Dear players.
In this topic, I want to talk to all of you about the 2 most painful questions about game mechanics.
1. Formulas
2. Distribution in Chaotas.
Here I will explain in detail how fights work in the game. I hope that after that the flow of requests like “fix everything, as long as my character wins everyone” will subside.
Combat formulas in the game work exclusively based on the ratio of MF to Anti-MF. After comparing them, the percentage with which either the MF works or not is calculated.
In a further calculation, based on this percentage, plays a role of personal luck at the moment.
This brings an element of excitement to the game, not just dry calculation. After all, you will agree, this is a game and there should be no excitement and interest in the game.
Yes, there are classes that by definition are stronger than others because of their characteristics. For example, any dodge has a minimum chance of winning the earpiece, but it is. Minimum but there is.
This is the basis of the whole class anticlass system. In physical battles, you can win your anticlass, but the chance of 5-7% and then should be lucky.
In chaotic battles, the chances change somewhat, because the fight is no longer 2 people, but the wall. Patience and the player’s ability to calculate his anticlass play a big role here. But this does not negate the share of luck in exchanges with your anticelssa. So any player has a chance to dodge an art earpiece, the chance is small but it is. And this chance is calculated separately at each exchange.
The only 2 classes that are knocked out of the general formula of calculations, when exchanged with each other, are KritAK and UvorAU. According to game mechanics, they are not anti-classes and have almost equal chances in a physical fight. If he is lucky, he dodges 5.6.7 times in a row, but if he is lucky and he hits, then with a chance of about 85-90%, he cries at him. Practice has shown that in battles 1 on 1 crit wins 25-30% of fights.
Based on the above, I want to convey to you the following truth: In the game, each fight is unique. Yes, the senior levels and those who have artifacts have an advantage over others, but any player has a chance to get into the top of the vortex or block the crit top of the crit.
Synthetic fights (around 30,000 fights were conducted) and test fights with live people (over 1,000 fights) proved that the formulas work exactly as I described above.
I often see in the general chat and on the forum statements: "Today, this class was twisted" or "Just in the formulas something changed." That's not entirely true. Formulas last ruled 2 months ago. No changes have been made since then.
Now a few words about character damage. According to the hierarchy of damage classes are distributed as follows: the weakest hits the Crete, the second place is the dodge and the leadership of tanks. This applies only to conventional strikes. Crete understates the usual blow based on the following fact - In Crete, it ignores all protective factors including armor and inflicts maximum damage. If the Cretan has a higher damage than the vortex, then it will introduce an imbalance in the battles.
The damage itself during a normal strike is calculated based on the damage that is prescribed for the player in the characteristics. Then the figure between the minimum and the maximum is calculated and the armor is subtracted. Please note that blows to different parts of the body have different damage. This depends on the amount of armor on these parts of the body and the specifics of the formula which, when hitting different parts of the body, calculates armor with different coefficients.
I ask you not to litter the forum with similar topics, game chat phrases like "Your formulas are shit" and paladin chats with complaints.
Formulas work as they should. To remove the factor of luck and excitement from battles, I consider it absolutely wrong step.
If anyone has a desire to throw out emotions, please in this topic. Whenever possible, I will listen and talk to everyone.
Now a little bit about distribution in chaotas. This is a real problem. We work on this issue regularly and try to balance matchmaking. I want to thank everyone who fills in the neighboring topic on the forum (
Chaotian layout (forum)
). This topic helps to identify inaccuracies in the calculation and try to correct them.
Sorry for the grammar and punctuation. It was written in a fit of feeling.