Combat (RISE)

Combat in RISE follows a structure of many separate components, each with an equal weight in determining combat efficiency.

## Basic attacks

The primary form of damage dealing to weaker targets comes in the form of one of three attack types - Force attacks, representing high damage offensive play; Spike attacks, used for tactical play and precision; and Flourishes, which are limited in the regard of damage, though feature a blend of defensive moves and taunts. Different combinations of these attacks determines the stance used, with different enemies being vulnerable to different stances. It is relatively easy to work out which stance to use against which enemy, as each one corresponds to a polarity of constallite, all of which are more or less effective against a different enemy type.

Stances work by adding stance damage to your weapon, which varies depending on which target is currently taking damage. Stance damage is calculated by determining an enemy's respective stance multiplier and applying it to your weapon, either raising or lowering its combat effectiveness. As a result, it is highly recommended to take into account which enemy is being fought and to adapt accordingly to it.

Every attack triggers a stance timer, which lasts for 4x the duration of a single attack. This allows one to perform several consecutive strikes within the duration, which the game will log. Every attack will be recorded, and if four attacks are taken during this time frame, the fourth attack will get a stance buff and will restart the stance timer, though this time with only 3x the attack duration. The timer will from then on continue at 3x until the combo is stopped and the buff is allowed to expire, whereupon it will return to a 4x multiplier. In other words, the last attack in the previous combo chain counts as the first hit in the next. If the player fails to perform four attacks in this time, they must wait for the timer to elapse before they can get another stance buff. Attacks are not required to connect for them to be recorded. Recorded attacks are only forgotten on buff expiry, meaning it is heavily recommended to mix up attacks, otherwise the player may be placed in a position where they are required to break their combo and wait a duration before they can resume the fight, which could cause massive damage to be dealt in this time. A more simple visualisation is as follows:

Normal attack -> Normal attack -> Normal attack -> First stance attack -> First stance attack -> First stance attack -> Second stance attack -> ...

Below is a list of all stances alongside their names.

* Typhoon
* Nimbus
* Dancer
* Provider
* Storm
* Needle
* Knight
* Beacon
* Master

Typhoon is the stance associated with the oiprocs polarity, and is accessed via the use of four consecutive force attacks. This is a violent stance, designed to inflict as much damage as fast as possible, and is particularly effective when used against Nahvehy type enemies. However, it rapidly loses viability against those of Sor polarity.

Damage balance
 Sor | 0.5x

Nimbus is the Nahvehy type stance, consisting of rapid fire spike attacks in quick succession. This leads to lower damage overall, however targets with weak points will have a high likelihood to be hit. This stance is intended for use against Recnac targets, and loses effectiveness when pitted against those of Oiprocs polarity.

Damage balance
 Oiprocs | 0.5x

Dancer is less of a combat stance and more of a performance, consisting of attempts to redirect attacks, flourishes with the weapon, and parried strikes. This can then be punctuated with a quick and effective timed attack, dealing the damage. Dancer is intended for combatting Inev targets, whilst Recnac poses a particularly difficult situation for the stance.

Damage balance
 Recnac | 0.5x

Provider is the Inev stance, accomplished via the use of an even number of force and spike attacks. This is designed for use against Sor enemies, though falls flat against Tharus targets

Damage balance
 Tharus | 0.5x

Storm is the Recnac stance, reflecting a blend of whirling, heavy strikes. This stance is a mix of high offence and defence, with floating, distracting flourishes. This stance is most effective against Tharus targets, though can't easily deal with Nahvehy targets.

Damage balance
 Nahvehy | 0.5x

Needle is the Sor stance, punctuating flowing motions with

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