Combat Rules

Actions

One round is 6 seconds and is broken up into three attacks:

  • Auto attack (weapon damage). Happens every round for melee characters in range unless player says otherwise (ranged/healer characters must say when auto attacking and have a 30% chance to hit, doing 25% weapon damage). Auto attacks have a 50% chance to hit.
    • If dual wielding, main hand does full weapon damage, off hand does 1/2.
  • Normal attack. Must be called immediately (5 second window). Normal actions have an 80% chance to hit (1 or 2 on d10 fails, 10 is a critical). Normal attacks also restore 1 AP.
  • Special attack. Can be called at any time until 10 seconds after all actions are called. Cannot be changed. Special actions cost AP and have a 90% chance to hit (1 on d10 fails, 9 or 10 is a critical).

*Heals have a base percentage to work of 100%.

Actions are called in reverse initiative order (lowest initiative has action known first). Players know what enemies are doing and can respond in (limited) real time. Unless otherwise specified, attacks happen at the end of the round in initiative order.

A player can forego a normal and special attack to just move. If in range, they will also auto attack. Instant actions allow you to take a move action. A move action allows a player to move 5 yards per round. Depending on size, more than one person can be in a 5 yard square at a time. Melee range is within 5 yards of target.

Round

  1. Roll initiative for encounter (d20). May choose to act with no initiative (0 – potentially good for healers).
  2. Lowest initiative announces normal action first, followed by the rest (must announce within 5 seconds of being asked).
    • Anyone doing an instant normal action or no normal/special action announces move as well.
  3. Previous round’s non-instant special actions happen simultaneously.
  4. Ask for special actions, anyone doing one must raise their hand. Highest initiative gets action called first. No collaborating or changing (not changing is honor system). Move action is cancelled if someone decides to do a non-instant special action.
  5. Normal actions that are not instant begin to happen simultaneously.
  6. Instant special actions happen from highest to lowest initiative.
  7. All normal actions happen from highest to lowest initiative.
  8. Auto attacks happen from highest to lowest initiative.

Huh?

  • Instant special actions cannot be stopped or reacted to, only proactively mitigated, and sometimes removed or cancelled.
  • Non-instant special actions have a decent chance to be reactively stopped or mitigated by a well-placed normal action (which are usually limited).
  • Instant normal actions can be reactively mitigated and sometimes removed or cancelled by an instant special action (only limited by mana/choices).
  • Non-instant normal actions can be reactively stopped or mitigated by an instant special action (only limited by mana/choices)..

Defense

  • All characters have a 10% chance to dodge/resist all special attacks, a 20% chance to dodge/resist all normal attacks, and a 50% chance to dodge/resist an auto attack.
  • Anyone skilled at wielding a weapon (warrior, rogue, enhancement shaman, death knight, protection/retribution paladin) has a 10% chance to parry any physical attack from an attacker in front of them.
  • Anyone using a shield has a 50% chance to block any physical attack that isn’t dodged or parried from an attacker in front of them. A block reduces damage by half.
  • Cloth armor increases the damage modifier of physical attacks by 1 (auto attacks do 2x damage).
  • Leather armor keeps attacks the same.
  • Mail armor decreases the damage modifier of physical attacks by 1 (auto attacks do 1/2 damage).
  • Plate armor decreases the damage modifier of physical attacks by 2 (auto attacks do 1/4 damage).

Statuses

Any status listed does not work on bosses unless explicitly stated otherwise.

[Disoriented] – Wandering around randomly at a [slowed] pace. Cannot act.
[Feared] – Fleeing in terror in a random direction not toward the source of the spell. Cannot act.
[Frozen] – Same as [incapacitated], but frozen solid instead. Important for certain attacks.
[Immobilized] – Snared or rooted in place; cannot move, but can act.
[Incapacitated] – Stunned, unconscious, etc. Cannot act or move.
[Interrupted] – Stops casting a non-instant spell. Some bosses can be interrupted.
[Invisible] – Not detectable, but revealed if damaged. Some bosses can be invisible.
[Silenced] – Cannot cast a magical spell of any kind.
[Slowed] – Acting at half movement speed.
[Speed] – Acting at twice movement speed.
[Stealthed] – Not detectable unless within 5 yards. [Slowed]. Some bosses can be stealthed.
[Weakened] – All damage modifiers reduced by one. Bosses can be weakened.

Damage Types

If the type of damage is not noted, it’s Physical.

  • Arcane
  • Fire
  • Frost
  • Holy
  • Nature
  • Physical
  • Shadow

Threat

  • Enemies will attack if anyone is visibly hostile within 40 yards of them.
  • For the opening round, whoever does the most damage to the enemy or most healing to its foes will receive the most threat, causing the enemy to go toward them.
  • For subsequent rounds, the enemy will stay on that target until someone within 5 yards of it does a normal Endurance attack, someone critically strikes it, or the enemy’s target is healed for a tenth or more of the damage done to the enemy by its target. Endurance attacks are more threatening than critical strikes, and both are more threatening than healing threat. If more than one person fits criteria, enemy picks whoever did more damage. On ties, randomly chooses.

    • EX: Enemy starts round hitting tank. Tank does 100 damage, melee damage does 200, healer heals tank for 11 or more (> 100/10), ranged damage does 250, no criticals. Enemy goes towards healer.
    • EX: Enemy starts round hitting tank. Tank does 100 damage, melee damage does 200, healer heals tank for 10, ranged damage does 250, no criticals. Enemy stays on tank.
    • EX: Enemy starts round hitting tank. Tank does 100 damage, melee damage does 200, healer heals tank for 10, ranged damage does 500 on a critical. Enemy goes towards ranged.
    • EX: Enemy starts round going for a ranged dps. Someone in melee range of enemy uses Endurance normal attack, everyone else critically hits, healer heals the enemy’s target for 50 HP. Enemy goes towards whoever used Endurance normal attack in melee range.

Combat Rules

WoW Playtest Hitman Hitman