# 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