Combo Finishers
Chain melee hits to land a bonus-damage finisher
Overview
Combo finishers reward committed melee play. When you land the final hit of a short chain within a time window, the hit is counted as a finisher and deals bonus damage on top of your normal output. The bonus comes from the COMBO_DAMAGE reward type, which unlocks on the skill tree of each qualifying melee skill.
Combo state is tracked per player and per weapon class. Switching weapons resets the chain. Missing the time window resets the chain. Every finisher hit also resets the chain so the next swing starts a new one.
Qualifying Weapons
Combo finishers apply to the melee weapon skills:
- Swords
- Axes
- Daggers
- Polearms
- Staves
Ranged skills (Bows, Crossbows) and non-weapon skills do not participate — the COMBO_DAMAGE reward type is only placed on these melee trees by default.
Default Pacing
| Weapon class | Hits to finisher | Window |
|---|---|---|
| Axes | 2 | 3s |
| Swords | 3 | 3s |
| Daggers, Polearms, Staves | 4 | 3s |
Slower weapons finish in fewer hits; faster weapons take more. The 3-second window applies from the most recent hit — land another hit within 3 seconds and the chain continues. The next hit after the chain reaches the required count is the finisher.
The COMBO_DAMAGE Reward Type
The actual damage bonus comes from COMBO_DAMAGE rewards on your skill tree. Value is a fraction that multiplies your modified damage on the finisher hit: a 0.10 reward adds +10% on finisher hits.
Multiple COMBO_DAMAGE rewards on the same skill stack additively. The final finisher bonus is the sum of every claimed COMBO_DAMAGE reward filtered to the skill that matches the weapon you just swung.
See Reward Types and Skill Trees for how to pick up these rewards.
Notification
When a finisher lands, the client shows a pink "COMBO +N" floating notification, where N is the bonus damage number (not the percent). Notifications are batched through the same throttle as other combat notifications — see the per-type notification toggles on the settings page to silence just combo notifications while keeping other combat cues.
Per-Skill Overrides
You can tune both the hit count and the time window per skill from mods/mmoskilltree/skill-tree.json. Two maps are available:
skillComboWindowMs— map of skill ID to window length in millisecondsskillComboFinisherHitCount— map of skill ID to finisher hit count
{
"skillComboWindowMs": {
"SWORDS": 2500,
"AXES": 3500
},
"skillComboFinisherHitCount": {
"SWORDS": 4,
"DAGGERS": 2
}
}Any skill not present in the maps falls back to the weapon-class default. Setting a shorter window makes finishers harder to chain under sustained fire; a shorter hit count makes finishers land more often but less impactful per-swing.
Tips for Server Owners
- Leave the
COMBO_DAMAGErewards in place when customizing skill trees. Removing them from a melee tree effectively disables finishers for that skill. - If you want finishers to feel consistent across all melee skills, set the same hit count on every melee skill ID via
skillComboFinisherHitCount. - Players who prefer quiet combat can silence finisher notifications specifically via the per-type combat notification toggles on their settings page.