Melee

Melee combat is split into several components. Understanding these components are key in maximizing your damage as a melee user.

Melee Components
Weapon Type: The type of weapon. E.g. Dagger, Sword, Battle Axe ect.

Weapon Tier: The ranking of the Weapon. E.g. Tier 1, Tier 2, Tier 3 ect.

Damage Potential: This is the maximum amount of base damage your Weapon can do. This varies depending on the Weapon Type and Weapon Tier you are using.

Swing: This is the distance travelled by your hand when swinging the Weapon. The bigger your swing, the more damage you can deal. The swing minimum and maximum requirements for a successful hit vary between each Weapon Type. Bigger weapons generally have a bigger max Swing.

Good Hit: This defines whether or not your swing covered enough range to receive the full benefits of the Weapon’s damage. If you do not swing the Weapon far enough in relation to the Weapon type, your raw damage output will be penalised. Bigger Weapons generally have a bigger threshold requirement for a Good Hit.

Cooldown: This is the cooldown time between each swing. If your Weapon is on cooldown, you will not be able to deal damage with it. Your Weapon’s cooldown is indicated by the Crystal on your Weapon. Green signifies that your Weapon is OFF cooldown and usable. Red signifies that your weapon is ON cooldown and unsuable. Bigger Weapons generally have a longer Cooldown.

Weapon Status Effect: Hitting with a big swing has a chance to apply the Weapon’s Status Effect. Use a Training Dummy to find out your Weapon’s Status Effect. Combat Momentum: Consecutively and successfully striking with a Melee Weapon within a brief amount of time increases your combat momentum. The higher your combat momentum, the higher damage you can potentially deal. This effect is stack-able and has a cap at 5 stacks. Combat Momentum damage can surpass Damage Potential's base damage.

Critical Hit: Hitting with a big Swing has chance to deal a critical hit which does extra damage.