Game Rules
- Fights are always one player in combat with one other
- Turn order is irrelevant. For the fun factor, play order is still determined randomly
- Player 1 does attack against Player 2’s defence
- Player 2 does attack against Player 1’s defence
- Damage received is compared. The winner is the player who took the least damage
- The damage calculation formula is applied
Normal attack.
Strong against Riposte. Normal/Weak against Defend.
Risk a daring move for extra damage. This attack cannot be blocked but can be riposted.
Super weak against Riposte. Very strong against Defend.
Apply Reckless bonuses to critical chance (RCC). The opponent cannot block. Apply AD calculations.
Defend against normal attack.
Weak against Super. Normal/Strong against Attack.
Apply AD
Anticipate a reckless attack and try to riposte to punish your opponent's risky move.
Very strong against Super. Weak against Attack.
Formula
Apply the Defend formula on all attacks. If the attack was a crit, the damage is returned to the opponent.
Strength vs | Enemy Defend | Enemy Riposte |
---|---|---|
You Attack | - | + |
You Reckless Attack | ++ | --- |
Stat | Variable name | Description |
---|---|---|
Agility | AGI | Affects the number of attacks |
Attack bonus | ATK | Affects the damage done to opponents |
Defense bonus | DEF | Affects the damage received from opponents |
Crit Chance bonus | CC | Affects the chance of making an attack a critical hit |
Crit damage bonus | CD | Affects the damage bonus % on critical hit |
Block chance | BC | Affects the chance of blocking an ennemy attack |
Block chance | BR | Affects the damage reduction bonus % on blocks |
Baseline is 0. All increments are of +1. These stats do not linearly increase the power at the same rate. They are usually multiplied by a coefficient in damage calculations.
Stat | Variable name | Value | Description |
---|---|---|---|
Base Damage | B | 75 | Base damage of every attack |
RNG Spread | S | 50 | Range of randomness |
RNG Min | Smin | 0 | Minimum random roll for an attack |
RNG Max | Smax | 50 | Minimum random roll for an attack |
RNG AVG | Savg | 25 | Average of an attack roll |
Base crit chance % | BCC | 0.1 | Base critical hit chance before all modifiers |
Base crit damage bonus % | BCD | 0.5 | |
Reckless crit chance bonus | RCC | 0.5 | |
Base block chance % | BBC | 0.1 | |
Base block reduction bonus % | BBR | 0.5 | |
Agility coefficient | AGI_K | 0.5 | |
Attack bonus coefficient | ATK_K | 1 | |
Defense bonus coefficient | DEF_K | 1 | |
Crit Chance bonus coefficient | CC_K | 0.1 | |
Crit damage bonus coefficient | CD_K | 0.1 | |
Block chance coefficient | BC_K | 0.1 | |
Attack Damage Cap | AD_CAP | ? | Maximum damage for one attack. See Attack Damage Cap |
Block reduction bonus coefficient | BR_K | 0.1 | |
If damage calculations are higher, this number will be used instead. This is a balance safeguard measure. It also encourage build diversity and could introduce fun mechanics to disable or raise this cap.
Variable | Formula | Description |
---|---|---|
R | Random(Smin,Smax) | |
ODEF | - | Opponent's DEF |
OBC | - | Opponent's BC |
OBR | - | Opponent's BR |
RNG | Random(0,1) | random between 0 and 1 |
DMG | B+(ATK*ATK_K)+R | Attack damage + random from spread |
Crit? | (RNG < (BCC + (CC*CC_K))?1:0 | 1 if is a crit. 0 if not |
CMUL | (1+(Crit?*(BCD+(CD*CD_K)) | Crit multipier. Will be 1 if not crit |
| | |
Block? | (RNG < (BBC + (BC*BC_K))?1:0 | 1 if is a block. 0 if not. |
BMUL | (1-(Block?*(BBR+(BR*BR_K)) | Block multiplier. Will be 1 if not blocked |
EDEF | ODEF*DEF_K | Effective defence |
AD | DMG * CMUL * BMUL - EDEF | One attack damage |
Attack Vs Defend | AD | |
Attack Vs Riposte | DMG * CMUL | |
Reckless Vs Defend | | |
| | |
Last modified 1yr ago