Combat is severely lacking any form of meaningful inflicted conditions that could help expand the depth of melee and ranged combat. It also serves to both add to group combat complexity (giving greater meaning to combat healers) as well as duelling by giving additional ways to wear your target down through parries.
~ Combat status effects/conditions ~
All conditions scale their chance on hit to proc based on the damage dealt through their individual Slash/Pierce/Blunt damage contributions. This is the individual damage type contribution after Armor Mitigation but before any modifiers such as Damage Bonus. As such, all effect chances are reduced by Armor.
~ Arrowheads and fletching ~
Archery should also benefit from the ability to apply combat conditions through the use of fletching and specific Arrowhead types.
+ Add arrow heads crafted from bone, alloy or stone materials which modifies base damage and flight speed.
Arrowheads also trigger conditions:
+ Add arrow shafts crafted via wood materials which modify flight speed and arc.
~ Combat status effects/conditions ~
All conditions scale their chance on hit to proc based on the damage dealt through their individual Slash/Pierce/Blunt damage contributions. This is the individual damage type contribution after Armor Mitigation but before any modifiers such as Damage Bonus. As such, all effect chances are reduced by Armor.
- Bleeding
- Chance on hit (2% per slash or pierce damage dealt) to inflict bleeding, dealing 1/2/3/5/8 damage every 5 seconds. Stacks up to 5 times.
- Target design here is for fast slash/pierce weapons to shine as the effect has a higher base chance per damage and is more effective at max stacks therefore benefiting weapons with faster potential hits.
- Bandages, Healing Spells and certain bleed specific Potions should remove 1 or more bleeding stacks dependent on the strength of the heal.
- Chance on hit (2% per slash or pierce damage dealt) to inflict bleeding, dealing 1/2/3/5/8 damage every 5 seconds. Stacks up to 5 times.
- Deep wounds
- Chance on hit (1% per slash damage dealt) to inflict deep wounds, reducing healing effectiveness and total HP by 11%. Stacks up to 3 times.
- Targets heavier slashing weapons here given the lower chance per point of slashing damage and the lower max effective stack cap. Given this, weapons with higher potential damage output per swing will have higher proc chances.
- Only specific Healing spells, Potions and Rest should remove deep wound stacks.
- Chance on hit (1% per slash damage dealt) to inflict deep wounds, reducing healing effectiveness and total HP by 11%. Stacks up to 3 times.
- Dazed
- Chance on hit (0.75% per blunt damage dealt) to inflict dazed, reducing stamina regeneration by 20% for 10/15/20 seconds (Damage via non-perfect parry / Blunt damage to non-head / blunt damage to head). Duration refreshed on reapplication.
- Targets all weapons that deal some form of blunt damage here, as well as blunt damage through non-perfect parries/blocks. Lower base chance per point of blunt damage dealt to not proc as often given the punishing nature of stam. Duration of dazed scaled on how the blunt damage is received.
- Given shields do not apply blunt damage through blocks but reduce durability on the shield, gives another good positive toward shield usage.
- As only the flanged mace does slashing damage, all other mauls are balanced in the sense they can only apply dazed/crippled. Flanged mace has much lower blunt damage as well so a lower proc chance for Dazed.
- The only way to recover from Dazed is to wait out the time.
- Chance on hit (0.75% per blunt damage dealt) to inflict dazed, reducing stamina regeneration by 20% for 10/15/20 seconds (Damage via non-perfect parry / Blunt damage to non-head / blunt damage to head). Duration refreshed on reapplication.
- Hamstrung/Crippled
- Chance on hit to the lower body (0.5% per pierce or slash/blunt damage dealt) to inflict crippled, reducing movement speed by 15%.
- Given this does not stack and is a flat movement speed penalty until healed, has a low base chance and must be targeted at the lower body. Both combined damage of slash/blunt via slash adds to the total damage done when considering the proc chance.
- Healed via specific spells, rest and specific potions.
- Chance on hit to the lower body (0.5% per pierce or slash/blunt damage dealt) to inflict crippled, reducing movement speed by 15%.
Combat conditions (Bleeding, Deep Wounds, Dazed, Crippled)
Combat is severely lacking any form of meaningful inflicted conditions that could help expand the depth of melee and ranged combat. It also serves to both add to group combat complexity (giving greater meaning to combat healers) as well as duelling by giving additional ways to wear your target...
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~ Arrowheads and fletching ~
Archery should also benefit from the ability to apply combat conditions through the use of fletching and specific Arrowhead types.
+ Add arrow heads crafted from bone, alloy or stone materials which modifies base damage and flight speed.
Arrowheads also trigger conditions:
- Broadhead
- Can proc Bleeding
- Can proc Crippled (lower body hit)
- Bodkin
- Adds weak spot chance across all body parts instead of just head. Marksmanship skill contribution reduced by 50%.
- Barbed
- Can proc Deep wounds
- Can proc Crippled (lower body hit)
+ Add arrow shafts crafted via wood materials which modify flight speed and arc.
- Long (for use in long bows)
- Short (for use in short bows)
- Greatly penalise arc, speed and damage when fired from the incorrect bow type
- Have vendors sell headless arrows only.
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