Combat Overview

The Combat section separates engine-controlled resolution rules from player-controlled choices. This page is the map; each canonical mechanic is defined once and linked wherever it is referenced.

Scope

Combat Rules owns checks performed by the game engine: defensive gates, hit resolution, damage distribution, critical modification, proc behavior, and other hidden calculations. The remaining Combat pages own decisions the player can directly influence.

PageCanonical responsibilityExamples
Combat RulesEngine-controlled resolutionAccuracy vs. evasion, avoidance gates, mitigation, critical sequencing, proc checks
MeleePlayer-controlled physical-combat choicesWeapon selection, delay, ratios, dual wield, positioning, haste optimization
SpellsPlayer-controlled spellcasting choicesSpell selection, cast timing, resist modifiers, mana use, DoTs, HoTs
ThreatHate-list controlAggro, taunt, threat generation, target control
Buffs & DebuffsPersistent beneficial and detrimental effectsStacking, duration, dispels, source-linked debuffs
PetsPet-specific combat systemsPet levels, equipment, commands, spellcasting, threat
StancesPhysical-combat posture layerOffensive, defensive, evasive, ranged, striker
InvocationsCaster posture layerSpellblade, OverChannel, Recovery, Empowering

Resolution Map

The current reference model treats a physical attack as the following ordered pipeline. Exact internal constants remain unpublished; the sequence is more certain than the numerical formulas.T2

  1. Encounter eligibility. The target must be valid for the attacker and, where encounter locking applies, belong to the engaged player or party.T1
  2. Defensive gates. Applicable block, dodge, parry, and riposte checks can terminate the incoming swing before the ordinary hit check.T2
  3. Hit check. Attacker Accuracy is compared with defender Evasion to determine whether the remaining swing lands.T2
  4. Damage roll. A landed hit uses attacker Offense against defender Mitigation to weight the result between the attack's minimum and maximum damage endpoints.T2
  5. Post-roll modifiers. Critical-hit rules, damage bonuses, stance multipliers, and ability-specific modifiers alter the resolved result according to their own sequencing.
  6. Triggered effects. Eligible procs and reactive effects are evaluated under their own rules. Weapon procs were explicitly repaired in the July 14 beta patch.T1
  7. State updates. Damage, threat, absorption, debuffs, death, and encounter completion are applied.

EQL-Specific Combat Layers

Multiclass Skill Access

Active classes contribute their available skills and caps. A developer example confirmed that every character may equip an offhand item, while actual offhand swings use the best Dual Wield skill supplied by the active class combination.T1

The broader “best available cap among the three active classes” rule is strongly supported by client-derived reference work but has not been found as a single comprehensive developer statement.T2

Stances and Invocations

A character may maintain one melee stance and one caster invocation at the same time. The two systems are therefore parallel layers rather than mutually exclusive modes.T1

Source-Linked Debuffs

At least some NPC-applied debuffs are tied to the life of their source and disappear when that NPC dies. The demonstrated example was a snare ending immediately on the source creature's death.T1

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