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Combat is a skill used to fight against Monsters that can be found in many areas. Fighting monsters provides the player with Combat XP and various types of loot, including coins, seeds, logs, ores and many unique items including Weapons, Armour, Jewelry, and Crafting Moulds. In addition, all monsters will drop Loot Bags which have a chance of dropping additional items. With the Combat Research Level 5, players have a 5% chance of encountering "shiny monsters", which provide 3 rolls on that monster's drop table, including 3 Loot Bags.


Though combat is turn-based and relatively simple, higher level monsters, including Boss monsters, can require more advanced techniques and specific gear set-ups.[1] More information can be found at Combat\Strategies.

Player-vs-Player (PVP) Combat is currently not implemented in the game.

Equipment[]

Hero

An unequipped hero in combat.

Weapons[]

Weapons are combat equipment used to deal damage to the opponent. Weapons can be equipped in the on-hand or sometimes off-hand equipment slot and will give Attack Attack, Accuracy Accuracy, and Speed Speed stats.

Armour[]

Armour are pieces of combat equipment used to protect against damage from the attacker. Armour pieces can be equipped in the head, body, legs, glove, boots, and off-hand equipment slots and will give Defence Defence stats.

Jewelry[]

Jewelry are pieces of combat equipment that can be worn in the Neck equipment slot and can give various effects. Additionally, there are Rings which can also give affects to combat.

Switching[]

It is often useful or necessary to switch combat equipment during a fight. The player can do so by exiting out of combat, navigating to the combat tab, and equipping the desired weapon or armour. The player can then return to combat with the newly equipped items. This process can take several rounds of fighting to complete and so is not a very efficient method for switching items.

Presets[]

Combat Presets are defined sets of equipment which can include weapons, armour, jewelry, and ammo, which are unlocked with the Combat Research 3. You can define up to five different presets to easily switch between during combat, by either clicking on the colored square preset buttons in the combat tab, or by using the 1-5 number keys (note, the Num Pad number keys do not work). In addition to making item switching much easier during combat, multiple pieces of equipment can be switched at the same time, allowing for greater effects.

There are currently five different "pages" of preset sets, each of which have five presets, to allow for a greater variety of gear sets. However, only one preset page can easily be accessed from the combat screen, so the desired preset page should be selected before initiating combat.

Areas[]

Combat Areas are the locations in which combat can be initiated. Each area has a different set of Monsters that can be fought at random, and have different Energy and Fight Points requirements.

Area Energy Fight Points
Fields Energy 50 FightPoints 900
Forest Energy 200 FightPoints 1,800
Caves Energy 500 FightPoints 3,600
Lava Dungeon Energy 2,000 FightPoints 5,400
Northern Fields Energy 5,000 FightPoints 7,200
Cemetery Energy 10,000 FightPoints 9,000
Ocean Energy 16,000 FightPoints 10,800
Castle Dungeon Energy 30,000 FightPoints 13,200
Dungeon Hole Energy 60,000 FightPoints 25,000

Castle[]

The Castle is a unique Combat Zone that does not require Energy to initiate a fight and has a Cooldown of 12 hours. During a fight in the castle, you fight five different Knights in subsequent waves. You will be awarded Castle Points upon fainting or beating the final knight, which can be used to obtain rewards from the Castle Chest, including materials to make Promethium Armour.


Energy[]

Energy ( Energy ) is required to initiate combat in every combat zone (excluding the Castle). Energy can be acquired from consuming food made with the Cooking skill. With Combat Research 4, you will receive a 5% chance of refunding the energy cost of any zone (including the Castle, which appears to be a bug). The Energy costs can also be permanently reduced for all combat zones by crafting the three Energy Rings, which give 1%, 4%, 10%, and 15% reduced Energy use, for a total of 30% reduced Energy use.

Fight Points[]


Fight Points (FightPoints) is a resource needed to start a fight. Each Combat Area requires a different amount of Fight Points which will be consumed as soon as the Fight is initiated.

Fight Points can be generated twice as fast with the Fight Points Potion. Additionally, with Combat Research 2, you can fully fill the Fight Points once every 24 hours. The amount of time before the next Reset can be used is shown in the Researcher Interface in the Home Tab. Fight Points cost can also be permanently reduced for all Combat Areas by crafting the Cooldown Rings, which give 1%, 4%, 10% and 15% reduced Fight Points Cost, for a total of 30%.

Calculations[]

Stats[]

Combat Stats are the set of bonuses given by weapons and armour used to calculate Damage during combat. All monsters have five different combat stats: Attack Attack, Accuracy Accuracy, Speed Speed, Defence Defence, and Heart greyHealth. In addition to these five, the player has one additional combat stat: Magic Magic Bonus.

Attack Styles[]

Each weapon uses one of three Attack Styles to inflict damage: StabStab, SlashSlash, or Crush Crush. Which attack style is used does not normally make a difference during fights, however if an opponent is weak to a certain attack style, attacks with that style will do double damage. Ranged weapons, such as the bow, use one of the same three attack styles as melee weapons, however monsters can also be weak against ranged weapons specifically.

In addition to the above styles, some weapons can also have one of four different Elemental Attack Styles: Fire Water, Ice, and Lightning. Monsters can also be weak or immune to one of these elements.

Hit Chance[]

Hit Chance is the probability that an attack hits successfully, and depends on both the Accuracy Accuracy of the attacker and the total Defence Defence of the opponent. The formula for hit chance when defence is an even number is:

For odd defence, it is the average of the hit rates when defence is 1 higher and 1 lower. A hit rate calculator is provided below.


Accuracy:

Defense:

Hit Chance: 100.00%

Damage[]

Damage is the amount of Health subtracted from the opponent due to an attack. If an attack does not successfully hit, no damage will be dealt. If an attack does successfully hit, damage is calculated by random chance from 0 to the Maximum Hit. If the opponent has a Weakness to the Attack Style being used, the damage dealt is doubled. Doubling seems to be applied after rolling the initial damage, because all damage dealt against a weakness is even.

Maximum Hit[]

The Maximum Hit is the maximum amount of damage that can be dealt during combat and is equal to the total AttackAttack stat of the attacker, but does not depend on the opponent's Defence.

Research[]

Various upgrades and perks can be unlocked for the Combat skill through Research.

Tier Cost Description
Tier 1 Coins 100 Combat levels now increase maximum HP.
Tier 2 Coins 1,000 Allow you to totally fill your Fight Points, once a day.
Tier 3 Coins 25,000 Ability to set Presets, allowing you to switch gears in one click mid fight.
Tier 4 Coins 200,000 5% chance that Energy is refunded when fighting.
Tier 5 Coins 500,000 5% chance to encounter Shiny Monsters, yielding more loot.

References[]

  1. {{#vardefine:1https://old.reddit.com/r/DiamondHunt/comments/hnls62/combat_strategy_masterpost_magnus/|Magnus. Combat Strategy Masterpost (English).Expression error: Unexpected < operator.}}
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Skills BrewingSkill
Combat Skills CombatSkill Combat MagicSkill Magic
Gathering Skills FarmingSkill Farming FishingSkill Fishing MiningSkill Mining WoodcuttingSkill Woodcutting
Production Skills BrewingSkill Brewing CookingSkill Cooking CraftingSkill Crafting
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