Difference between revisions of "Melee Skill"

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== Weapon Types: ==
<h3><big>Weapon Types</big></h3>


{| 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.  
| Slighly lower attack values than swords and axes.
|}
|}


== General Info: ==
== General Info ==


=== Differences between one-handed and two-handed weapons: ===
=== 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 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.
*<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 when using the two-handed.
**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.
*<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 weapon type melee skill instead of your shielding.
* 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>
<br><br>
* Fist fighting has a base attack value of 7.<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 for an infinite amount of times, with the exception of the [[Ice Rapier]] which breaks after 1 hit.
* Melee weapons can be used an infinite amount of times, with the exception of the [[Ice Rapier]] which breaks after 1 hit.
* Melee fighting is mainly used by knights, who advance the fastest using it.<br>
* 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 (defence) ('''poof animation''') or deflected by armor ('''sparks animation''').<br>
* 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 shielding at max speed while getting hit 2 times per turn.
* 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.
* When you are using two-handed weapons (or one-handed weapons without a shield), your Defense physical damage reduction is counted with your weapon's defense, and off of your weapon type melee skill instead of your shielding.
* Your weapon's defense value has '''NO effect''' while you're wearing a [[Shields|Shield]] in your hand.
* Your weapon's defence value has '''NO effect''' while you're also wearing a [[Shields|Shield]] or some of the [[Wands & Staves]] in one of your hands that act as shields.
* 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.
* [https://mediviastats.info/calculator.php?type=meleetraining Melee Training Calculator] Melee skills advance more slowly than distance fighting.


== Damage Formula: ==
== Damage Formula ==
Like it is stated in the chapter about [[Distance Fighting]], distance and melee fighting use different formulas for damage calculation.<br>
Like it is stated in the chapter about the [[Distance Skill]], distance and melee fighting use different formulas for damage calculation.<br>
This chapter only regards the formula for melee fighting.<br><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>
{| class="wikitable"
=== Maximum Damage Formula: ===
! style="text-align: left" | Maximum Damage Formula:
  Attack Factors:
|-
  offensive = 1.0
| 0.021 * [Skill Level^(5/4)] * Weapon Attack + 5
  balanced = 1.2
|}
  defensive = 2.0
<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>
 
  Max = (25 + (meleeSkill^2 / 1550 * attackValue / attackFactor)) + (strength * 0.35)
 
=== Minimum Damage Formula: ===
  Min = (playerLevel / 2) + (max * 0.15) + (strength * 0.30)


{| class="wikitable"
== Skill Training ==
! style="text-align: left"; colspan="2" | Minimum Damage:
|-
| style="width:1%" | '''One-handed'''
| +1 min dmg per 4 levels (e.g. lvl 100 = min dmg 25).
|-
| style="width:1%" | '''Two-handed'''
| +1 min dmg per 2 levels (e.g. lvl 100 = min dmg 50).
|}


== Skill Training Options: ==
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"
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| [[Dummy Scroll|Training Dummy]]
| [[Dummy Scroll|Training Dummy]]
| Anywhere except protection zones and non-logout zones.
| 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 shielding 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.  
| 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
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| 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 '''[[Attributes#Vast_Grip|Vast Grip]]''' [[Attributes|Attribute]] increase a player's melee skill, those items will not be listed here.
{| class="wikitable sortable"
|-
! Image:
! Name:
! Sword increase:
|-
| style="text-align: center" | [[File:Cheesy Maris Feast.png|RTENOTITLE]]
| [[Cheesy Maris Feast]]
| +3 Sword Fighting (''for 2 hours'')
|-
| style="text-align: center" | [[File:Sword Ring1.png|RTENOTITLE]]
| [[Sword Ring]]
| +4 Sword Fighting (''for 30 minutes'')
|-
| style="text-align: center" | [[File:Spicy Maris Feast.png|RTENOTITLE]]
| [[Spicy Maris Feast]]
| +3 Axe Fighting (''for 2 hours'')
|-
| style="text-align: center" | [[File:Axe Ring1.png|RTENOTITLE]]
| [[Axe Ring]]
| +4 Axe Fighting (''for 30 minutes'')
|-
| style="text-align: center" | [[File:Bitter Maris Feast.png|RTENOTITLE]]
| [[Bitter Maris Feast]]
| +3 Club Fighting (''for 2 hours'')
|-
| style="text-align: center" | [[File:Club Ring1.png|RTENOTITLE]]
| [[Club Ring]]
| +4 Club Fighting (''for 30 minutes'')
|-
| style="text-align: center" | [[File:Meteorite Axe.png|RTENOTITLE]]
| [[Meteorite Axe]]
| +1 Axe Fighting
|-
| style="text-align: center" | [[File:6887.png|RTENOTITLE]]
| [[Meteorite Sword]]
| +1 Sword Fighting
|-
| style="text-align: center" | [[File:Meteorite Hammer.png|RTENOTITLE]]
| [[Meteorite Hammer]]
| +1 Club Fighting
|-
| style="text-align: center" | [[File:Watcher Legs.gif|RTENOTITLE]]
| [[Watcher Legs]]
| +1 to Melee Skills
|-
| style="text-align: center"| [[File:Umbral Helmet.png]]
| [[Umbral Helmet]]
| +1 to Melee Skills
|-
| style="text-align: center" | [[File:Umbral Platemail.png|RTENOTITLE]]
| [[Umbral Platemail]]
| +2 to Melee Skills
|-
| style="text-align: center" | [[File:Calamity.gif|RTENOTITLE]]
| [[Calamity]]
| +2 to Club Fighting
|-
| style="text-align: center" | [[File:Angeliclegs.png|RTENOTITLE]]
| [[Angelic Legs]]
| +3 to 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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