards the formula for melee fighting.<br><br>
{| class="wikitable"
! style="text-align: left" | Maximum Damage Formula:
|-
| {0.021 * [(Skill Level^(5/4)] * Weapon Attack} + 5
|}
<br>So a knight with 80 sword skill and a [[Magic Sword]] would calculate his max hit (highest possible not counting target's defense or armor) as shown:<br><br>{0.021 * [80^(5/4)] * 48} + 5 = <u>246</u><br><br>
 
{| class="wikitable"
! style="text-align: left"; colspan="2" | Minimum Damage:
|-
| style="width:1%" | '''One-handed'''
| No minimum damage value.
|-
| style="width:1%" | '''Two-handed'''
| +1 min dmg per 10 levels (e.g. lvl 100 = min dmg 10).
|}
 
== Weapon Types: ==


{| class="wikitable sortable"
{| class="wikitable sortable"
|-
|-
! Type:
! colspan=2 | Type:
! Pros:
! Pros:
! Cons:
! Cons:
|-
|-
| [[File:Mercenary Sword.png|link=Swords]]
| [[Swords]]
| [[Swords]]
| Good defensive [[Attributes]] and solid attack values.  
| Good defensive [[Attributes]] and solid attack values.  
| Only one viable end-game two-handed sword.
| Lower offensive ability compared to axes.
|-
|-
| [[File:Labrys Axe.png|link=Axes]]
| [[Axes]]
| [[Axes]]
| Highest attack values out of all weapon types, best offensive [[Attributes]].
| Highest attack values out of all weapon types, best offensive [[Attributes]].
| Lack of defensive [[Attributes]].
| Lack of defensive [[Attributes]].
|-
|-
| [[File:Heavy Mace.png|link=Clubs]]
| [[Clubs]]
| [[Clubs]]
| Best defensive [[Attributes]].
| Good defensive [[Attributes]].
| The best clubs are extremely difficult to obtain. Lack of offensive [[Attributes]].
| Slighly lower attack values than swords and axes.
|}
|}


== Skill Training Options: ==
== General Info ==
 
=== Differences between one-handed and two-handed weapons: ===
*<u>Attack speed:</u> One-handed weapon attacks occur with 2 seconds between attacks, and two-handed attacks with 3 seconds between.
*<u>Attack value:</u> Two-handed weapons have a much higher attack value, roughly 50% higher comparing higher tier one-handed weapons to two-handed ones.
**It's important to note that less of your damage is reduced by creatures' defense and armor when using two-handed weapons. Comparing a hypothetical 50 atk one-handed to a 75 atk two-handed: in 6 seconds you're delivering 150 attack value with both weapons, but using 3 and 2 attacks respectively to deliver it this means that using the one-handed weapon your attack is reduced by your target's defense and armor 3 times, and only 2 times when using the two-handed.<br>
*<u>Defense value:</u> Two-handed weapons cannot be used with [[Shields]] and have a very low defense. For the best weapons this means that you're losing ~60-70% of Def not wearing one of the best shields. When counting in how strong shields can be when enchanted with attributes this difference is even larger.
* When you are using two-handed weapons (or one-handed weapons without a shield), your physical damage reduction is counted off of your weapon's defense, and off of your melee skill instead of your blocking.
* [[Bloodlust Stance]] can only be used while using a two-handed weapon.
<br><br>
* The melee skill and melee weapons are mainly used by knights, who advance by far the most quickly at the melee skill, but they can also be used to lesser effect by other vocations.
* Melee weapons can be used an infinite amount of times, with the exception of the [[Ice Rapier]] which breaks after 1 hit.
* The amount of damage you deal using melee weapons is determined by your fighting stance, your weapon's attack value, your melee skill, your total [[Strength]] and partly your experience [[Level]]. These factors also determine your damage dealt with the 2 offensive knight spells: [[Berserk]] and [[Decimate]].
* Melee attacks cannot miss, but they can be blocked by shields or defense (''white poof animation'') or deflected by armor (''yellow sparks animation'').<br>
* You need to blood-hit your opponent at least once every 30 turns (60 seconds) to advance in melee skills as you keep hitting and at least once every 15 turns (30 seconds) to advance your blocking at max speed while getting hit 2 times per turn.
* Your weapon's defense value has '''NO effect''' while you're wearing a [[Shields|Shield]] in your hand.
* When using two-handed weapons (or one-handed weapons without a shield), your Defense-sourced physical damage reduction (as opposed to that from [[Blocking and Armor|Armor]]) is calculated with your weapon's defense value and with your melee skill instead of your blocking skill.
* Fist fighting has a base attack value of 7.
* [https://mediviastats.info/calculator.php?type=meleetraining Melee Training Calculator] Melee skills advance more slowly than distance fighting.
 
== Damage Formula ==
Like it is stated in the chapter about the [[Distance Skill]], distance and melee fighting use different formulas for damage calculation.<br>
Your base melee damage is determined by your fighting stance, your weapon's attack value, your melee skill and your total [[Strength]], with experience [[Level]] playing a part in the minimum damage formula.<br><br>
=== Maximum Damage Formula: ===
  Attack Factors:
  offensive = 1.0
  balanced = 1.2
  defensive = 2.0
 
  Max = (25 + (meleeSkill^2 / 1550 * attackValue / attackFactor)) + (strength * 0.35)
 
=== Minimum Damage Formula: ===
  Min = (playerLevel / 2) + (max * 0.15) + (strength * 0.30)
 
== Skill Training ==
 
You need to blood-hit your opponent at least once every 30 turns (60 seconds) to advance in melee skill as you keep hitting, and at least once every 15 turns (30 seconds) to advance in [[Blocking]] at max speed while getting hit twice per turn.<br>
You get 1 skill try for your melee skill for each hit on your target when using melee weapons regardless of whether it's a blood hit or any kind of blocked hit, as long as you have bled the target in the last 60 seconds.


{| class="wikitable sortable"
{| class="wikitable sortable"
Line 61: Line 68:
! Location:
! Location:
! Info:
! Info:
|-
| 8+
| [[Dummy Scroll|Training Dummy]]
| Anywhere except protection zones and non-logout zones.
| They heal themselves and attack twice per turn, meaning you don't need other things hitting you for optimal blocking training. Any level can use these to train and they can be used by multiple players without killing them even at high skill levels. They can be summoned using a [[Dummy Scroll]] and last for 24 hours real time from the first time they're summoned.
|-
|-
| 10-30
| 10-30
Line 90: Line 102:
| [[Crystal Bug]]
| [[Crystal Bug]]
| Summoned
| Summoned
| You can skill on summoned [[Crystal Bug]]s for a very long time, even on skills above 110. This is the best option because you can skill in any place you want as long as you have someone, or another char of your own, to summon it. You can convincea [[Crystal Bug]] on level 81 as a knight.
| You can skill on summoned [[Crystal Bug]]s for a very long time, even on skills above 110. This is the best option because you can skill in any place you want as long as you have someone, or another char of your own, to summon it. You can convince a [[Crystal Bug]] on level 81 as a knight.
|-
|-
| 70+
| 70+
Line 98: Line 110:
| End-game skilling monster, you won't be ever able to kill it with a weak enough weapon.
| End-game skilling monster, you won't be ever able to kill it with a weak enough weapon.
|}
|}
== Items which increase Melee Skills: ==
All items with the '''Vast Grip''' [[Attributes|Attribute]] increase a player's melee skill, those items will not be listed here.<br><br>Only items with so-called [[Properties/Hidden Properties]] which increase melee skills will be listed here.<br><br>This list will NOT include the [[Club Ring]], [[Axe Ring]], [[Sword Ring]] or [[Power Ring]] which increase melee skills for a period of time.
{| class="wikitable sortable"
|-
! Image:
! Name:
! Melee increase:
|-
| style="text-align: center" | [[File:Watcher Legs.gif|RTENOTITLE]]
| [[Watcher Legs]]
| +1 Melee Skills
|}
----


Back to [[Guides]].
Back to [[Guides]].

Latest revision as of 22:41, 5 February 2024

Weapon Types

Type: Pros: Cons:
Mercenary Sword.png Swords Good defensive Attributes and solid attack values. Lower offensive ability compared to axes.
Labrys Axe.png Axes Highest attack values out of all weapon types, best offensive Attributes. Lack of defensive Attributes.
Heavy Mace.png Clubs Good defensive Attributes. Slighly lower attack values than swords and axes.

General Info

Differences between one-handed and two-handed weapons:

  • Attack speed: One-handed weapon attacks occur with 2 seconds between attacks, and two-handed attacks with 3 seconds between.
  • Attack value: Two-handed weapons have a much higher attack value, roughly 50% higher comparing higher tier one-handed weapons to two-handed ones.
    • It's important to note that less of your damage is reduced by creatures' defense and armor when using two-handed weapons. Comparing a hypothetical 50 atk one-handed to a 75 atk two-handed: in 6 seconds you're delivering 150 attack value with both weapons, but using 3 and 2 attacks respectively to deliver it this means that using the one-handed weapon your attack is reduced by your target's defense and armor 3 times, and only 2 times when using the two-handed.
  • Defense value: Two-handed weapons cannot be used with Shields and have a very low defense. For the best weapons this means that you're losing ~60-70% of Def not wearing one of the best shields. When counting in how strong shields can be when enchanted with attributes this difference is even larger.
  • When you are using two-handed weapons (or one-handed weapons without a shield), your physical damage reduction is counted off of your weapon's defense, and off of your melee skill instead of your blocking.
  • Bloodlust Stance can only be used while using a two-handed weapon.



  • The melee skill and melee weapons are mainly used by knights, who advance by far the most quickly at the melee skill, but they can also be used to lesser effect by other vocations.
  • Melee weapons can be used an infinite amount of times, with the exception of the Ice Rapier which breaks after 1 hit.
  • The amount of damage you deal using melee weapons is determined by your fighting stance, your weapon's attack value, your melee skill, your total Strength and partly your experience Level. These factors also determine your damage dealt with the 2 offensive knight spells: Berserk and Decimate.
  • Melee attacks cannot miss, but they can be blocked by shields or defense (white poof animation) or deflected by armor (yellow sparks animation).
  • You need to blood-hit your opponent at least once every 30 turns (60 seconds) to advance in melee skills as you keep hitting and at least once every 15 turns (30 seconds) to advance your blocking at max speed while getting hit 2 times per turn.
  • Your weapon's defense value has NO effect while you're wearing a Shield in your hand.
  • When using two-handed weapons (or one-handed weapons without a shield), your Defense-sourced physical damage reduction (as opposed to that from Armor) is calculated with your weapon's defense value and with your melee skill instead of your blocking skill.
  • Fist fighting has a base attack value of 7.
  • Melee Training Calculator Melee skills advance more slowly than distance fighting.

Damage Formula

Like it is stated in the chapter about the Distance Skill, distance and melee fighting use different formulas for damage calculation.
Your base melee damage is determined by your fighting stance, your weapon's attack value, your melee skill and your total Strength, with experience Level playing a part in the minimum damage formula.

Maximum Damage Formula:

 Attack Factors:
 offensive = 1.0
 balanced = 1.2
 defensive = 2.0
 Max = (25 + (meleeSkill^2 / 1550 * attackValue / attackFactor)) + (strength * 0.35)

Minimum Damage Formula:

 Min = (playerLevel / 2) + (max * 0.15) + (strength * 0.30)

Skill Training

You need to blood-hit your opponent at least once every 30 turns (60 seconds) to advance in melee skill as you keep hitting, and at least once every 15 turns (30 seconds) to advance in Blocking at max speed while getting hit twice per turn.
You get 1 skill try for your melee skill for each hit on your target when using melee weapons regardless of whether it's a blood hit or any kind of blocked hit, as long as you have bled the target in the last 60 seconds.

Skill: Monster: Location: Info:
8+ Training Dummy Anywhere except protection zones and non-logout zones. They heal themselves and attack twice per turn, meaning you don't need other things hitting you for optimal blocking training. Any level can use these to train and they can be used by multiple players without killing them even at high skill levels. They can be summoned using a Dummy Scroll and last for 24 hours real time from the first time they're summoned.
10-30 Any kind of Troll Map.png Map.png You can block these with boxes, flowers or similar objects to separate only two to hit you at once. They drop food.
30-50 Rotworm Map.png Map.png Map.png You can block these with boxes, flowers or similar objects to separate only two to hit you at once. They drop food.
30-50 Dwarf Map.png You can block these with boxes, flowers or similar objects to separate only two to hit you at once. They drop food.
50-60 Minotaur Map.png Map.png Map.png You can block these with boxes, flowers or similar objects to separate only two to hit you at once. They drop food.
60-70 Slime Map.png Bring your own food. Deal some damage to the "mother" (true slime) to tell her apart more easily. Kill the summons hitting you once an hour, monsters advance in fighting skills too.
50+ Crystal Bug Summoned You can skill on summoned Crystal Bugs for a very long time, even on skills above 110. This is the best option because you can skill in any place you want as long as you have someone, or another char of your own, to summon it. You can convince a Crystal Bug on level 81 as a knight.
70+ Gargoyle Map.png Map.png Map.png

Map.png

End-game skilling monster, you won't be ever able to kill it with a weak enough weapon.

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