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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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-
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- ### Hit Calculation
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-
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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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-
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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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-
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- ** Key Factors:**
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-
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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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-
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- ### Damage Calculation
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-
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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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-
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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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-
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- ** Key Factors:**
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-
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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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-
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- ### Turn Speed (Cooldown)
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-
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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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-
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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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-
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- ### Health System
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-
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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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-
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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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+
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+ ### Hit & Evasion
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+
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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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+
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+ ### Damage & Defense
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+
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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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+
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+ ### Turn Speed
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+
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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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+
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+ ### Health & Regeneration
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+
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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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