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Game Rules

Combat 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

Combat actions

Attack

Normal attack.
Strong against Riposte. Normal/Weak against Defend.

Reckless attack

Risk a daring move for extra damage. This attack cannot be blocked but can be riposted.
Super weak against Riposte. Very strong against Defend.

Formula

Apply Reckless bonuses to critical chance (RCC). The opponent cannot block. Apply AD calculations.

Defend

Defend against normal attack. Weak against Super. Normal/Strong against Attack.

Formula

Apply AD

Riposte

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
++
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Stats

Character Stats

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 and variations

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.

Base Stats

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

Attack Damage Cap

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.

Calculations

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