Enemy abilities

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See also: List of all enemy abilities

Ability types

Enemies can have 2 different types of attacks. No enemy ability can deal a critical strike. If an ability has a damage over time part, it deals damage with the same element as the ability itself.

Autoattack

Every enemy has an autoattack. Any ability in the autoattack slot does not start its cooldown. Autoattacks are usually weak and don't do much outside of damage or weak healing.

Spell

Many enemies can also use spells, these are abilities often with more powerful effects than autoattacks but in return, they also have a cooldown. While all spells have their own cooldown, if an enemy uses a spell, there's always 3 seconds delay (or 1 second for instant spells) before they can use another one. Enemies always pick what ability to use based on its priority.

Spell priority

Since there is a 3 seconds delay between using spells, enemies have to decide which spells to use first if they know multiple of them. This is determined by priority (higher is always more important).

Priority example
Spell 1 Spell 2 Result
Priority 10, can be used Priority 11, can be used Enemy uses Spell 2
Priority 10, can be used Priority 11, on cooldown Enemy uses Spell 1
Priorities of all enemy spells
Enemy spell Its priority
Strike 1
Rapid strike 1
Magic bolt 10
Heavy smash 50
Vampiric strike 75
Fireball (Enemy ability) 100
Rift fireball 100
Bleeding strike 100
Venomous strike 100
Venomous bolt 100
Molten strike 100
Mana devouring strike 110
Ice breaker 150
Poison dart 250
Execute 400
Provoking blow 500
Rift bloodbolt 700
Rift chaosbolt 900
Chilling strike 1000
Frostbolt (Enemy ability) 1100
Rift frostbolt 1100
Heal 1300
Stance heal 1350
Double heal 1400
Armor break 1500
Pulverize 1500
Lightning bolt 2000
Fortify 2500
Rift empower 2500
Rift sanctuary 3000
Sprint 5000
Rift sprint 5000
Shadow warp 6000
Rift unbound 8000
Taunt 10000

Range types

All abilities have a set range, this determines from what distance will the ability be used. Almost all enemies use exclusively either melee or ranged abilities. They rarely use both and if they do, it's always an enemy with a melee autoattack and a ranged ability, often with a Stun or Slow to reach their target easier.

In general, you can tell what type the enemy is by looking at their class.

Tanks and Brawlers often use melee abilities while Healers and Caster Casters often use ranged abilities.

Melee

If the enemy is trying to run close to you, they're about to hit you with a melee attack. These attacks can be performed only if the enemy is 2.5 tiles or closer to you.

Corrupted tree hitting the player from melee range

Ranged

If the enemy is standing on a spot with their cast bar filling up, they're casting a ranged ability. However, if such enemies chase you, they can still cast spells but at half the speed.

Fire slimy firing a Lightning bolt after casting it at the player

Self cast

Self cast abilities are often buffs that the enemy uses to boost its power. They can be used as long as they're off cooldown but enemies often hold them based on ability specific conditions.

Telegraphed

Telegraphed abilities can have any range and shapes. They often have a low cast time and show the area of impact with a red object before using the ability.

Ability ranges

Every enemy ability has 3 ranges that determine how will they be used

Ability range

Represents the actual range of the ability. It can be used only if the distance between the user and target is lower than the ability range

Walk range

Represents the range a creature will try to walk to to use this ability. The creature won't move again until its target is out of their ability range

Search range

Represents the range at which will creatures try to look for a potential target. This is valid only when in combat, otherwise they will be searching in range of just 5 tiles.