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universaltech:heavymelee [2025/03/21 22:38] compsoteruniversaltech:heavymelee [2025/03/30 21:07] (current) compsoter
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 ====== Heavy Melee ====== ====== Heavy Melee ======
-<WRAP half right infobox>+<WRAP classes #main width right 40% infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Heavy Melee//** </wrap>|| ^ <wrap centeralign> **//Heavy Melee//** </wrap>||
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 </WRAP> </WRAP>
  
-By pressing the melee key((by default, Q)), you can execute a Light Melee. By holding the melee key, you can continue winding up your punch to execute a **Heavy Melee**. A full Heavy Melee lasts for 1.25 seconds. A Heavy Melee costs no stamina.+By pressing the melee key((by default, Q)), you can execute a Light Melee. By holding the melee key, you can continue winding up your punch to execute a **Heavy Melee**. A full Heavy Melee lasts for 1.25 seconds and has a cooldown of 0.9 seconds((''abilities.data'', ''EAttackType_Heavy''; ''m_flCooldownOnHit'', ''m_flCooldownOnMiss'')). A Heavy Melee costs no stamina.
  
-Heavy Melee's are available both on the ground and in the air. There are three phases to a Heavy Melee: __windup__, __lunge__ and __recovery__.+Heavy Melee's are available both on the ground and in the air. There are three phases to a Heavy Melee: __windup__, __lunge__ and __recovery__.((Another way to think about is like a standard move in a standard fighting game. A standard button has startup, active, and recovery frames))
  
 ===== Windup ===== ===== Windup =====
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 ===== Lunge ===== ===== Lunge =====
-After the windup phase is the __lunge__ phase. During the lunge phase, you start lunging forwards and are able to damage other players. The peak speed at which you lunge is ''746.67'' u/s on the ground and ''793.6'' u/s in the air. With the <weapon> Weapon item //Melee Charge//, the peak speed is ''1045 u/s'' on the ground and ''1116.27 u/s'' while in the air.+After the windup phase is the __lunge__ phase. During the lunge phase, you start lunging forwards and are able to damage other players. The peak speed at which you lunge is ''750'' u/s on the ground and ''797'' u/s in the air. With the <weapon> Weapon item //Melee Charge//, the peak speed is ''1050'' u/s on the ground and ''1116'' u/s while in the air.
  
 During this phase, you have a hitbox attached to you. While you are moving, a small spherical hitbox is attached to your player which can damage opponents. Since you have a melee hitbox applied on your character, you are susceptible to being parried. If any enemy player is hit (including neutral creeps), the rest of the lunge phase is cancelled, the final hitbox will not appear and you immediately enter the recovery phase. During this phase, you have a hitbox attached to you. While you are moving, a small spherical hitbox is attached to your player which can damage opponents. Since you have a melee hitbox applied on your character, you are susceptible to being parried. If any enemy player is hit (including neutral creeps), the rest of the lunge phase is cancelled, the final hitbox will not appear and you immediately enter the recovery phase.
  
 <WRAP classes #main width right third :language> <WRAP classes #main width right third :language>
-<block classes #clip right width :language>{{::universaltech:heavymeleedraw.png?300|Visualisation of Heavy Melee}}+<block classes #clip left width :language>{{::universaltech:heavymeleedraw.png?300|Visualisation of Heavy Melee}}
 <wrap center lo>Visualisation of Heavy Melee using commands; the dense cluster is hitboxes while in the middle of lunge, the large cone and sphere are the final hitboxes.</wrap> <wrap center lo>Visualisation of Heavy Melee using commands; the dense cluster is hitboxes while in the middle of lunge, the large cone and sphere are the final hitboxes.</wrap>
 </block> </block>
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 While in lunge phase, you have unrestricted turning. This allows you to fake out opponents or take very sharp turns. While in lunge phase, you have unrestricted turning. This allows you to fake out opponents or take very sharp turns.
  
-At the very end is a "final hit". This hitbox is much larger and is able to be aimed in any direction. This final hitbox consists of two checks: +At the end of the lunge phase is a "final hit". This hitbox is much larger and is able to be aimed in any direction. This final hitbox consists of two checks: 
-  * The game checks in a 192 unit sphere around you to check for enemy players. +  * The game checks in a 192 unit sphere around you to check for enemy players (includes Neutral creeps and minions)
-  * The game spawns circular cone (200 units in length and 100 units in final radius) in front of you to check for enemy players. +  * The game checks in conical frustum (which is 200 units in length and 100 units in final radius) in front of your current position to check for enemy players. (includes Neutral creeps and minions) 
-  * If an enemies hurtbox are in both, a player can be hit and damaged.+  * If an enemies hurtbox is in both, they are hit and damaged.
  
 While in the air, you are able to change your direction by ~5° upwards or downwards. While in the air, you are able to change your direction by ~5° upwards or downwards.
  
-The damage that a Heavy Melee deals depends on the character; the normal damage amount is 116. <ivy_mm> Ivy and <yamato_mm> Yamato deal 99 and 128 melee damage respectively. This damage can be increased by buying items that have the //+Melee Damage// stat or by buying items that increase <weapon> Weapon Damage((Heavy Melee damage scales with <weapon> Weapon Damage)+The damage that a Heavy Melee deals depends on the character; the normal damage amount is 116. <ivy_mm> Ivy and <yamato_mm> Yamato deal 99 and 128 melee damage respectively. This damage can be increased by buying items that have the //+Melee Damage// stat or by buying items that increase <weapon> Weapon Damage((Heavy Melee damage scales with <weapon> Weapon Damage))
  
 The lunge phase takes a maximum of ''0.6'' seconds. The lunge phase takes a maximum of ''0.6'' seconds.
  
 ===== Recovery ===== ===== Recovery =====
-After the lunge phase is the __recovery__ phase. In this phase, you no longer have any active hitboxes and stand still. All previous momentum is cancelled and you stop at a standstill, both on the ground and in the air. If you are in the air, all momentumboth on the x and y axis is cancelled. +After the lunge phase is the __recovery__ phase. In this phase, you no longer have any active hitboxes and stand still. All previous momentum is cancelled and you stop at a standstill, both on the ground and in the air. If you are in the air, all momentum (both the x-axis and the y-axisis cancelled for a moment
  
 The recovery phase takes ''0.2833'' seconds The recovery phase takes ''0.2833'' seconds
  
 ==== Items that increase Heavy Melee Distance ==== ==== Items that increase Heavy Melee Distance ====
-Certain items have the //+Heavy Melee Distance// statistic, which changes the distance that your Heavy Melee goes. A base grounded Heavy Melee travels ''238.5'' units forward; you can extend the distance by obtaining the <weapon> Weapon item //Melee Charge//, which extends the lunge by ''95.59'' units, for a total of ''334.09'' units.+Certain items have the //+Heavy Melee Distance// statistic, which changes the distance that your Heavy Melee goes. A base grounded Heavy Melee travels ''241.62'' units forward; you can extend the distance by obtaining the <weapon> Weapon item //Melee Charge//, which extends the lunge by ''96.63'' units, for a total of ''338.25'' units.
  
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ Price (Souls)    ^ Type of Item     ^ Item Name         ^ +Heavy Melee Distance  ^ Distance Travelled on Ground (u)  ^ Peak Speed (u/s)            || ^ Price (Souls)    ^ Type of Item     ^ Item Name         ^ +Heavy Melee Distance  ^ Distance Travelled on Ground (u)  ^ Peak Speed (u/s)            ||
-|  //Base Stats//                                                               |||| 238.50                            | Ground            | Air      | +|  //Base Stats//                                                               |||| 241.62                            | Ground            | Air      | 
-| :::                                                                           | :::              | :::               | :::                    | :::                               746.67            796.00   | +| :::                                                                           | :::              | :::               | :::                    | :::                               750               797.50   | 
-| 1,250            | <weapon> Weapon  | //Melee Charge//  | +45%                   334.09                            1045.32           | 1116.27  |+| 1,250            | <weapon> Weapon  | //Melee Charge//  | +45%                   338.25                            1050              | 1116.27  |
  
  
  
universaltech/heavymelee.1742596726.txt.gz · Last modified: 2025/03/22 10:03 (external edit)