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Combat: Difference between revisions

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== <span class="luna-heading gold">A different approach</span> ==
== <span class="luna-heading gold">A true expansion on the original</span> ==
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<youtube>www.youtube.com/watch?v=guppqp7m7cQ</youtube>
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<div class="luna-section gold">
<div class="luna-section gold">
Status in Luna Obscura have a very different system compared to traditional RO.<br />
Instead of the usual 6 stats (or 6 stats + 6 traits from Renewal), it uses a new <span style="color:#f7b84b;">Body and Mind System</span>.<br /><br />


This system ensures you always have <b>flexibility</b> to build your character based on its strongest points, no matter what you prefer.
The Combat is the heart of Luna Obscura, it is designed from the start to be a strong system where players interact with the world in a much more active way.
 
Not only the tools players have are much more expanded vs vanilla RO, the monsters will also fight back and give you a hard time if you are not prepared for it.
 
Fight mechanics, monster patterns, racial variations and special situations will test everything you think you know about RO.
 
Not only that, but jobs have multiple tools, with their own combo counters, mechanics, stacks and so much more.
 
Players are expected to engage with the combat for most of their experience, and as such, its the area where the game is at its best. gone are the days of one shotting huge waves of monsters for ultra low drop rates.
 
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== <span style="color:#f7b84b;">Key aspects of the Stats</span> ==
== <span class="luna-heading cyan">Essentials: Parry and Quickstep</span> ==
<hr style="height:2px; background:#f7b84b; border:none;" />
<div class="luna-section cyan">


=== <span style="color:#f2c37d;">Availability</span> ===
 
Every job in the game has access to <span style="color:#f2c37d;">Parry and Quickstep</span>. These two skills form the bread and butter of combat.
 
Since Luna Obscura has no Hit/Flee, every hit will always connect, but you have tools to negate every single hit taken. Both skills also have a considerable lag tolerance to make it usable by any player.
 
There are enemies in the Garden of Blades called Parry Trainer and Quickstep Trainer specifically prepared to teach you how to properly use these skills, their cards also are nice rewards for it.
 
 
=== <span style="color:#f2c37d;">Quickstep</span> ===
<hr style="height:1px; background:#f2c37d; border:none;" />
<hr style="height:1px; background:#f2c37d; border:none;" />
<div style="float:right; margin:0 0 10px 20px; width:400px;">
[[File:quickstepgif.gif|right|link=|class=nostyle nozoom]]
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Quickstep will dash your character a few cells towards the cursor direction, no matter the distance of the cell you target.
* The hunter becomes invincible for a short window, negating any damage taken while its active.
* If the player mistimes the quickstep, it will receive glancing damage (halved damage). 
* Most skills can be avoided with Quickstep, this includes physical or magic, ground targeted or directly targeted skills.
* The invincibility and glancing evasion window can be increased with higher stats.
Luna Obscura was designed in a way where players are REQUIRED to properly use quickstep. This skill is considered essential and is learned very early on.


Astral jobs have access to Lv2 Quickstep, which grants a slightly longer range and evasion window.
Finally, equipping Quickstep [[Signets]] or other items can grant unique effects, including generating resources, improving movement speed or straight up teleporting.
=== <span style="color:#f2c37d;">Parry</span> ===
<hr style="height:1px; background:#f2c37d; border:none;" />
<div style="float:right; margin:0 0 10px 20px; width:400px;">
<div style="float:right; margin:0 0 10px 20px; width:400px;">
[[File:statwindow.jpg|right|100%|link=|class=nostyle nozoom]]
[[File:parrygif.gif|right|link=|class=nostyle nozoom]]
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</div>


When starting at Lv1, players have <span style="color:#f2c37d;">2 Body and 2 Mind points</span> available.
Parry is the higher risk defensive tool available to all hunters, it allows you to counter a single normal-attack from enemies.


* Receive +2 points of each per level up, up to a maximum of 200 Body and 200 Mind Points at Lv 100 
* The hunter will take a countering stance when used, a cast bar will show the parry window.
* Allocating stats costs 1 point up to 20 
* While the cast bar is displayed, taking any normal attacks will negate the hit and counter attack with a guaranteed critical hit.
* It costs 2 points from 21 to 40 
* When parry is successful, it heals partial HP.
* It costs 3 points from 41 to 50 
* Parry does not negate skills, instead only halving their damage.
* Parry has no range restrictions and can be used against ranged enemies without issues.


A spread of <span style="color:#ffaa00;">50/50/21/2/1/1</span> is the highest, most specialized amount possible with the points received at max level. 
Parry also comes with 2 mechanics:
Job Levels do not grant any stat points.


=== <span style="color:#f2c37d;">Restrictions</span> ===
* Parrying an enemy before they start the attack will activate a regular parry.
* Parrying after an enemy begins an attack, but before the attack lands will activate a perfect parry. Perfect parries refund the SP cost.
 
Like Quickstep, parry is a core skill that needs to be learned to be used effectively to negate strong hits or extend your permanence in fights.
 
Umbral jobs have access to Lv2 Parry, which grants a slightly longer window and higher damage and HP regain.
 
Finally, equipping Parry [[Signets]] or other items can grant unique effects, including AoE effects, multiple hits, or negating multiple attacks at once.
 
</div>
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== <span class="luna-heading crimson">Other Core Skills</span> ==
<div class="luna-section crimson">
The arsenal of skills for hunters also includes other notable skills, not only counting the job exclusive ones, we have skills for all hunters.
 
=== <span style="color:#f2c37d;">Healing</span> ===
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</div>
Healing is part of every hunter's kit, you have access to the free to refill [[Consumables]]: The Vials. Which can be customized and refilled for free.


* There is a hard cap of 50 to a given stat from points gained on level up 
* Astral Hunters have access to <span style="color:#f2c37d;">Solar Heal</span>, which will heal a considerable amount of HP of a target ally.
* There is a hard cap of 50 on bonuses granted from equipment, skills, and other sources 
* Umbral Hunters have access to <span style="color:#f2c37d;">Lunar Heal</span>, which will heal a targeted ally over time, but with a higher amount.
* No stat can go past 100 total under any circumstance 
* Correctly using the heal skills will also be essential in properly surviving. Signets can also change the behavior of those skills.
* Body and Mind points can only be spent on their respective sections


=== <span style="color:#f2c37d;">Resets</span> ===
=== <span style="color:#f2c37d;">Other Skills</span> ===
<hr style="height:1px; background:#f2c37d; border:none;" />
<hr style="height:1px; background:#f2c37d; border:none;" />


* Resetting status points can be done anytime by speaking with Lucy in the Cathedral 
* <span style="color:#f2c37d;">Area Loot</span> will manually pick-up every item on the ground, you can also just click an item and it automatically picks up everything around you.
* There is a fixed price of <span style="color:#ffaa00;">1000z per Base Level</span>
* <span style="color:#f2c37d;">Dash</span> will increase your move speed considerably when out of combat, for easier map traversal.
* Resetting up to Lv10 has no cost 
* <span style="color:#f2c37d;">Backslide</span> is another evasive tool to quickly move out of danger or reposition, with its own glancing evasion window.
* The price is reduced as the Cathedral Level goes up (1% per level) 
* <span style="color:#f2c37d;">Sense</span> shows detailed information about monsters and their loot, they also show the monster stats and behavior expected from them.
* Status are always reset when job changing
* <span style="color:#f2c37d;">Return</span> Return is learned on the first job change. It allows you to return to your save point, Nocturne or the Cathedral of Blades at anytime.
 
While the skills above cover the majority of it, you can also check out the visual guide at the top of the page.
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== <span class="luna-heading orange">Job Mechanics</span> ==
<div class="luna-section orange">
[[File:skillcombo.jpg|thumb|150px|Border|Click to Expand - Skill Combo Example]]


== <span class="luna-heading green">Stats Calculator</span> ==
Jobs in Luna Obscura have unique mechanics to them. Here we will cover some of the basics and provide some advanced examples.
<div class="luna-section green">
 
A basic calculator to check status spread and its bonuses is available below.
While there are many variations, they will not overwhelm players in most cases, as jobs may have some mechanics here and there, but never all of them at once.
Note that it cannot save preferences and is just for quick testing.


''[Currently not available]''
=== <span style="color:#f2c37d;">Ready Status and Combos</span> ===
<hr style="height:1px; background:#f2c37d; border:none;" />
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</div>
</div>
[[File:combogif.gif|right|link=|class=nostyle nozoom]]
Combo Ready, Stab Ready, Cast Ready and so many more... all indicate that a follow-up of skills can be used for greater effect.
* Usually a starter skill grants a given Ready state.
* Other skills consume those states, or are just boosted by it considerably, creating a 1-2-3 skill flow.
* In specific cases, using a given finisher or condition will cause guaranteed critical hits or special effects to happen.
Ready states have their own signets, with extra damage effects, durations and such. Ready states are usually consumed when their conditions are satisfied (Stab Ready being an exception).
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=== <span style="color:#f2c37d;">Gauges and Stacks</span> ===
<hr style="height:1px; background:#f2c37d; border:none;" />
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</div>


== <span class="luna-heading purple">Body and Mind Stats</span> ==
While the Ready status is the most common one, others may also appear sometimes:
<div class="luna-section purple">
<div style="display:flex; gap:20px; flex-wrap:wrap; justify-content:space-between;">


<!-- Body Stats -->
* <span style="color:#f2c37d;">Orbits</span> are counters that surround the player and indicate a given resource.
<div style="flex:1; min-width:360px; max-width:49%;">
* <span style="color:#f2c37d;">Stacks</span> are gained and quickly lost or spent for boosting other skills.
<span style="font-size:120%; color:#d63737;"><b>Body Stats</b></span><br>
* <span style="color:#f2c37d;">Counters</span> are anything that counts hits or indicates a flowing action.
<span style="font-size:90%;">Secondary bonuses (like move speed, soft defense, etc) are detailed in the next section.<br>
* <span style="color:#f2c37d;">Gauges</span> are direct indicators of fighting and building up a resource to be spent.
The % bonus modifier varies based on skills, conditions, combos, and targets.</span>


{| class="wikitable"
<span style="color:#ff66ff;">Details for all of the above and some more can be seen on the gifs below. You can hover the gifs to check the mechanic being presented in detail on  the tipbox.</span>
! style="width:10%;" | Code
! style="width:20%;" | Name
! style="width:70%;" | Bonuses
|-
| <span style="color:#f7b84b; font-weight:bold;">BRV</span>
| <span style="color:#f7b84b; font-weight:bold;">Bravery</span>
| * +1 Physical ATK per point<br>* Affects '''OPENER''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">SFT</span>
| <span style="color:#f7b84b; font-weight:bold;">Swiftness</span>
| * +1 Move Speed per point<br>* +1 Action Speed per point<br>* +1% Cast Speed per point<br>* Affects '''MOVEMENT''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">END</span>
| <span style="color:#f7b84b; font-weight:bold;">Endurance</span>
| * +5 Max HP per point<br>* +1 Soft DEF per point<br>* +1 Healing Received per point<br>* Affects '''PROTECTION''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">REF</span>
| <span style="color:#f7b84b; font-weight:bold;">Reflex</span>
| * +2% Parry Damage per point<br>* +0.01s Quickstep Immunity<br>* +1 Dodge every 2 points<br>* Affects '''REACTION''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">GRI</span>
| <span style="color:#f7b84b; font-weight:bold;">Grit</span>
| * +1 HP Regen per 5 points<br>* +1% Debuff Efficiency per point<br>* +1% Posture per point<br>* Affects '''DEBUFF''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">PRE</span>
| <span style="color:#f7b84b; font-weight:bold;">Precision</span>
| * +1 Critical Strike per point<br>* +1% Proc Chance per point<br>* Affects '''CRITICAL''' skills
|}
</div>


<!-- Mind Stats -->
[[File:Leviathandemo.gif|link=|class=nostyle nozoom| Leviathan building up the Serpent Gauge to by chaining kicks together.]]    [[File:Anubisdemo.gif|link=|class=nostyle nozoom| Anubis stacking buffs to proc autocasts and get spectral stacks quickly activating chain hits.]]    [[File:Fenrirdemo.gif|link=|class=nostyle nozoom| Fenrir auto-attacking to build up ASPD and Dreadwolf Speed, then chaining skills without pause on attacks.]]    [[File:Dullahandemo.gif|link=|class=nostyle nozoom| Dullahan building spectroblades with a basic combo, then spending those for a strong AoE skill.]]
<div style="flex:1; min-width:360px; max-width:49%;">
<span style="font-size:120%; color:#3773d6;"><b>Mind Stats</b></span><br>
<span style="font-size:90%;">Secondary bonuses (like healing power, buff efficiency, etc) are detailed in the next section.<br>
The % bonus modifier varies based on skills, states, and targets.</span>


{| class="wikitable"
[[File:Valravndemo.gif|link=|class=nostyle nozoom| Valravn Stacks being bult up with Noctwist for heavier damage and activating other skills.]]    [[File:Sirendemo.gif|link=|class=nostyle nozoom| Siren setting up an AoE on the ground that deals damage to enemies and heals allies, spending stacks with Grand Finale and playing a defensive song after.]]    [[File:Phoenixdemo.gif|link=|class=nostyle nozoom| Phoenix taking damage and countering enemies with fire, and using the Emberwing bird to devour enemies and slave them to fight in their place.]]
! style="width:10%;" | Code
! style="width:20%;" | Name
! style="width:70%;" | Bonuses
|-
| <span style="color:#f7b84b; font-weight:bold;">FAI</span>
| <span style="color:#f7b84b; font-weight:bold;">Faith</span>
| * +1 MATK per point<br>* Affects '''SIMPLE''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">RST</span>
| <span style="color:#f7b84b; font-weight:bold;">Restoration</span>
| * +1 Healing Power per point<br>* +1% Status Resistance per point<br>* Affects '''DEFENSIVE''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">WIS</span>
| <span style="color:#f7b84b; font-weight:bold;">Wisdom</span>
| * +1 Max SP per point<br>* +1 Soft MDEF per point<br>* +1 SP Gain per 10 points<br>* Affects '''RESOURCEFUL''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">AFN</span>
| <span style="color:#f7b84b; font-weight:bold;">Affinity</span>
| * Boosts '''Masteries''' and '''Signets'''<br>* Affects '''MASTERED''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">INS</span>
| <span style="color:#f7b84b; font-weight:bold;">Insight</span>
| * +1 SP Regen per 5 points<br>* +1% Buff Duration per point<br>* Affects '''CONTINUOUS''' skills
|-
| <span style="color:#f7b84b; font-weight:bold;">ATN</span>
| <span style="color:#f7b84b; font-weight:bold;">Attunement</span>
| * +1% HP/SP Regeneration Speed per point<br>* -0.5% Action Delay per point<br>* -0.25% Skill Cooldown per point<br>* Affects '''SPECIAL''' skills
|}
</div>
</div>
</div>
</div>
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== <span class="luna-heading purple">Changing Stances  [[File:stancemode.png|link=|class=nostyle nozoom]]</span> ==
<div class="luna-section purple">
Stances are an extra system in Luna Obscura. Players can change their current combat priority on the fly by clicking the icon beside the Minimap.


== <span class="luna-heading crimson">Detailed Status Information</span> ==
Clicking the button will cycle the player through the 3 stances, or turn it off.
<div class="luna-section crimson">


=== <span style="color:#ccccff;">Key Information</span> ===
* <span style="color:#0000ff;">Caster Stance</span> Displays the cast range of skills and size of AoEs. Turns off auto attacks, targetting will prioritize enemies, reduces accidental movement clicks. Focuses on skill usage and precision.
<hr style="height:1px; background:#ccccff; border:none;" />
* <span style="color:#ff0000;">Warrior Stance</span> Specific follow-up skills can be used without targetting the enemy for the next one, similar to RO's Monk combos, but with more flexibility. Note that you cannot pause combos with this mode active.
* <span style="color:#ffff00;">Cleric Stance</span> Healing, Drains, Leeches, Recovery and all else for both HP and SP will be displayed anytime it happens, shows the most information possible. By default, some healing does not show up in Luna Obscura to avoid clutter.


* Damage dealt is calculated based on ATK and MATK regardless of other scalings a given skill may have 
You can also turn off all damage display on the Equipment window's 4th tab, or change its fonts/direction of display.
* If a magic skill says "+ 2% per WIS", the bonus scales off your base damage 
* <b>High flat values are essential</b> for percentage scaling to matter


=== <span style="color:#ccccff;">Max HP</span> ===
</div>
* Maximum amount of health a character has. it dies when it reaches 0.
* Max HP bonuses are calculated by adding flat values first, then multiplying with % values.
* There is a hard cap of 9999 Max HP to players.


=== <span style="color:#ccccff;">Max SP</span> ===
----
* Maximum amount of stamina a character has. Also referred to as MP or Mana by players.
* Max SP bonuses are calculated by adding flat values first, then multiplying with % values.
* There is a hard cap of 999 Max SP to players.
* Monsters have no SP and use skills on a cooldown/behavior system.


=== <span style="color:#ccccff;">Physical Attack (ATK)</span> ===
== <span class="luna-heading green">What about monsters?</span> ==
* Increases damage dealt by +1 per point. This applies to any physical damage dealt.
* Skills use the ATK value as basis for all calculations. 50 atk on a 300% skill = 150 damage.
* Take note some specific skills may have special interactions with ATK.


=== <span style="color:#ccccff;">Magical Attack (MATK)</span> ===
<div class="luna-section green">
* Increases damage dealt by +1 per point. This applies to any magical damage dealt.
[[File:sensedetails.jpg|right|link=|class=nostyle nozoom]]
* Spells use the MATK value as basis for all calculations. 50 matk on a 300% spell = 150 damage.
=== <span style="color:#f2c37d;">Sense</span> ===
* Take note some specific skills may have special interactions with ATK.
<hr style="height:1px; background:#f2c37d; border:none;" />
<div style="float:right; margin:0 0 10px 20px; width:400px;">
</div>


=== <span style="color:#ccccff;">Critical Strike</span> ===
Shown on the image to the side, it shows all relevant aspects of a monster when used. Items and their drop rates are shown with clickable links for details so you can target farm what you prefer.
* Increases damage multiplier of critical skill and spell hits. Increase is based on a %.
* Also affects trigger chance of auto-attacks being critical hits (Requires Critical Signet Lv1).
* Critical hits ignore DEF and MDEF of target.


=== <span style="color:#ccccff;">Move Speed</span> ===
Monster stats in Luna Obscura are revamped to show the risks and effectiveness of skills they use and what to expect. Such as:
* Increases movement speed of the character while walking.  
* A higher Breaker value on a monster indicates they may use more debuffs, or their debuffs are stronger.
* Move Speed is calculated based on "times X faster to walk between 2 tiles". This means increasing it from 130 to 135 is more noticeable than 100 to 115 for example.
* A monster with higher speed may use evasive skills and tactics, or attack you very fast.
* Speed default is 100 and is capped at 150. Specific conditions can break this limit.
* The detailed information at the end will let you know exactly what you are fighting, such as a "Large Fire Construct" or "Medium Dark Human".
* Dash can be used outside combat to increase it by +15 for quick traversal.
* Monsters will also have different AI priorities depending on what they are. Constructs may follow strict patterns and skills, Plagues may improvise and Mythics can use impressive skills for example.


=== <span style="color:#ccccff;">Action Speed (APM)</span> ===
=== <span style="color:#f2c37d;">Monster Types</span> ===
* Amount of "actions per minute" that can be taken. Default at 60 (1 action per second), capped to 180 (3 actions per second)
<hr style="height:1px; background:#f2c37d; border:none;" />
* Attacking, using skills, using items and other similars are actions.
<div style="float:right; margin:0 0 10px 20px; width:400px;">
* This replaced the original RO's ASPD formula, which was exponential. APM is linear.
</div>


=== <span style="color:#ccccff;">Cast Speed</span> ===
The key information on fighting is that enemies are not just targets you take down and move on, they will actively do their best to kill you too and can be risky even when they look harmless. Nobody expects a cursed human to randomly get back up as a zombie and keep attacking you right when you ran out of SP.
* How much of cast time skills have. Default is 100.
<div style="line-height:1.6; font-size:15px;">
* Lower cast time is better, having 50 cast time means 50% of the cast time is removed.
* Having instant cast is possible by lowering it to 0 through a variety of means. Having values higher than 100 is also possible.


=== <span style="color:#ccccff;">Action Delay (ACD)</span> ===
<span style="color:#aaaaff; font-weight:bold; font-size:16px;">Construct</span><br />
* Reduces the time between actions of the character when using skills.
– They will employ direct combat tactics aiming to take you down with direct combat. They have unique movement interactions and may surprise you with their power and arsenal.<br />
* Applies to the character itself, so using a skill with 1s ACD means any action after it will need to wait at least 1s.
<span style="color:#ffffff;">Constructs take <span style="color:#66ccff;">5% extra damage from Wind Element</span></span><br /><br />
* ACD is a global version of cooldowns and applies to all skills, there is a minimum is 0.1s of ACD.


=== <span style="color:#ccccff;">Skill Cooldown (CD)</span> ===
<span style="color:#ff6666; font-weight:bold; font-size:16px;">Undead</span><br />
* Reduces the time between actions of the re-use with a specific skill.
– These use simple and effective combat methods, mostly focused on either cursing their opponent in order to make them suffer or draining their power or health.<br />
* It's not character-bound, but directly related to re-use of a single skill. Every skill has it's own cooldown.
<span style="color:#ffffff;">Undeads take <span style="color:#ff5555;">5% extra damage from Fire Element</span></span><br /><br />


=== <span style="color:#ccccff;">Hard Defense(DEF)</span> ===
<span style="color:#ffcc66; font-weight:bold; font-size:16px;">Human</span><br />
* Equipment-based defense, capped at 80.
– The Humans fight with tools and tactics similar to hunters, but in a crude, unrefined way. Humans will have smart and reactive battle tactics to push combat to a high risk situation.<br />
* Reduces physical damage taken by a specific % amount.
<span style="color:#ffffff;">Humans take <span style="color:#cc9933;">5% extra damage from Earth Element</span></span><br /><br />
* Critical damage ignores hard defense of targets.


=== <span style="color:#ccccff;">Soft Defense(sDEF)</span> ===
<span style="color:#cc88ff; font-weight:bold; font-size:16px;">Spirit</span><br />
* Flat reduction to physical damage taken.
– They are supernatural beings that can cause problems to the living, they never abandoned the world after their death. They are prone to avoiding defeat or reversing a difficult situation in a pinch.<br />
* Applies after hard defense's % reductions.
<span style="color:#ffffff;">Spirits take <span style="color:#9966ff;">5% extra damage from Ghost Element</span></span><br /><br />
* Can be stacked to high values.


=== <span style="color:#ccccff;">Magic Hard Defense(MDEF)</span> ===
<span style="color:#88ff88; font-weight:bold; font-size:16px;">Plague</span><br />
* Equipment-based  magic defense, capped at 80.
– Plagues such as rats and insects that devour the land and ravage anywhere they go. They are prone to high density or group tactics, and provide risk in numbers, and must be cleansed.<br />
* Reduces magical damage taken by a specific % amount.
<span style="color:#ffffff;">Plague takes <span style="color:#66ddff;">5% extra damage from Water Element</span></span><br /><br />
* Critical damage ignores hard defense of targets.


=== <span style="color:#ccccff;">Soft Magic Defense(sMDEF)</span> ===
<span style="color:#ffaa77; font-weight:bold; font-size:16px;">Beast</span><br />
* Flat reduction to magical damage taken.
– Transformed monsters or ferocious nature, the Beast bring the risk of a good hunt, being the most numerous around the land, they are a constant challenge for any hunter who is not prepared.<br />
* Applies after hard defense's % reductions.
<span style="color:#ffffff;">Beasts take <span style="color:#dddddd;">5% extra damage from Neutral Element</span></span><br /><br />
* Can be stacked to high values.


=== <span style="color:#ccccff;">Healing Received</span> ===
<span style="color:#dd4444; font-weight:bold; font-size:16px;">Demon</span><br />
* Increases effects of healing skills -received- from self/others.
– Demons take advantage of the weak and desperate during trying times, they are strong, imponent figures that trick, lie and manipulate people... or just slaughter them and move on.<br />
* Can affect either a % value, duration of over-time effects or flat numbers, depending on source.
<span style="color:#ffffff;">Demons take <span style="color:#ffffcc;">5% extra damage from Holy Element</span></span><br /><br />
* Does not affect most consumables.


=== <span style="color:#ccccff;">Healing Power</span> ===
<span style="color:#ffbbff; font-weight:bold; font-size:16px;">Mythic</span><br />
* Increases effects of healing skills -used- on self/others.
– Magical creatures from folklore, dragons, chimeras, gryphons, sea serpents and other large monsters that come from supernatural, but not spiritual paths.<br />
* Can affect either a % value, duration of over-time effects or flat numbers, depending on source.
<span style="color:#ffffff;">Mythic takes <span style="color:#9933cc;">5% extra damage from Dark Element</span></span><br /><br />
* Does not affect most consumables. Can cause special effects to happen on specific conditions.


=== <span style="color:#ccccff;">HP Regen</span> ===
<span style="color:#888888; font-weight:bold; font-size:16px;">Cosmic</span><br />
* Amount of HP regenerated over time. Applies every "tick".
– Creatures who cannot be fully comprehended, coming from another world or dimension, they can drive hunters insane or bring fear anywhere they come. Usually bosses or high-notoriety monsters.<br />
* Value is a flat number. Special effects based on % may apply under conditions/items.
<span style="color:#ffffff;">Cosmic takes <span style="color:#cccccc;">equal damage from any element</span></span><br /><br />
* Not to be confused with HP Gain and Regeneration Speed.


=== <span style="color:#ccccff;">SP Regen</span> ===
<span style="color:#990000; font-weight:bold; font-size:16px;">Nightmare</span><br />
* Amount of SP regenerated over time. Applies every "tick".
– Unspeakable Horror. Born from the depths of the darkness of the human mind and heart.<br />
* SP regeneration is higher than vanilla RO by a large margin.
<span style="color:#ffffff;">Nightmare creatures have a mix of behavior and resistances, but <span style="color:#ff2222;">all of them take 50% reduced damage from all sources</span></span><br />
* Value is a flat number. Special effects based on % may apply under conditions/items.
* Not to be confused with SP Gain and Regeneration Speed.


=== <span style="color:#ccccff;">Regeneration Speed</span> ===
</div>
* Speed which HP and SP regen naturally.
* SP regens every second by default, HP regens every 2 seconds.
* Speed is measured as a %, and capped at 200% (SP every 0.5s and HP every 1s)


=== <span style="color:#ccccff;">Posture</span> ===
* Reduction of the flinching and hitlock motion when damaged.
* Having 100 posture completely removes flinching motion (endure effect).
* Does not apply to certain effects and specific multi-hit combos and skills.


=== <span style="color:#ccccff;">HP and SP Gain</span> ===
* HP or SP gained from auto-attacks. SP Gain default is 3 per hit.
* Stat also affects other specific leeching and indirect recovery skills.
* Does not apply to skills by default. SP gain through auto-attacks specifically is a core feature of Luna Obscura.


=== <span style="color:#ccccff;">Status Resistance</span> ===
</div>
* Resistance to debuffs received from any source.
* Can decrease either duration or power of the debuff, depending on the status effect.
* Can be immune to certain status effects with enough Status Resistance.
* Details for most common debuffs can be found in the [[ Elements_Status| Elements and Status]] page.
* Also increases duration of the antibody (immune to heavy crowd control after being afflicted) slightly.
 
=== <span style="color:#ccccff;">Debuff Efficiency</span> ===
* Increases effects of debuffs applies to enemies.
* Can increase either duration or power of the debuff, depending on the status effect.
* Details for most common debuffs can be found in the [[ Elements_Status| Elements and Status]] page.
 
=== <span style="color:#ccccff;">Buff Efficiency</span> ===
* Increases effects of buffs received from any source.
* Can increase either duration or power of the buff, depending on the status effect.
* Details for each buff depend on multiple factors, with most cases without specific values being duration increases (like Ready states).

Latest revision as of 11:06, 12 November 2025

A true expansion on the original

The Combat is the heart of Luna Obscura, it is designed from the start to be a strong system where players interact with the world in a much more active way.

Not only the tools players have are much more expanded vs vanilla RO, the monsters will also fight back and give you a hard time if you are not prepared for it.

Fight mechanics, monster patterns, racial variations and special situations will test everything you think you know about RO.

Not only that, but jobs have multiple tools, with their own combo counters, mechanics, stacks and so much more.

Players are expected to engage with the combat for most of their experience, and as such, its the area where the game is at its best. gone are the days of one shotting huge waves of monsters for ultra low drop rates.


Essentials: Parry and Quickstep


Every job in the game has access to Parry and Quickstep. These two skills form the bread and butter of combat.

Since Luna Obscura has no Hit/Flee, every hit will always connect, but you have tools to negate every single hit taken. Both skills also have a considerable lag tolerance to make it usable by any player.

There are enemies in the Garden of Blades called Parry Trainer and Quickstep Trainer specifically prepared to teach you how to properly use these skills, their cards also are nice rewards for it.


Quickstep


Quickstep will dash your character a few cells towards the cursor direction, no matter the distance of the cell you target.

  • The hunter becomes invincible for a short window, negating any damage taken while its active.
  • If the player mistimes the quickstep, it will receive glancing damage (halved damage).
  • Most skills can be avoided with Quickstep, this includes physical or magic, ground targeted or directly targeted skills.
  • The invincibility and glancing evasion window can be increased with higher stats.

Luna Obscura was designed in a way where players are REQUIRED to properly use quickstep. This skill is considered essential and is learned very early on.

Astral jobs have access to Lv2 Quickstep, which grants a slightly longer range and evasion window.

Finally, equipping Quickstep Signets or other items can grant unique effects, including generating resources, improving movement speed or straight up teleporting.

Parry


Parry is the higher risk defensive tool available to all hunters, it allows you to counter a single normal-attack from enemies.

  • The hunter will take a countering stance when used, a cast bar will show the parry window.
  • While the cast bar is displayed, taking any normal attacks will negate the hit and counter attack with a guaranteed critical hit.
  • When parry is successful, it heals partial HP.
  • Parry does not negate skills, instead only halving their damage.
  • Parry has no range restrictions and can be used against ranged enemies without issues.

Parry also comes with 2 mechanics:

  • Parrying an enemy before they start the attack will activate a regular parry.
  • Parrying after an enemy begins an attack, but before the attack lands will activate a perfect parry. Perfect parries refund the SP cost.

Like Quickstep, parry is a core skill that needs to be learned to be used effectively to negate strong hits or extend your permanence in fights.

Umbral jobs have access to Lv2 Parry, which grants a slightly longer window and higher damage and HP regain.

Finally, equipping Parry Signets or other items can grant unique effects, including AoE effects, multiple hits, or negating multiple attacks at once.


Other Core Skills

The arsenal of skills for hunters also includes other notable skills, not only counting the job exclusive ones, we have skills for all hunters.

Healing


Healing is part of every hunter's kit, you have access to the free to refill Consumables: The Vials. Which can be customized and refilled for free.

  • Astral Hunters have access to Solar Heal, which will heal a considerable amount of HP of a target ally.
  • Umbral Hunters have access to Lunar Heal, which will heal a targeted ally over time, but with a higher amount.
  • Correctly using the heal skills will also be essential in properly surviving. Signets can also change the behavior of those skills.

Other Skills


  • Area Loot will manually pick-up every item on the ground, you can also just click an item and it automatically picks up everything around you.
  • Dash will increase your move speed considerably when out of combat, for easier map traversal.
  • Backslide is another evasive tool to quickly move out of danger or reposition, with its own glancing evasion window.
  • Sense shows detailed information about monsters and their loot, they also show the monster stats and behavior expected from them.
  • Return Return is learned on the first job change. It allows you to return to your save point, Nocturne or the Cathedral of Blades at anytime.

While the skills above cover the majority of it, you can also check out the visual guide at the top of the page.


Job Mechanics

Click to Expand - Skill Combo Example

Jobs in Luna Obscura have unique mechanics to them. Here we will cover some of the basics and provide some advanced examples.

While there are many variations, they will not overwhelm players in most cases, as jobs may have some mechanics here and there, but never all of them at once.

Ready Status and Combos


Combo Ready, Stab Ready, Cast Ready and so many more... all indicate that a follow-up of skills can be used for greater effect.

  • Usually a starter skill grants a given Ready state.
  • Other skills consume those states, or are just boosted by it considerably, creating a 1-2-3 skill flow.
  • In specific cases, using a given finisher or condition will cause guaranteed critical hits or special effects to happen.

Ready states have their own signets, with extra damage effects, durations and such. Ready states are usually consumed when their conditions are satisfied (Stab Ready being an exception).




Gauges and Stacks


While the Ready status is the most common one, others may also appear sometimes:

  • Orbits are counters that surround the player and indicate a given resource.
  • Stacks are gained and quickly lost or spent for boosting other skills.
  • Counters are anything that counts hits or indicates a flowing action.
  • Gauges are direct indicators of fighting and building up a resource to be spent.

Details for all of the above and some more can be seen on the gifs below. You can hover the gifs to check the mechanic being presented in detail on the tipbox.

Leviathan building up the Serpent Gauge to by chaining kicks together. Anubis stacking buffs to proc autocasts and get spectral stacks quickly activating chain hits. Fenrir auto-attacking to build up ASPD and Dreadwolf Speed, then chaining skills without pause on attacks. Dullahan building spectroblades with a basic combo, then spending those for a strong AoE skill.

Valravn Stacks being bult up with Noctwist for heavier damage and activating other skills. Siren setting up an AoE on the ground that deals damage to enemies and heals allies, spending stacks with Grand Finale and playing a defensive song after. Phoenix taking damage and countering enemies with fire, and using the Emberwing bird to devour enemies and slave them to fight in their place.


Changing Stances

Stances are an extra system in Luna Obscura. Players can change their current combat priority on the fly by clicking the icon beside the Minimap.

Clicking the button will cycle the player through the 3 stances, or turn it off.

  • Caster Stance Displays the cast range of skills and size of AoEs. Turns off auto attacks, targetting will prioritize enemies, reduces accidental movement clicks. Focuses on skill usage and precision.
  • Warrior Stance Specific follow-up skills can be used without targetting the enemy for the next one, similar to RO's Monk combos, but with more flexibility. Note that you cannot pause combos with this mode active.
  • Cleric Stance Healing, Drains, Leeches, Recovery and all else for both HP and SP will be displayed anytime it happens, shows the most information possible. By default, some healing does not show up in Luna Obscura to avoid clutter.

You can also turn off all damage display on the Equipment window's 4th tab, or change its fonts/direction of display.


What about monsters?

Sense


Shown on the image to the side, it shows all relevant aspects of a monster when used. Items and their drop rates are shown with clickable links for details so you can target farm what you prefer.

Monster stats in Luna Obscura are revamped to show the risks and effectiveness of skills they use and what to expect. Such as:

  • A higher Breaker value on a monster indicates they may use more debuffs, or their debuffs are stronger.
  • A monster with higher speed may use evasive skills and tactics, or attack you very fast.
  • The detailed information at the end will let you know exactly what you are fighting, such as a "Large Fire Construct" or "Medium Dark Human".
  • Monsters will also have different AI priorities depending on what they are. Constructs may follow strict patterns and skills, Plagues may improvise and Mythics can use impressive skills for example.

Monster Types


The key information on fighting is that enemies are not just targets you take down and move on, they will actively do their best to kill you too and can be risky even when they look harmless. Nobody expects a cursed human to randomly get back up as a zombie and keep attacking you right when you ran out of SP.

Construct
– They will employ direct combat tactics aiming to take you down with direct combat. They have unique movement interactions and may surprise you with their power and arsenal.
Constructs take 5% extra damage from Wind Element

Undead
– These use simple and effective combat methods, mostly focused on either cursing their opponent in order to make them suffer or draining their power or health.
Undeads take 5% extra damage from Fire Element

Human
– The Humans fight with tools and tactics similar to hunters, but in a crude, unrefined way. Humans will have smart and reactive battle tactics to push combat to a high risk situation.
Humans take 5% extra damage from Earth Element

Spirit
– They are supernatural beings that can cause problems to the living, they never abandoned the world after their death. They are prone to avoiding defeat or reversing a difficult situation in a pinch.
Spirits take 5% extra damage from Ghost Element

Plague
– Plagues such as rats and insects that devour the land and ravage anywhere they go. They are prone to high density or group tactics, and provide risk in numbers, and must be cleansed.
Plague takes 5% extra damage from Water Element

Beast
– Transformed monsters or ferocious nature, the Beast bring the risk of a good hunt, being the most numerous around the land, they are a constant challenge for any hunter who is not prepared.
Beasts take 5% extra damage from Neutral Element

Demon
– Demons take advantage of the weak and desperate during trying times, they are strong, imponent figures that trick, lie and manipulate people... or just slaughter them and move on.
Demons take 5% extra damage from Holy Element

Mythic
– Magical creatures from folklore, dragons, chimeras, gryphons, sea serpents and other large monsters that come from supernatural, but not spiritual paths.
Mythic takes 5% extra damage from Dark Element

Cosmic
– Creatures who cannot be fully comprehended, coming from another world or dimension, they can drive hunters insane or bring fear anywhere they come. Usually bosses or high-notoriety monsters.
Cosmic takes equal damage from any element

Nightmare
– Unspeakable Horror. Born from the depths of the darkness of the human mind and heart.
Nightmare creatures have a mix of behavior and resistances, but all of them take 50% reduced damage from all sources