Battle Mechanics

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The following guide is for calculating in-game battle mechanics.


Contents

Quick Reference

The following is a quick reference guide to the game mechanics. More detailed explanations of each mechanic are listed below.

Rage:

Deflect:

Critical Strike:

Stun:

Block:

The Rage Meter

The "Rage Meter" in battles was introduced with EpicDuel Beta Version 1.0.2.

What is the Rage Meter?

The Rage Meter was designed as a counter for highly-defensive builds (tanks) as well as a counter to players that repeatedly consume packs while waiting to use their ultimate skill. A player's Rage Meter increases each time they attack an enemy and each time they receive damage. When the Rage Meter fills completely, all of the player's attacks will inflict increased damage for one turn.

How does the Rage Meter fill up?

Here are a few examples:

Example 1 (DEFENDER):
A player is attacked for 21 damage. The defender's Rage Meter will increase by 7 points.
Example 2 (ATTACKER):
A player attacks using a physical club for 40 base damage. The defender's Physical Defense reduces this damage by 23 points down to 17 damage. The attacking player's Rage Meter will increase by 23 points.
Example 3 (ATTACKER):
A player attacks using Plasma Bolt for 34 base damage. The defender's Resistance reduces this damage by 14 points down to 20 damage. The attacking player's Rage Meter will increase by 14 points.
Example 4 (ATTACKER):
Player A casts Technician on himself. Player B proceeds to attack Player A using an energy weapon for 28 base damage. The defender's Resistance reduces this damage completely to the minimum damage. The attacking player's Rage Meter will increase by 28 points.
Example 5 (ATTACKER):
Player A casts Malfunction on Player B. Player B's resistance is reduced to 2-3. With Malfunction still active, Player A proceeds to attack Player B using an energy weapon for 28 base damage. Player B's debuffed Resistance reduces this damage by only 3 points down to 24 damage. The attacking player's Rage Meter will increase by only 3 points.


Notice that the Rage Meter will fill more rapidly against an enemy that is heavily defended or well-buffed. Additionally, notice that the Rage Meter will only fill when a player is attacking or taking damage ... actions like Healing, using packs, or casting a buff will have no effect on the Rage Meter.

How many points are required to fill the Rage Meter?

The amount required to fill the Rage Meter starts at 40 points and increases by 3 points per level. So for example, a level 5 character's Rage Meter would require 55 points (40 base + (3 points x 5 levels)).

How much more damage will a Rage attack inflict?

Rage attacks are designed to ignore 45% of defense (and yes ... it can stack with reductions from Critical Strikes and skills like Cheap Shot). Because the Rage Meter was introduced as counter for tanking, the damage increase will naturally be most noticeable against players with highly-defensive builds. Rage attacks completely ignore the bonus from Hybrid Armor, Mineral Armor and Plasma Armor.

If ignoring 45% of defense and/or resistance gives a damage bonus of less than 10, the rage attack will instead add 10 damage.

What happens when attacks are blocked?

If an attacker is blocked, the attacker's Rage Meter will still fill up by the amount that the defender's defense or resistance would have reduced the damage had the attack connected. The defender's Rage Meter will not increase. Here's an example: A Mercenary attacks an enemy with Berzerker for 44 base damage. The defender's defense reduces the damage by 24 points down to 20 damage. Regardless of whether the Berzerker attack successfully connects, the Mercenary will still see 24 points added to his Rage Meter. The defender will see no increase if the attack is blocked.

Rage Calculations

If both players have the same Support values, their Rage meters will increase at the same rate. Your rate is scaled upward or downward by 1% per 3 points of Support advantage or disadvantage you have compared to the enemy. (Additionally, remember that the original Rage rules still apply ... Rage increases faster when attacking heavily defended enemies, and your Rage increases slightly when taking damage as well).

The above increase maxes out at 15% in either direction - it can scale up to 115% of the normal Rage rate, and can be reduced to a minimum of 85% of the normal Rage rate. This means that having a Support advantage of more than 45 points (15% x 3) will have no further improvement on your Rage rate.

Deflection

Deflections will reduce the Gun or Auxiliary damage of one attack by 50%. The chance to deflect an attack is increased by Technology.

Deflection Calculation

Players begin with a 10% chance to deflect all sidearm attacks. Your Technology advantage or disadvantage when compared to your enemy will affect this base chance. For every 3 points of Technology more you have compared to your enemy, you increase your chance to deflect their attack by 1%. Naturally, if you are the attacker, for every 3 points of Technology you have compared to your enemy, you reduce their chance to deflect your attack by 1%.

The chance for Deflection can not drop below 2% and the maximum chance for Deflection is limited to 25%. This implies that investing in Technology beyond a certain point will have no further improvement on your Deflection odds.

Critical Strikes

Critical Strikes ignore 50% of the defending player's defense or resistance. The chance to deal a Critical Strike is increased by support.

Critical Strike Calculation

I want to first provide some details on how your chance to deal a Critical Strike is calculated. To approximate your odds, take the difference between your Support and the target enemy's Support. Divide that difference by 7 and add the number you get to the base chance of 4%.

Let's use these numbers as an example: Your Support - 64 Enemy Support - 20

The difference in Support here is 44 points. Now, divide 44 by 7 and you get 6 (after rounding). So your chance to inflict a critical strike now becomes 10% (4% base odds + 6% Support bonus).

Also be aware that while Support improves your chance to inflict a Critical Strike, it also reduces your Enemy's chance to inflict a Critical Strike on you! In the same example, your opponent's odds to inflict a Critical Strike are very low (the minimum chance of 1% actually). This chance is calculated by taking the base chance of 4% and subtracting your Support bonus (which in this case is 6%). Since 4% - 6% = -2%, the minimum chance of 1% is used.

Understand that a 10% chance to inflict a massively damaging blow is an enormous advantage. Consider this... if in your average battle, you live to see 5 turns, each with a 10% chance to inflict a Critical Strike, your projected odds of inflicting at least one Critical during the battle become about 41%.

Stuns

The chance to stun another player is reduced if the defender has higher Support than the attacker. The defender will reduce the chance to be stunned by 1% for every 4 points of Support they have more than the attacker.

The maximum any stun can be reduced will be 12%.

If the attacker has more support than the defender, the attacker will NOT increase the chance to stun the defender.

For example: If the attacker has 25 Support and the defender has 41 Support, the defender has an advantage of 16 Support. To determine the stun reduction, take the defender's support advantage of 16 and divide by 4. 16 / 4 = a 4% reduction in stun chance. If the attacker were a Tech Mage using Overload, the chance to be stunned would be 30% base chance - 4% stun reduction = 26% chance to be stunned.

A player cannot block or deflect while stunned.

Blocking

The chance to block is determined by comparing the two players' Dexterity. So for example, if you have Player A and Player B:

Scenario 1:
Player A - Dexterity = 20
Player B - Dexterity = 20

Because both players have the same Dexterity, if Player A attacks Player B, Player B's chance to block Player A's attack will use default 10% block chance.

Scenario 2:
Player A - Dexterity = 35
Player B - Dexterity = 20

In this scenario, because Player A has significantly more Dexterity than Player B, when Player A attacks Player B, Player B will have a "below default" chance to block the attack.

Block Calculations

Block is calculated by adding the block chance adjustment to the default block chance (currently 10%).

Block chance = 10% + Block Chance Adjustment

The chance to block can never be less than 4% The chance to block can never be more than 40%

Block Chance Adjustment = (Defender's Dexterity - Attacker's Dexterity) / 2

Example 1:
Defender has 100 Dexterity
Attacker has 60 Dexterity
Block Adjustment = (100 - 60) / 2 = 20
Chance to Block = 10 + 20 = 30%
Example 2:
Defender has 60 Dexterity
Attacker has 100 Dexterity
Block Adjustment = (60 - 100) / 2 = -20
Chance to Block = 10 + -20 = -10%
Since the block chance can never reduce below 4%, the Chance to Block becomes 4%
Example 3:
Defender has 30 Dexterity (Also, the defender has a -40 Dexterity Debuff Applied)
Attacker has 29 Dexterity
Dexterity never uses negative values in calculations ... so even though a debuff is applied, the Defender's dexterity value is calculated using the minimum value of 1 instead of -10.
Block Adjustment = (1 - 29) / 2 = -14
Chance to Block = 10 + -14 = -4%
Since the block chance can never reduce below 4%, the Chance to Block becomes 4%

A good rule of thumb is that for every 2 points of Dexterity you have more or less than your enemy, your chance to block increases or decreases by 1% respectively.

NOTE: Guns, Auxiliary and many skills are currently unblockable.



Thanks to Titan for providing us with much of this valuable information in this post.

 
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