Combat Progression
How combat progresses in bossfights
Recent Posts
Octavia Prime Access giveaway is live!
Just a little update
Bossfights: Enemies, Trials, & more!
Trinity and Nova Prime Vault Giveaway!
Shabti's New Frontend!
Bossfights: Combat explained
New Stuff is Here!
Music
TESTING: Music Optional Streams
GOAL (24hr Cosplay Stream)
Quotes Are Here
New Pages are here
Coming Soon!
Categories
Round Breakdown
Each round, combat proceeds as follows:Player abilities trigger, in the order that players joined the match.
- Each player's abilities trigger in order that they were selected (1-5) and then repeat. The target of each ability is, in order (Enemy with the highest Hate value, Enemy with the highest HP, random)
- Same logic as Player Abilities.
- The player chooses a target for his standard attack and makes the attack.
- Same logic as player attacks
- Any remaining passives trigger in order of Players > Bosses
- Elemental effects and duration-based effects (dots, buffs, etc) will tick (where applicable) and decrement at the end of the round
- If all of either party's total HP (not counting overkill damage) is below 0, the encounter ends
- Combat ends (as a loss) if 50 rounds have passed.
Attack & Defense
Whenever an attack is made, both the attacker and the defender roll a d20. They then apply their bonuses to the roll, and compare their modified rolls. If the attacker has the higher modified roll, then the difference between the rolls becomes the damage, which is reduced by the defender's AC (or armor) and applied to the enemy.
If the attacker won the roll, the defender still has a chance to avoid the attack. Each attack is given an accuracy score that is compared to the defender's avoidance score. The accuracy score of the attack can vary from ability to ability, but the avoidance score is always based on the defender's agility. If the defender wins the avoidance roll, they successfully avoid the attack. Avoidance is generally pretty harshly slanted towards the higher level player (intended to be a last 'hail Mary'), but it can really shine in builds that play to avoidance specifically.
If the attacker rolls a natural 20 (that is, a 20 before the modifiers are applied) then the hit is a critical hit, and deals double damage if it successfully lands. There are several ways to increase an attack's critical threat range, and several other damage modifiers that can affect the damage of an attack. There are also several ways of dealing damage directly that don't rely on the success or failure of attack rolls.