Combat Mechanics
Overview
Combat in Last State is a turn-based tactical encounter system where preparation, equipment, and choices determine survival. It occurs during hunting or when encountering hostile entities (predators, bandits).
Combat System
Stances
Players can switch between three stances during combat to adjust their tactical approach:
| Stance | Attack Mod | Defense Mod | Description |
|---|---|---|---|
| Balanced | 0% | +5% | Steady footing with even attack and defense. |
| Aggressive | +18% | -8% | Press the assault for more damage at the cost of safety. |
| Defensive | -8% | +22% | Turtle up to weather blows and counter. |
Targeting
Attacks can be aimed at specific body parts, each with different risks and effects:
| Target | Base Hit Chance | Damage Mult | Strategic Effect |
|---|---|---|---|
| Torso | 40% | 1.0x | Standard target. Reliable damage. |
| Head | 20% | 1.25x | High damage. Can cause enemies to reel from impact. |
| Arms | 28% | 1.1x | Weaken: Reduces enemy damage (-15% per stack) and accuracy (-8%). |
| Legs | 26% | 1.15x | Slow: Reduces enemy accuracy (-6%) and prevents them from blocking flee attempts. |
Note: Targeting adjustments may vary slightly based on your active Stance.
Weapons
Weapons determine damage output, reach (accuracy bonus), and special interactions.
Note: Tools like Knives, Axes, and Machetes are currently NOT usable as primary weapons in
combat.
| Weapon | Dmg Mult | Reach Bonus | Ammo/Usage |
|---|---|---|---|
| Fists | 1.0x | +0% | Always available. Bare-knuckle strikes. |
| Slingshot | 1.2x | +5% | Uses Stone. Quick shots. |
| Spear | 1.3x | +4% | Durable melee weapon. Good control. |
| Throwing Spear | 1.4x | +6% | Single Use. Consumed upon use. Heavy damage. |
| Bow | 1.5x | +8% | Uses Arrows. Reliable ranged option. |
| Crossbow | 1.8x | +10% | Uses Arrows. High power. |
Mechanics & Formulas
Hit Chance
Hit Chance = (Base Hit + Reach + Stance Mod + Readiness - Enemy Defense)
- Readiness: Derived from Morale, Fatigue, Injury, and Condition. Range: -25% to +35%.
- Agility Bonus: Reduces enemy hit chance (Dodge).
Damage Calculation
Damage = Base Dmg * Weapon Mult * Target Mult * (1 + Stance Atk + Readiness)
- Armor Mitigation: Damage is reduced by armor (Clothing Defense stats) + Defense Rating (Stance/Agility).
- Limit: Mitigation is capped at 65%.
Defense & Injuries
- Defense Rating:
0.25 (Base) + Stance Def + Readiness + Defend Action (+0.25). - Agility: Grants extra Defense Rating:
(Agility - 3) * 10%. - Armor Degradation: Armor takes durability damage during combat based on the total defense value.
- Injuries: Taking unmitigated damage can cause Injuries.
- Endurance:
(Endurance - 3) * 3%chance to completely ignore an injury event.
- Endurance:
Actions
- Attack: Strike the selected target.
- Defend: Tighten guard for significant damage reduction on the next hit.
- Heal: Use Medicine to restore HP (6-12 + bonuses).
- Flee: Attempt to escape. Success depends on Readiness, Agility, and if the enemy is Leg-injured (Slowed).