Battle Mechanics

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


Block | Deflection | Critical Strike | Rage | Stun | First Strike | Defense Ignore




Formulas

Block
[Formula] Block Chance = 5% + (Defender's Dexterity - Attacker's Dexterity) / 5
Minimum = 0%, Maximum = 30%

Deflection
[Formula] Deflection Chance = 7% + (Defender's Technology - Attacker's Technology) / 5
Minimum = 0%, Maximum = 50%

Critical Strike
[Formula] Critical Strike Chance = 2% + (Attacker's Support - Defender's Support) / 7.5
Minimum = 0%, Maximum = 50%

Rage
[Formula] Points Needed to Fill Rage Bar = 400 + (25 * Level)

[Formula] Attacker Rage Gain % = 110% + (Your Support - Opponent's Support) / 4
Minimum = 85%, Maximum = 115%
[Formula] Attacker Rage Points Gained = (Attacker Rage Gain % * Damage Blocked by Defense or Resistance) / 100

[Formula] Defender Rage Gain % = 0.25 * Attacker Rage Gain %
[Formula] Defender Rage Points Gained = (Defender Rage Gain % * Damage Taken) / 100

[Formula] Rage Attack Defense Ignore % = 40% + (Support / 3) - (0.5 * Level)
Minimum = 20%, Maximum = 50%

Stun
[Formula] Stun Chance = Base Stun Chance - (Defender's Support - Attacker's Support) / 4
Minimum = 0%, Maximum = Base Stun Chance

First Strike
[Formula] Your First Strike Chance (Single) = [50% + (3% * Support Advantage) - (5% * Level Advantage) * [Your Support / ((Team Count) * Team Support)]
Note: Support Advantage = Your Support - Enemy Support
Note: Level Advantage = Your Level - Enemy Level
Note: Team Count = Amount of players on the same side (1 or 2)

[Formula] Your First Strike Chance (Team) = [50% + (3% * Team Support Advantage) - (5% * Team Level Advantage)] * [Your Support / ((Team Count) * Team Support)]
Note: Team Support Advantage = Your Team Support - Enemy Team Support
Note: Team Level Advantage = Your Team Level - Enemy Team Level
Note: Team Count = Amount of players on the same side (1 or 2)

Defense Ignore
[Formula] Total Defense Ignored = Defense Ignore Effect 1 * (1 + Defense Ignore Effect 2) * (1 + Defense Ignore Effect 3) * ...

Examples

Block

Blocks reduce the damage of an attack by 85%. Your chance to Block can be increased or decreased depending on the amount of Dexterity you have compared to the opponent. Block chance added from passive Skill Cores cannot exceed this maximum. Guns, Auxiliary, some Skill Cores and many skills are currently unblockable.

Example 1: Player 1 has 40 Dexterity, Player 2 has 55 Dexterity.

Player 1 attacks:
5% + (55 Dexterity - 40 Dexterity) / 5 = 8%; Player 2 has 8% chance to block.
Minimum = 0%, Maximum = 30%

Player 2 attacks:
5% + (40 Dexterity - 55 Dexterity) / 5 = 2%; Player 1 has 2% chance to block.
Minimum = 0%, Maximum = 30%

Example 2: Player 3 has 28 Dexterity, Player 2 has 105 Dexterity.

Player 3 attacks:
5% + (105 Dexterity - 28 Dexterity) / 5 = 20.4%; Player 4 has 20.4% chance to block.
Minimum = 0%, Maximum = 30%

Player 4 attacks:
5% + (28 Dexterity - 105 Dexterity) / 5 = -10.4%; Player 3 has 0% chance to block.
Minimum = 0%, Maximum = 30%

Deflection

Deflections reduce the damage of an attack by 60%. Your chance to Deflect can be increased or decreased depending on the amount of Technology you have compared to the opponent. Deflect chance added from passive Skill Cores cannot exceed this maximum.

Example 1: Player 1 has 55 Technology, Player 2 has 75 Technology.

Player 1 attacks:
7% + (75 Technology - 55 Technology) / 5 = 11%; Player 2 has 11% chance to deflect.
Minimum = 0%, Maximum = 20%

Player 2 attacks:
7% + (55 Technology - 75 Technology) / 5 = 3%; Player 1 has 3% chance to deflect.
Minimum = 0%, Maximum = 20%

Example 2: Player 3 has 33 Technology, Player 4 has 119 Technology.

Player 3 attacks:
7% + (119 Technology - 33 Technology) / 5 = 24.2%; Player 4 has 20% chance to deflect.
Minimum = 0%, Maximum = 20%

Player 4 attacks:
7% + (33 Technology - 119 Technology) / 5 = -10.2%; Player 3 has 0% chance to deflect.
Minimum = 0%, Maximum = 20%

Critical Strike

Critical Strikes ignore 30% of your opponent's Defense/Resistance. Your chance to cause a Critical Strike can be increased or decreased depending on the amount of Support you have compared to the opponent. Critical Strike chance added from passive Skill Cores cannot exceed this maximum. Skills have a fixed Critical Strike chance that is unaffected by Support.

Example 1: Player 1 has 36 Support, Player 2 has 50 Support.

Player 1 attacks:
2% + (36 Support - 50 Support) / 7.5 = 0.13%; Player 1 has 0.13% chance deal a critical hit.
Minimum = 0%, Maximum = 50%

Player 2 attacks:
2% + (50 Support - 36 Support) / 7.5 = 3.87%; Player 2 has 3.87% chance deal a critical hit.
Minimum = 0%, Maximum = 50%

Example 2: Player 3 has 31 Support, Player 4 has 124 Support.

Player 3 attacks:
2% + (31 Support - 124 Support) / 7.5 = -10.4%; Player 3 has 0% chance deal a critical hit.
Minimum = 0%, Maximum = 50%

Player 4 attacks:
2% + (124 Support - 31 Support) / 7.5 = 14.4%; Player 4 has 14.4% chance deal a critical hit.
Minimum = 0%, Maximum = 50%

Rage

The Rage Meter is filled by a factor of outgoing and incoming damage which can be increased or decreased depending on the amount of Support you have compared to the opponent. A Rage attack ignores a percent of the opponent's Defense/Resistance. You do not gain Rage points when using a Rage attack.

Example 1:
Player 1 has 40 Support, is level 37, has a Primary weapon with 413 - 428 Damage Range (for this example, we'll use the maximum) and has 292 - 351 Defense and Resistance Range (for this example, we'll use the maximum).
Player 2 has 50 Support, is level 35, has a Primary weapon with 497 - 531 Damage Range (for this example, we'll use the maximum) and has 233 - 280 Defense and Resistance Range (for this example, we'll use the maximum).
Player 1 must fill a Rage Bar with 400 + (25 * Level 37) = 1325 Rage Points
Player 2 must fill a Rage Bar with 400 + (25 * Level 35) = 1275 Rage Points

Player 1 attacks with primary weapon and deals 148 damage:
110% + (40 Support - 50 Support) / 4 = 107.5%; Player 1 has 107.5% Attack Rage Gain.
Minimum = 85%, Maximum = 115%
[107.5% Attack Rage Gain * (428 Damage Range - 148 Damage Dealt)] / 100 = 301; Player 1 gains 301 Rage Points.
Player 2 attacks with primary weapon and deals 180 damage:
110% + (50 Support - 40 Support) / 4 = 112.5%; Player 2 has 112.5% Attack Rage Gain.
Minimum = 85%, Maximum = 115%
[112.5% Attack Rage Gain * (531 Damage Range - 180 Damage Dealt)] / 100 = 394.88; Player 2 gains 395 Rage Points.

Player 1 is attacked with primary weapon, for 180 damage, by Player 2:
0.25 * 112.5% Attack Rage Gain = 28.13%; Player 1 has 28.13% Defense Rage Gain.
(28.13% Defense Rage Gain * 180 Damage Taken) / 100 = 50.63; Player 1 gains 51 Rage Points.
Player 2 is attacked with primary weapon, for 148 damage, by Player 1:
0.25 * 107.5% Attack Rage Gain = 26.88%; Player 1 has 26.88% Defense Rage Gain.
(26.88% Defense Rage Gain * 148 Damage Taken) / 100 = 39.78; Player 2 gains 40 Rage Points.

Player 1 attacks with full rage:
40% + (40 Support / 3) - (0.5 * Level 37) = 34.83%; Player 1 attacks with 34.83% defense ignore.
Minimum = 20%, Maximum = 50%
Player 2 attacks with full rage:
40% + (50 Support / 3) - (0.5 * Level 35) = 39.17%; Player 1 attacks with 39.17% defense ignore.
Minimum = 20%, Maximum = 50%

Stun

Stuns cause the opponent to skip their next turn. A stunned target has a 0% chance to Block. Base Stun chance is determined by the class Skill. Some Skill Cores also add a base stun chance to the weapon it is equipped with. Stun attack starts with the Base Stun Chance and can be decreased depending on the difference between yours and your opponents Support. Stun chance from Skill Cores cannot be reduced.

Example 1: Player 1 has 36 Support, Player 2 has 65 Support.

Player 1 attacks with Tech Mage skill Overload, which has a 25% base chance to stun.
25% - (65 Support - 36 Support) / 4 = 17.75%; Player 1 attacking with Overload has 17.75% chance to stun.
Minimum = Base Stun Chance - 12%, Maximum = Base Stun Chance

Player 2 attacks with Cyber Hunter skill Plasma Grenade, which has a 25% base chance to stun.
25% - (36 Support - 65 Support) / 4 = 32.25%; Player 2 attacking with Plasma Grenade has 25% chance to stun.
Minimum = Base Stun Chance - 12%, Maximum = Base Stun Chance

Example 2: Player 3 has 40 Support, Player 4 has 102 Support.

Player 3 attacks with Bounty Hunter skill Stun Grenade, which has a 25% base chance to stun.
25% - (102 Support - 40 Support) / 4 = 9.5%; Player 3 attacking with Stun Grenade has 13% chance to stun.
Minimum = Base Stun Chance - 12%, Maximum = Base Stun Chance

Player 4 attacks with Mercenary skill Maul, which has a 25% base chance to stun.
25% - (40 Support - 102 Support) / 4 = 40.5%; Player 4 attacking with Stun Grenade has 25% chance to stun.
Minimum = Base Stun Chance - 12%, Maximum = Base Stun Chance

First Strike

Your chance of going first in a Solo battle can be increased or decreased depending on the amount of Support you have and your Level compared to your opponent. In a Team battle, the chance of your team going first is determined by you and your partner's combined Support and Level compared to the opposing team.

Legendary Rank level:
The following conversion is used between Legendary Ranks and levels, regardless of the number of slots that a Legendary player has unlocked or the number of Legendary Points that are in use:
- Rank 1-7 Legendary = Effective Level 40
- Rank 8-19 Legendary = Effective Level 41
- Rank 20-35 Legendary = Effective Level 42
- Rank 36-55 Legendary = Effective Level 43
- Rank 56-79 Legendary = Effective Level 44
- Rank 80+ Legendary = Effective Level 45

Example 1 (Solo): Player 1 has 40 Support and is level 35, Player 2 has 50 Support and is level 34.

They enter into a Solo battle.
Player 1 first strike chance: 50% + (3% * (40 Support - 50 Support)) - (5% * (Level 35 - Level 34)) = 15% chance to go first.
Player 2 first strike chance: 50% + (3% * (50 Support - 40 Support)) - (5% * (Level 34 - Level 35)) = 85% chance to go first.

Example 2 (Solo): Player 3 has 30 Support and is level 36, Player 4 has 102 Support and is level 40.

They enter into a Solo battle.
Player 3 first strike chance: 50% + (3% * (30 Support - 102 Support)) - (5% * (Level 36 - Level 40)) = -146%; 0% chance to go first.
Player 4 first strike chance: 50% + (3% * (102 Support - 30 Support)) - (5% * (Level 40 - Level 36)) = 246%; 100% chance to go first.

Example 3 (Solo): Player 5 has 34 Support and is level 21, Player 6 has 52 Support and is level 26.

They enter into a Solo battle.
Player 5 first strike chance: 50% + (3% * (34 Support - 52 Support)) - (5% * (Level 21 - Level 26)) = 21% chance to go first.
Player 6 first strike chance: 50% + (3% * (52 Support - 34 Support)) - (5% * (Level 26 - Level 21)) = 79% chance to go first.

We did not use "* [Your Support / ((Team Count) * Team Support)]" part of the formula in solo calculations since it has no effect on the outcome in solo battles. Example: [Your Support is 40 / ((Team Count is 1) * Team Support is 40)] = 1

Example 1 (Team):
Team 1: Player 1 has 42 Support and is level 38, Player 2 has 55 Support and is level 40.
Team 2: Player 3 has 47 Support and is level 37, Player 4 has 62 Support and is level 40.

Player 1 first strike chance: [50% + (3% * ((42+55) Support - (47+62) Support) - (5% * (Level (38+40) - Level (37+40))] * [42 Support / (2 * (42+55) Support)] = 12.92%; 12.92% chance to go first.
Player 2 first strike chance: [50% + (3% * ((42+55) Support - (47+62) Support) - (5% * (Level (38+40) - Level (37+40))] * [55 Support / (2 * (42+55) Support)] = 12.58%; 12.58% chance to go first.
Player 3 first strike chance: [50% + (3% * ((47+62) Support - (42+55) Support) - (5% * (Level (37+40) - Level (38+40))] * [47 Support / (2 * (47+62) Support)] = 75.08%; 87.08% chance to go first.
Player 4 first strike chance: [50% + (3% * ((47+62) Support - (42+55) Support) - (5% * (Level (37+40) - Level (38+40))] * [62 Support / (2 * (47+62) Support)] = 75.42%; 87.42% chance to go first.

With Team 2 having about 75% chance to go first, we'll say they did (and we'll say, Player 4 went first) and calculate second strike chance for Team 1.

Second strike chance:
Player 1 second strike chance: [50% + (3% * (42 Support - 55 Support)) - (5% * (Level 38 - Level 40)) * [42 Support / (2 * (42+55) Support)]= 13.17%; 14% chance to go second.
Player 2 second strike chance: [50% + (3% * (55 Support - 42 Support)) - (5% * (Level 40 - Level 38)) * [55 Support / (2 * (42+55) Support)]] = 86.17%; 86% chance to go second.

With Player 2 having a better chance to go second, we'll say that he did. Third strike goes to the other Team 2 member, which is Player 3. Last strike goes to Player 2.

Defense Ignore

Effects that add or reduce defense ignore effects stack multiplicatively.

Example 1:
Player 1 has 40 Support, is level 37 and has the Nanosteel Armor armor core equipped, which adds an effect that reduces the defense ignore of Critical Strikes by 85%. Player 2 has 50 Support and is level 35. Recall that Critical Strikes have 30% defense ignore and Rage attacks ignore defense depending on player Support and Level.

Player 1 attacks with full rage using Bunker Buster, which crits and has a 15% defense ignore effect:
(40% + (40 Support / 3) - (0.5 * Level 37)) * 1.3 * 1.15 = 52.07%; Player 1 attacks with 52.07% defense ignore.

Player 2 attacks and it crits:
30% * 0.15% = 4.5%; Player 1 attacks with 4.5% defense ignore due to the effect of Nanosteel Armor.