Advanced Combat Description

Advanced Combat Description

> Game rules

Welcome to the advanced help page for everything related to combat (and more specifically) the various interactions that occur during an attack.

In this help we are going to approach the course of an attack step by step, by explaining how the results are calculated. Attacks can be split into several categories: physical (EFFECT_DAMAGE), vital damage (EFFECT_LIFE_DAMAGE), poison (EFFECT_POISON) and nova (EFFECT_NOVA_DAMAGE).

Order

The order described below applies for each effect of a weapon or a chip. Effects are always applied in the order described by the market or the getWeaponEffects and getChipEffects functions. In the following paragraphs, the attacker and the defender can be the same entity.

Physical attack

During a physical attack, here are the steps that come into play:

1. Random draw weapon or chip base damage (one time only) 2. Strength (Attacker) 3. Power (Attacker) 4. Reduction during area damage (attacker) 5. Armor (defender) 6. Damage Application (Defender) 7. Erosion (defender) 8. Forgotten Weapons Passive Effects (Defender) 9. Lifesteal (Attacker) 10. Damage Reflect (Defender) 11. Erosion due to dismissal (Attacker) 12. Power gain in case of elimination (attacking, only for Battle Royales or by eliminating a chest)

Vital Damage dealt by the Smite chip works the same way, except Lifesteal is not applied and damage is calculated based on Life Points] attacker's current instead of strength.

Magic attack (poison)

Magic attacks ignore Armor, Life Steal and Damage Reflect. The steps are therefore:

1. Random draw weapon or chip base damage (one time only) 2. Magic (Attacker) 3. Power (Attacker) 4. Reduction during area damage (attacker)

Then, at the start of the defender's turn:

1. Damage Application (Defender) 2. Erosion (defender) 3. Forgotten Weapons Passive Effects (Defender) 12. Power gain in case of elimination (attacking, only for Battle Royales or by eliminating a chest)

Sequels

Aftereffects of the Doping chip (EFFECT_AFTEREFFECT) work on the same principle as poisons, but also apply their damage when the effect is applied.

1. Random draw weapon or chip base aftereffects (damage) (one time only) 2. Science (launcher) 3. Reduction during area effects (caster) 4. Application of damage (recipient) 5. Erosion (recipient) 6. Forgotten Weapons passive effects (recipient)

Then, at the start of the recipient's turn:

1. Application of damage (recipient) 2. Erosion (recipient) 3. Forgotten Weapons passive effects (recipient) 12. Power gain in case of elimination (launcher, only for Battle Royales or by eliminating a chest)

Nova Damage

Nova Damage reduces an entity's Max Life. They ignore Armor, Life Steal and Damage Reflect, but are limited to the defender's missing life. An entity that has all its hit points will therefore not be affected by nova damage.

1. Random draw weapon or chip base nova damage (one time only) 2. Science (Attacker) 3. Power (Attacker) 4. Reduction during area damage (attacker) 5. Apply nova damage (defender) 6. Forgotten Weapons Passive Effects (Defender)

Base damage random draw

To attack, you will need to use a weapon (or a chip). Weapon damage (min and max) is indicated in the weapon description and can be found in the list of EFFECT_DAMAGE, EFFECT_LIFE_DAMAGE, EFFECT_NOVA_DAMAGE or [ [EFFECT_POISON]] (see the getWeaponEffects function for more information).

During an attack, the exact damage value of the weapon will be drawn randomly between the min value and the max value (included). This is the very first stage of an attack. For example, for a shot with the magnum weapon, the weapon damage for that attack will be shot in the [25,40] range.

For a weapon that has only one effect like the magnum, the average base damage can therefore be calculated with getWeaponEffects in the following way