Medieval Blacksmith

Medieval Blacksmith

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Combat System
By OGO Play
In this guide, you will find detailed information about the combat system, fights, armors and weapons in Medieval Blacksmith.
   
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Introduction


In Medieval Blacksmith, there are a total of four types of combat modes you can participate in with your warrior slaves.

They are:

Copper Tournament Battles: 1 vs 1, with a reward of 500,000 copper coins.
Silver Tournament Battles: 3 vs 3, with a reward of 1,500,000 copper coins.
Gold Tournament Battles: 5 vs 5, with a reward of 2,500,000 copper coins.
Holy Wars: 6 vs 6, with a reward of 5,000 reputation.

To successfully emerge from these battles, you must train your fighters, equip them with the best armor and weapons, and do all of this within a defined strategy and tactical framework.

This guide has been prepared to help you understand the combat system in Medieval Blacksmith.
Fighting Skills


Each fighter has three main skills: attack, parry, and dodge.

Attack Level:

This skill determines the warrior’s ability to execute attacks. A higher Attack level makes it harder for the opponent to block or dodge the attacks. Warriors with a high Attack level inflict more damage on their opponents. Warriors with a high Attack Level make it more difficult for their opponents to defend themselves.

This skill can be enhanced with items or by training the warrior on an Attack dummy.

Parry Level:

This skill allows a warrior to block an opponent’s attack with a weapon. Warriors with high Parry skills can block attacks and avoid damage.

This skill can be improved with items or by training the warrior on a Parry dummy.

Dodge Level:

This skill enables a warrior to evade an opponent's attack directly, without taking weapon damage. However, dodging is more difficult than parrying.

This skill can be increased with items or by training the warrior on a Dodge dummy.


Attack Duration (Attack Speed):

Another key attribute that affects combat skill is attack speed. This attribute is not dependent on the warrior's skills but rather on the weapons, accessories, and armor the warrior is equipped with.

Weapons with low attack speed and heavy armor slow the warrior down, causing them to attack at longer intervals. The attack duration cannot be less than 1 second or more than 6 seconds.

You can track the attack progress of a fighter in combat by watching the red line located below the warrior's health bar.

Items
You can generally equip your warriors with three types of items: weapons, armor, and accessories. Worn accessories and armor increase the warriors' stats by a percentage.

Weapons

To give a weapon to your warrior slave, first hold the weapon you wish to equip, then talk to your slave to hand it over. If the slave already has a weapon, they will drop their old weapon on the ground.

Accessories

After Chapter 2, you can purchase various rings and talismans from Priest Ostlar, who will be located in the basement of the temple.

Armor

You can buy the necessary armor for your warriors from Nada’s armor shop. Additionally, you’ll receive a random piece of armor as a reward each time you emerge victorious from arena battles.

To equip your warriors with the armor and accessories you own, speak with them and open the inventory window. Then, click on the accessory and armor icons for the items you wish to give or take to complete the exchange.

Formulas
The damage dealt and received during combat, as well as the chances of dodging or parrying attacks, are determined by various formulas. To better understand the combat system, you can review the formulas provided below.

Attack Formulas

Depending on the weapon's attributes, three types of damage can be inflicted on the opponent: piercing, cutting, and smashing damage. The type of damage dealt varies based on the attack type and the weapon's characteristics.

If a warrior is performing a slashing attack, both the weapon's cut damage and smash damage are considered. If a piercing attack is executed, only the weapon's pierce damage is referenced.

Damage Formula for Piercing Attacks:

PD: Pierce Damage of the Attacker's Weapon
BWM: Broken Weapon Multiplier: If the weapon is broken, this value is 0.1; otherwise, it is 1.
AL: Attacker's Attack Level
APM(Armour Pierce Multiplier) : The piercing armor multiplier of the damage-receiving target based on their

Base Damage = PD × BWM × (AL /100)
Net Damage = Base Damage × APM


Damage Formula for Slashing Attacks:

CD: Cut Damage of the Attacker's Weapon
SD: Smashing Damage of the Attacker's Weapon
BWM: Broken Weapon Multiplier (0.1 if the weapon is broken, otherwise 1)
AL: Attacker's Attack Level
ACM: Armour Cutting Multiplier (the armor multiplier of the damage-receiving target based on their Pierce Armor)
ASM: Armour Smash Multiplier (the armor multiplier of the damage-receiving target based on their Smash Armor).

Base Cutting Damage = CD * BWM * (AL / 100)
Net Cutting Damage = Base Cutting Damage * ACM

Base Smashing Damage = SD * 0.333 * BWM * (AL / 100)
Net Smashing Damage = Base Smashing Damage * ASM

Net Damage = Net Cutting Damage + Net Smashing Damage

Note: Regardless of the condition of the weapons or armor, a successful attack will always inflict a minimum of 5 damage under any circumstances.

Summary:

• Broken weapons minimize the damage dealt to a minimum of 5.
• In slashing attacks, both cut damage and smashing damage are inflicted on the opponent.
• As the Attack Level increases, the damage dealt also increases proportionally.
• Smashing damage is not included in piercing attacks.


Defense Formulas

In response to an opponent's attack, warriors have two defense methods: dodging or parrying.

Dodging Formula

Dodging the attack depends on the speed of the opponent's weapon, whether the weapon is broken, the opponent's attack level, and the defender's dodge ability. The defender's dodge ability can be increased or decreased by their armor and accessories.

ABWM: Attacker's Broken Weapon Multiplier (0.1 if the weapon is broken, otherwise 1)
AAL: Attacker's Attack Level
AWSR: Attacker's Weapon Speed Rate
DDL: Defender's Dodge Level

Dodging Chance = % 100 X DDL / (((AAL + (AWSR * ABWM)) * 0.5) + DDL)

Summary:
• A high attack level of the enemy or a high speed rate of their weapon makes it more difficult to dodge.
• It is easier to dodge attacks from an enemy wielding a broken weapon.

Parrying Formula:

Parrying an attack can be easier than dodging because it takes the defender's weapon's guard level into account. However, as a result of the parrying action, both the defender's and the attacker’s weapons take damage. The damage each side's weapon receives is directly proportional to the opponent's weapon's smash rate; therefore, weapons with a high smash rate, such as hammers, inflict more damage on the opponent’s weapon compared to swords and daggers during a parry.

DBWM: Defender's Broken Weapon Multiplier (0.1 if the weapon is broken, otherwise 1)
DPL: Defender's Parry Level
DWGR: Defender's Weapon Guard Rate
AAL: Attacker's Attack Level
AWSR: Attacker's Weapon Speed Rate

Parry Chance = % 100 X (DPL + DWGR) / (AAL + AWSR + DPL + (DWGR * DBWM))

Summary:
• During a parry, both the attacker's and the defender's weapons take damage.
• Parrying an attack can be easier than dodging.
• It is easier to parry attacks with weapons that have a high Guard Rate.
• Parrying attacks from weapons with a high Speed Rate is more difficult.
• A high Parry Level of the defender increases the chance of successfully parrying.
• Conversely, a high Attack Level of the attacker decreases the chance of a successful parry.

Weapon Damage Formula:

After a parry, both the attacker’s and the defender’s weapons take damage. This damage is directly proportional to the opponent's weapon's smash rate.

The damage taken after a parry is expressed with the following formula:

OBWM: Opponent's Broken Weapon Multiplier (0.1 if the weapon is broken, otherwise 1)
OSD: Opponent's weapon smash rate

Weapon Damage = OSD * OBWM * 0.1

The value obtained from this calculation is subtracted from the weapon's durability. If a weapon's durability reaches zero after taking damage, that weapon breaks.
Tactics


Taunt/Attack:

When it's their turn to attack, your warriors can either strike the opponent or taunt them into attacking. This can have various advantages and disadvantages during combat. This value is assigned randomly when the warriors are selected.

Cut/Pierce:

This determines whether an attack will be a slashing or piercing type based on the weapon. For piercing weapons like spears, it is recommended to engage in combat with piercing attacks. For weapons with high smash and cut rates, such as axes, hammers, and swords, slashing attacks are more effective. Weapons with similar cut and pierce values can utilize both attack types.

This value is automatically assigned based on the evaluation of the cut, pierce, and smash rates of the weapons when the warriors are selected.

Parry/Dodge:

You can decide whether your warriors will defend against incoming attacks by parrying or dodging. These values are assigned based on the evaluation of the weapon's guard rate and the dodge and parry skills of the warriors when selected. However, you can also adjust their defenses based on the armor and accessories they wear.

2 Comments
Tree 19 Mar @ 1:41am 
useful :skkill:
ivocomum 19 Jan @ 2:57pm 
How does a weapon get broken? And how do i fix it?