Melee

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http://www.theamazonbasin.com/main/forums/uploads/gallery/1221408567/gallery_3047_16_23450.png The sub-tiles that can be targeted at various ranges in mêlée combat. [1] Range is determined differently for players, hirelings and pets, and monsters.


Players

The range of players varies according to the rangeadder of the weapon equipped and the size of the monster being attacked. [2]


Range = rangeadder + size


Players achieve maximum range by equipping rangeadder 4 polearms and spears, giving them range 5 when attacking size 1 monsters, range 6 when attacking size 2 monsters and range 7 when attacking size 3 monsters.


Although the physical damage of Smite and Dragon Talon, Tail or Flight is based on shield and boot damage respectively, range is still based on the rangeadder of the weapon equipped.


When an Assassin or a Barbarian equips two weapons, range is based on the rangeadder of the primary weapon (the weapon equipped above the gloves in the inventory, or that first equipped). The primary weapon is displayed in the right hand of the Assassin or Barbarian. This is true for Dragon Claw and Double Swing and Frenzy, even though these are a sequence of two attacks (as are Normal Attack and D2 Fists of Fire, Claws of Thunder and Blades of Ice when used with two weapons). While each weapon attacks and applies its damage and modifiers individually, the range applied to both attacks is still that of the primary weapon. [3]


http://www.theamazonbasin.com/main/forums/uploads/gallery/1221408567/gallery_3047_16_15261.png Both Burning Dead (size 2) are out of range when a Dirk (rangeadder 0) with 100% Chance to Cast Frost Nova on Attack is primary and a Long Sword (rangeadder 1) with 100% Chance to Cast Nova on Attack is secondary. When the Long Sword is primary both attack the Burning Dead (which are chilled by the Frost Nova cast by the Dirk).


Rangeadder 0

Equipping these weapons won't increase your range compared to attacking bare-handed. Blade Shield also has rangeadder 0.


One-handed Normal Exceptional Elite

Axe

  • Hand Axe
  • Hatchet
  • Tomahawk

Club

  • Club
  • Wirt's Leg
  • Cudgel
  • Truncheon

Dagger

All Daggers (including Gidbinn)

Hammer

  • War Hammer
  • Horadric Malus
  • Hellforge Hammer
  • Battle Hammer

Mace

  • Mace
  • Khalim's Flail
  • Khalim's Will
  • Flanged Mace
  • Reinforced Mace

Orb

All Orbs

Scepter

  • Scepter
  • Rune Scepter
  • Mighty Scepter

Sword

  • Short Sword
  • Scimitar
  • Sabre
  • Falchion
  • Broad Sword
  • Gladius
  • Cutlass
  • Shamshir
  • Tulwar
  • Battle Sword
  • Falcata
  • Ataghan
  • Elegant Blade
  • Hydra Edge
  • Conquest Sword

Throwing

All Throwing Axes, Knives and Potions

Wand

All Wands


Two-handed Normal Exceptional Elite

Missile

All Amazon Bows, Bows and Crossbows


Rangeadder 1

One-handed Normal Exceptional Elite

Axe

  • Axe
  • Double Axe
  • Military Pick
  • Cleaver
  • Twin Axe
  • Crowbill
  • Small Crescent
  • Ettin Axe
  • War Spike

Club

  • Spiked Club
  • Barbed Club
  • Tyrant Club

Hammer

  • Legendary Mallet

Katar

All Katars

Mace

  • Morning Star
  • Jagged Star
  • Devil Star

Scepter

  • Grand Scepter
  • War Scepter
  • Holy Water Sprinkler
  • Divine Scepter
  • Seraph Rod
  • Caduceus

Sword

  • Crystal Sword
  • Long Sword
  • War Sword
  • Dimensional Blade
  • Rune Sword
  • Ancient Sword
  • Phase Blade
  • Cryptic Sword
  • Mythical Sword


Two-handed Normal Exceptional Elite

Axe

  • Large Axe
  • Broad Axe
  • Battle Axe
  • Military Axe
  • Bearded Axe
  • Tabar

Hammer

  • Maul
  • War Club
  • Ogre Maul

Polearm

  • Scythe
  • Battle Scythe
  • Thresher

Staff

All Staves

Sword

  • Bastard Sword
  • Gothic Sword


Rangeadder 2

One-handed Normal Exceptional Elite

Axe

  • War Axe
  • Naga
  • Berserker Axe

Javelin

All Amazon Javelins and Javelins

Mace

  • Flail
  • Knout
  • Scourge


Two-handed Normal Exceptional Elite

Axe

  • Great Axe
  • Gothic Axe
  • Champion Axe
  • Feral Axe
  • Silver-edged Axe
  • Decapitator

Hammer

  • Great Maul
  • Martel de Fer
  • Thunder Maul

Polearm

  • Bardiche
  • Voulge
  • Lochaber Axe
  • Bill
  • Ogre Axe
  • Colossus Voulge

Staff

  • Staff of Kings
  • Horadric Staff

Sword

  • Two-handed Sword
  • Claymore
  • Giant Sword
  • Flamberge
  • Great Sword
  • Espandon
  • Dacian Falx
  • Tusk Sword
  • Zweihander
  • Executioner Sword
  • Legend Sword
  • Highland Blade
  • Balrog Blade
  • Colossal Sword
  • Colossus Blade
  • Champion Sword


Rangeadder 3

Two-handed Normal Exceptional Elite

Axe

  • Giant Axe
  • Ancient Axe
  • Glorious Axe

Polearm

  • Poleaxe
  • Partizan
  • Cryptic Axe

Spear

  • Spear
  • Trident
  • War Spear
  • Fuscina
  • Hyperion Spear
  • Stygian Pike


Rangeadder 4

Two-handed Normal Exceptional Elite

Polearm

  • Halberd
  • War Scythe
  • Bec-de-Corbin
  • Grim Scythe
  • Great Poleaxe
  • Giant Thresher

Spear

All Amazon Spears

  • Brandistock
  • Spetum
  • Pike
  • War Fork
  • Yari
  • Lance
  • Mancatcher
  • Ghost Spear
  • War Pike


Hirelings and pets

The range of all hirelings and pets varies according to their entry in the MeleeRng column of MonStats2.txt and the size of the monster being attacked. [4]


Range = MeleeRng + size


MeleeRng
0 1 2
  • Rogue Scout
  • Iron Wolf
  • Barbarian
  • Desert Mercenary
  • Valkyrie
  • Necroskeleton
  • Golems
  • Necromage
  • Shadows
  • Wolves
  • Grizzly


Equipping weapons has no effect on the mêlée range of hirelings and pets that can do so e.g. the range of a Desert Mercenary or Valkyrie equipping a War Pike (rangeadder 4) will still be based on MeleeRng 2 and 0 respectively.

Monsters

The range of monsters varies according to their own entries in both the MeleeRng and SizeX/Y columns of MonStats2.txt. [5]


Range = MeleeRng + size


http://www.theamazonbasin.com/main/forums/uploads/gallery/1221408567/gallery_3047_16_17974.png


Players, hirelings and pets are all size 2. Regardless of size, the target is always the central occupied sub-tile. [6]


When a monster is blinded by Hit Blinds Target, Dim Vision or Cloak of Shadows, its awareness range is reduced to its melee range; thus it's relevant even if they are ranged or casters with no mêlée attack.

Size 1

The only size 1 monster that has a mêlée attack or that can be blinded is a Flying Scimitar which has MeleeRng 2, giving it range 3 (2+1).

Size 2

Range
2 3 4 5 6
  • Zombie
  • Spike Fiend
  • Fallen
  • Fallen Shaman
  • Corrupt Rogue
  • Corrupt Rogue Archer
  • Skeleton
  • Blood Hawk
  • Goatman
  • Skeleton Archer
  • Griswold
  • Wraith
  • The Smith
  • Skeleton Mage
  • Fetish
  • Vampire
  • Mummy
  • Sabre Cat
  • Radament
  • Leaper
  • Vulture Demon
  • Slinger
  • Greater Mummy
  • Bat Demon
  • Sand Maggot Young
  • Swarm
  • Vile Child
  • Giant Mosquito
  • Fetish Shaman
  • Frog Demon
  • Willowisp
  • Bone Fetish
  • Zakarum Priest
  • Council Member
  • Hephasto the Armorer
  • Demon Imp
  • Succubus
  • Stygian Fury
  • Reanimated Horde
  • Putrid Defiler
  • Pain Worm
  • Nihlathak
  • Zakarum Zealot
  • Trapped Soul
  • Izual
  • Hell Bovine
  • Corrupt Rogue Spearwoman
  • Oblivion Knight
  • Talic
  • Madawc
  • Korlic
  • Festering Appendage


Size 3

Range
3 4 5 6 7
  • Wendigo
  • Tainted
  • Giant Spider
  • Andariel
  • Sand Raider
  • Scarab Demon
  • Sand Maggot
  • Claw Viper
  • Baboon Demon
  • Blunderbore
  • Thorned Hulk
  • Finger Mage
  • Baal's Minion
  • Suicide Minion
  • Death Mauler
  • Overseer
  • Siege Beast
  • Abominable
  • Vile Mother
  • Regurgitator
  • Duriel
  • Megademon
  • Mephisto
  • Diablo
  • Minion of Destruction
  • Baal
  • Blood Lord
  • Frozen Horror


The Tentacle Beasts (River Stalkers, Water and Stygian Watchers) of Act III have MeleeRng 6, giving them Range 9.

Sources