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docs: remove technical code from combat analysis guide
- Replace Solidity code snippets with player-friendly summaries - Remove function implementations and technical details - Keep practical information about how stats affect gameplay - Simplify explanations to focus on what players need to know Players interested in technical implementation can read the smart contracts directly. 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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docs/game/combat-analysis-and-leveling-guide.md

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## Table of Contents
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- [Combat System Overview](#combat-system-overview)
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- [Core Combat Mechanics](#core-combat-mechanics)
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- [Combat Mechanics Summary](#combat-mechanics-summary)
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- [Character Attributes](#character-attributes)
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- [Class Analysis & Strategies](#class-analysis--strategies)
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- [Universal Leveling Tips](#universal-leveling-tips)
@@ -22,93 +22,36 @@ Battle Nads features a turn-based combat system where characters engage in tacti
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- **Sturdiness**: Defense and health pool
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- **Luck**: Critical hits, turn speed, and damage/defense rolls
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## Core Combat Mechanics
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### Hit Calculation
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```solidity
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uint256 toHit = (
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((HIT_MOD + attacker.dexterity) * (weapon.accuracy + BASE_ACCURACY))
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+ attacker.luck + attacker.quickness
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) / HIT_MOD;
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uint256 toEvade = (
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((EVADE_MOD + defender.dexterity + defender.luck) * (armor.flexibility + BASE_FLEXIBILITY))
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+ defender.quickness
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) / EVADE_MOD;
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```
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**Key Factors:**
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- **Dexterity** is the primary hit stat (multiplied by weapon accuracy)
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- **Luck** and **Quickness** provide additive bonuses
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- **Armor flexibility** affects evasion capability
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### Damage Calculation
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```solidity
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uint256 offense = (
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(BASE_OFFENSE + attacker.strength) * weapon.baseDamage
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+ attacker.dexterity
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) / BASE_OFFENSE;
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uint256 defense = (
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(BASE_DEFENSE + defender.sturdiness) * armor.armorFactor
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+ defender.dexterity
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) / BASE_DEFENSE;
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```
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**Key Factors:**
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- **Strength** is the primary damage stat (multiplied by weapon damage)
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- **Sturdiness** is the primary defense stat (multiplied by armor factor)
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- **Dexterity** provides minor bonuses to both offense and defense
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- **Luck** affects bonus damage/defense rolls
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### Turn Speed (Cooldown)
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```solidity
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function _cooldown(BattleNadStats memory stats) internal pure returns (uint256 cooldown) {
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uint256 quickness = uint256(stats.quickness) + 1;
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uint256 baseline = QUICKNESS_BASELINE; // 4
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cooldown = DEFAULT_TURN_TIME; // 8
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// Reduce cooldown based on quickness thresholds
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do {
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if (cooldown < 3) break;
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if (quickness < baseline) {
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if (quickness + uint256(stats.luck) > baseline) {
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--cooldown;
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}
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break;
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}
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--cooldown;
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baseline = baseline * 3 / 2 + 1;
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} while (cooldown > MIN_TURN_TIME); // 3
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}
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```
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**Key Factors:**
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- **Quickness** is the primary turn speed stat
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- **Luck** can help reach quickness thresholds
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- Faster turns = more actions = higher DPS and utility
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### Health System
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```solidity
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maxHealth = baseHealth + (vitality * VITALITY_HEALTH_MODIFIER) // 100
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+ (sturdiness * STURDINESS_HEALTH_MODIFIER); // 20
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// In-combat regeneration
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adjustedHealthRegeneration = (vitality * VITALITY_REGEN_MODIFIER) * cooldown / DEFAULT_TURN_TIME;
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```
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**Key Factors:**
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- **Vitality** provides 5x more health than **Sturdiness**
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- **Vitality** determines regeneration rate
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- Regeneration is normalized by turn speed to prevent quickness abuse
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## Combat Mechanics Summary
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### Hit & Evasion
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- **Dexterity** is the primary stat for landing hits
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- **Weapon accuracy** multiplies your hit chance
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- **Luck** and **Quickness** provide hit bonuses
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- **Armor flexibility** helps with evasion
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### Damage & Defense
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- **Strength** scales with weapon damage for offense
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- **Sturdiness** scales with armor for defense
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- **Dexterity** provides minor bonuses to both
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- **Luck** affects critical hits and bonus rolls
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### Turn Speed
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- **Quickness** determines how often you act
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- Base turn time: 8 blocks (4 seconds)
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- Minimum turn time: 3 blocks (1.5 seconds)
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- **Luck** can help reach speed thresholds
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- Faster turns = more attacks and abilities
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### Health & Regeneration
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- **Vitality** gives +100 health per point
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- **Sturdiness** gives +20 health per point
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- **Vitality** determines health regeneration rate
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- Regeneration continues during combat at reduced rate
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## Character Attributes
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