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Tibia 7.4/ Tibiantis notes

by Tarsal.


Stances

Table: Attack and defence multipliers for different stances

AtkBalDef
Attacking 1.2 1.0 0.6
Blocking 0.6 1.0 1.8
Total 1.8 2.0 2.4

Table: Attack and defence values for different stances

1.0x0.6x1.2x1.8x1.0x0.6x1.2x1.8x1.0x0.6x1.2x1.8x
11112113253741254973
22232214263942265075
32352314274143265177
43472415284344275279
53692515304545275481
647102616314646285582
758122717324847295684
859142817335048295786
9610162918345249305888
10612183018365450306090
11713193119375551316191
12814213220385752326293
13815233320395953326395
14916253421406154336497
15918273521426355336699
1610192836224364
1711203037234466
1811213238234568
1912223439244670
2012243640244872

Manipulating passive defence mode

As described above when you have no target for over two seconds you will passively gain defensive mode, without touching the stance toggle. This section will describe several techniques to exploited this mechanic to allow you to attack on attack mode but recieve damage on defence mode.

For the first hit you should let the monster hit you first on passive defence mode and only then target him for the counter attack on full attack.

Next you need un-target the monster for two seconds and separate yourself for two seconds to allow the passive defence mode time to reactivate.

Once two seconds has elapsed you can let them attack you again, then return the hit and repeat the process.

The simplest technique is to stair or ladder hop. By changing floor you automatically un-target and the monster will always attack you before you have a chance to target them. After this its just about getting a rhythm going so each cycle is as quick as possible, usually 2.2-3 seconds each, too fast and you will start getting hit hard.

In the below example a knight would kills the dwarf guard in an average of 6.0 hits (18 seconds) and takes 23 damage in total. Comparing that to balanced mode without hopping would take 8.6 turns (17.2 seconds) and take 92 damage. One quarter the damage taken in the same time!

As skill, gear, and magic power develop to reduce healing expenses it becomes less useful to use this technique as it the slower attack speed compared to just full attack reduces the loot and exp. A high level knight can still benefit without the speed reduction by waiting for the the first hit before targetting.

Image: Stair hopping for passive defence mode

Stair hopping to reduce damage
Note: Giant Sword, 72 skill, attack mode, 33 armor

An intermediate technique is to use corners to exchange hits then run to get an immediate one tile gap between you as the monster as they still need to turn the corner. You can do this while luring or chain these together in a circle if there are some obstacles sized 2x2 or bigger.

Image: Using corners and passive defence mode

Using corners to get passive defence mode
Note: Giant Sword, 72 skill, attack mode, 33 armor

If an open area with no stairs, ladders or corners you can just try to outrun the monster while recharging passive mode. This is less reliable with low speed characters since initially you will cycle between a 1 and 0 tile gap. You can inprove your head start by attacking as soon as the monster starts to move into the tile adjacent to you - in game code you immediately move to the new tile and the animation just shows it retrospectively, by attacking then moving early the monster will have to wait for its step delay before chasing you. This works better on fast tiles.

Image: Open running for passive defence mode

Using corridors for passive defence mode
Note: Giant Sword, 72 skill, attack mode, 33 armor

The final and most advance technique is to take advantage of the fact you only need to have a gap between you and the monster between the time the monster has recharged its attack and when your passive defensive mode has reactivated. In a nutshell it can't attack you for two seconds! Say the monster is on the adjacent northeast tile, if you take a diagonal step to the southwest you will instantly have created a 1 tile gap the creature needs two steps (one whole step time) to reach you - if your passive defence reactives in this time the trick will work. This works better with slower tiles.

Ranged units

Armour

Melee mages

This section discusses the potential of Druids and Sorcerers to boost their offensive and defensive power.