> Game rules
Welcome in the advanced help page for everything concerning the fights and the different actions that happen during an attack.
In this help, we will take a step-by-step walkthrough of an attack, explaining how the results are calculated. Attacks can be split into two categories: physical or magical (=poison).
Attacks should be separated here into two categories: physical and poison.
During a physical attack, here are the steps that come into play:
1. Physical damage of the weapon or chip. 2. Strength (of the attacker) 3. Power (of the attacker, only relevant for Battle Royales) 4. Armor (of the defender ) 5. Lifesteal (of the attacker) 6. Damage return (of the defender) 7. Erosion/Nova (for both the attacker and the defender)
Poison attacks ignore armor, lifesteal, and damage return. The steps are therefore:
1. Calculation of the magic damage of the weapon or the chip. 2. Magic (of the Attacker) 3. Power (of the attacker, only relevant for Battle Royale) 4. Erosion/Nova (of the defender)
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 or EFFECT_POISON type effects (see the getWeaponEffects function for more details).
Note: Some weapons like the machine-gun have multiple attack effects. It will be necessary to repeat, for each effect, all the steps which will be listed below.
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 step of an attack.
For instance, for a shot with the magnum weapon, the weapon damage for that attack will be taken in the [25,40] range.
Note: Some weapons (or chips) such as the grenade launcher have an AoE (area of effect) that affects several cells. The damage is decreasing with the distance to the central cell. The damage is taken at 100% for the central cell, and 20% is removed for each cell of distance. Thus, the grenade launcher will do [45,53] in the center, then [36,42] on the circle of radius 1, then [27,32] on the circle of radius 2.
Note: For weapons with multiple effects, the value is only drawn once and is applied to all effects (for instance, the 3 machine-gun attacks will have the same value).
Once the weapon's physical damage is calculated, the Strength of the attacker is taken into account. Damage is calculated as follows:
For instance, a leek with 200 strength will mutiply damage by 3 (1 + 200/100 = 3), thus a shot with the magnum weapon will produce [75, 120] damage.
Note : A leek strength cannot be negative, for instance if the effect of CHIP_FRACTURE would make it negative, its value for the caculation will be zero.
Magical damage is calculated the same way, but it's based on the EFFECT_POISON poison and is increased by the Magic of the attacker.
In order to balance the fights of Battle Royale and to discourage the smart ones who spend the first part of the fight hiding, a new stat specific to this game mode appeared: power. Each leek gains 2 power per turn alive and each entity killed offers 10 power for a leek and 2 for a bulb + 50% of the power accumulated by the victim. This value can be retrieved using the getPower function. Damage is then calculated like this:
Note: the getPower function returns 0 when not playing in battle royale, so it is not necessary to handle two different cases depending on the type of fight as the mutiplier would be 1.
(This step is skipped for poison attacks)
Armor is broken down into two parts: Relative Armor and Absolute Armor. These two armors are applied during an attack and are complementary. The calculation of damage reduced by armor is as follows:
It can be seen that relative armor reduces damage by a certain percentage, while absolute armor reduces damage by a raw value.
Example 1: A target with 20 relative armor and 15 absolute armor will receive from the attack [75, 120] calculated in the previous section final damage of [45, 81].
Example 2: A [10-15]x3 machine-gun attack on a target with 0 armor will do [30-45] damage in total. But on a target with 15 points of absolute armor, all damage is ignored, because each instance will do at most: 15*(1+0/100)-15 = 0.
Example 3: On the other hand, a shotgun attack [33,43] on the same target with 15 absolute armor will do [18,28].
We see that absolute armor is very effective against low damage and decreases in effectiveness against high damage. Conversely, relative armor is very effective against high damage (because it reduces in percentage) and not very effective against low damage. The effects of armor chips are boosted by your Resistance.
Note: If the target has 100 relative armor, it will take 0 physical damage.
(This step is skipped for poison attacks)
Vulnerability is applied to the target's armor. There are two types of vulnerability: absolute and relative (EFFECT_ABSOLUTE_VULNERABILITY and EFFECT_VULNERABILITY)
Relative vulnerability is subtracted from the target's relative armor, while absolute vulnerability is subtracted from the target's absolute armor.
Note: relative and absolute armor can be negative. In that case, damages are increased.
Example 1: Let's simulate 2 Shotgun attacks [33,43] on a leek with 15 absolute armor. The first attack will do [18,28], then reduce the target's absolute armor by 20. The second attack [33,43] now applies to a target with -5 absolute armor, and will therefore inflict [38,48] damage (and continue to reduce the target's absolute armor).
Example 2: A leek with -100 relative armor will receive double damage from each attack.
(This step is skipped for poison attacks)
Lifesteal applies after armor calculation. A portion of the damage dealt heals the attacker. This value is increased by Wisdom like this:
Thus, a leek with 100 wisdom will heal itself for 10% of the damage inflicted on the enemy.
Notes: We cannot earn more life than our max life. In the case where the target is killed, the Life Steal only applies to the damage actually inflicted on the target. The lifesteal does not apply to itself (CHIP_DEVIL_STRIKE). On the other hand, it applies well to allies.
(This step is skipped for poison attacks)
Some spells provide damage return (EFFECT_DAMAGE_RETURN). If the target has a damage return effect, the attacker will receive a percentage of the damage dealt before reduction by the target's armor. Damage is calculated as follows:
For instance, if A attacks B with a [25,40] magnum and B has 20 damage reflect, then A will take [5,8] damage.
Note: Reflected damage ignores attacker's armor. Note 2: It is possible for A to take more damage than he deals if B has enough armor.
Erosion (or Nova damage) represents leek tiredness as the fight progresses. Each time an entity takes damage, it sees its maximum life drop proportionally. This allows, to a certain extent, to reduce the number of draws caused by the two adversaries healing themselves sufficiently.
Each time an entity suffers damage (attack, poison or reflect damage), it suffers erosion damage. This damage is always 5% of the damage suffered, except for poisons where it represents 10% of the damage suffered. A bonus of 10% erosion is added during a critical, bringing the erosion to 15%, except for the poison where we reach 20% of the damage suffered.
Example: An entity that loses 100 hp from an attack will also see its maximum life reduced by 5 hp.
Example: An entity that loses 100 hp of a poison will also see its maximum life reduced by 10 hp.
Note: Erosion also applies to damage return.
When a Critical Hit occurs, all item effects are multiplied by 1.3 (including damage). This multiplication is performed when calculating the damage of the weapon or the chip (thus during step 1). A crit on a damage effect also increases erosion by 10%. Critical on a Bulb increases its stats by 20%. A crit on a movement effect has no particular effect.
Forgotten weapons have a passive effect that can influence attacks. For example, the EFFECT_DAMAGE_TO_ABSOLUTE_SHIELD effect gives 5% of the damage taken in absolute shield. The effect triggers immediately after the leek takes damage. Thus, if a leek equipped with this weapon suffers a multiple attack (DEVIL_STRIKE, MACHINE_GUN, ...), then it will gain armor between the first instance of damage and the second.
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Page made by ArtyMorty, with the help of Magestik, Nyaleph and more. Translated by Karang.
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