BASICS (Mechanics)

  • Attack and Defense stat: the damage you would do if you had no Weapon and no Proficiency in the attack type. Damage/Defense is calculated by Attack+Weapon damage+Proficiency (same principle applies to Defense). All modifiers gained by items or abilities multiply this final value. Example: 5 Attack stat + 5 dmg pistol + 5 proficiency points in Marksman = 15 dmg using the pistol. The number next to weapons/armor will be this added value, and any numbers in parenthesis after those numbers will be modified by abilities/items.
  • Damage dealt = Attack damage – Opponent defense. Weaknesses or resistances will make this value higher or lower.
  • Skill = accuracy, Agility = dodge, Speed = # of times you hit.
    • Defender Agility – Attacker Skill = dodge chance. Example: Defender has 61 Agility, Attacker has 53 Skill. 61-53 = 8% chance to avoid the attack.
    • If your speed is faster than your target by certain amounts:
      • 5 faster = hit 2x
      • 20 faster = hit 4x
      • 40 faster (as defender) = hit your opponent once before any of their attacks.
    • Typical single attacking phase: ATTACK > COUNTERATTACK > (ATTACK). If the attacker is attacking more than once, they will split their attacks between the 2 “ATTACK” phases. Example: If you are attacking and will hit 4x, it would be: ATTACK 2x > COUNTERATTACK > ATTACK 2x. Each attack’s accuracy is rolled separately.
  • If a unit is not within range to counterattack you with its equipped weapon, they cannot counterattack. If you have used a weapon to attack recently, until you initiate an attack using a different weapon, you cannot counterattack with a different weapon.
  • Attack and Defense stat: the damage you would do if you had no Weapon and no Proficiency in the attack type. Damage/Defense is calculated by Attack+Weapon damage+Proficiency (same principle applies to Defense). All modifiers gained by items or abilities multiply this final value. Example: 5 Attack stat + 5 dmg pistol + 5 proficiency points in Marksman = 15 dmg using the pistol. The number next to weapons/armor will be this added value, and any numbers in parenthesis after those numbers will be modified by abilities/items.
  • Damage dealt = Attack damage – Opponent defense. Weaknesses or resistances will make this value higher or lower.
  • Skill = accuracy, Agility = dodge, Speed = # of times you hit.
    • Defender Agility – Attacker Skill = dodge chance. Example: Defender has 61 Agility, Attacker has 53 Skill. 61-53 = 8% chance to avoid the attack.
    • If your speed is faster than your target by certain amounts:
      • 5 faster = hit 2x
      • 20 faster = hit 4x
      • 40 faster (as defender) = hit your opponent once before any of their attacks.
    • Typical single attacking phase: ATTACK > COUNTERATTACK > (ATTACK). If the attacker is attacking more than once, they will split their attacks between the 2 “ATTACK” phases. Example: If you are attacking and will hit 4x, it would be: ATTACK 2x > COUNTERATTACK > ATTACK 2x. Each attack’s accuracy is rolled separately.
  • If a unit is not within range to counterattack you with its equipped weapon, they cannot counterattack. If you have used a weapon to attack recently, until you initiate an attack using a different weapon, you cannot counterattack with a different weapon.

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