Fighting

## **Preface**:

Mafia Reloaded is predicated on use of the Fight List (**FL**) to attack Bosses, humans (Rival Gangsters), and computer generated opponents (Rival Mobsters aka **reds**). Plus it also allows everyone to commit Shakedowns when offered. Furthermore there is a technique that will aid in defending your Gangster against getting killed (more or less) if you so choose.

## 1. **Fighting:**

Is a feature in the game that allows the player to attack other players (**Rival Gangsters**) and game generated **Rival Mobsters** (**reds**) via the **Fight List [FL]**. Fighting is done via clicking on the **Fight** tab then on the **Attack** or the **Power Attack** button on the **FL**. Players can also fight themselves, to test their profile stats, **Power Attack Cost [PAC]** and defensive stats by accessing their Profile page. Any attack by the user against yourself, **Rival Mobsters, Rival Gangsters** or Bosses will allow other players the ability to fight the user on the **FL**. However, if the player did not attack anyone then the issue is mute. If you're already dead, the game will within a period of around five minutes, automatically remove from the **FL.** Fights are won based on the attacker's Total Mafia Attack Strength, **PAC** (see PAC chart below) and attack skill level, versus the defender's Total Mafia Defense Strength, defense skill level and maximum health. Players must have five or more health points in order to fight. However it's not recommended prior to fighting anyone. Recharge your Health to maximum when fighting, when deemed appropriate. Be smart and kill yourself (and/or have someone do it) daily, so other ppl/gangs can't get experience and Gang points from killing you, when you log off.

## 2. **Defense:**

In order to defend against an attack from a **Rival Gangster** (you're defending) you must monitor your health meter at all times. Normal loss of health is around **1%** when you're attacking **Rival Gangsters** (varies with higher level human opponents as much as 5%), **Bosses** and **Rival Mobsters** (varies with higher level computer opponents as much as **5%**). When the **Health Meter** is spiking loss of **2-6%** or **more**, you're getting attacked. (That is, assuming you never aren't doing **Jobs** or **Fighting**). You need to immediately get out of the **FL** and click on the **Jobs Tab** over and over. Clicking on any of the **Tabs and/or links/Job/Fighting buttons** will allow immediate updates of your **Health Meter**. Once your health gets close to 20% or less (2000 to 1000 life remaining) refill your **Health Meter** by purchasing more health or by using one of the two daily Health boost. Keep in mind you have **15** seconds of wait time between **Health Meter** refill refresh unless you've done this more than five times then the amount of time to recharge is doubled (promotes bullying IMAO). In reference to the **Health Meter**, it's imperative "**that it remain visible",** at all times, "**even when you scroll down"**. Expressly so you don't get caught unaware you're getting attacking. (Remember **links/Job/Fighting buttons** and **Tabs** are your friends), The game doesn't allow this... yet, but it's very important.

## 3. **Kills and Deaths:**

When the health of the defender reaches zero, the player is dead and the attacker gains a kill ((ie experience and/or Gang Points (GP)). Once the defender is dead, the attacker must wait for the defender to heal before attacking again, if so desired. When the defending player is dead, the defender's news Feed will record when the player died and a link to the attacker's MR Profile page. Recently Attacked (RA) displays verbatim what it says (A better account of what happened while online. IMAO) and allows a max of ten attackers to post in the queue. Unless you elect to turn off the Mobsters (reds) tally, they will also fill your Kills queue. The *Kills queue* records who you have killed and the link to the Rival Gangsters profile link/page with a max of 10 gangsters allowed in the queue.

## 4. **Critical Hits:**

A critical hit has a 10% chance to occur when performing an **Attack** or a **Power Attack**. A critical hit will result in the following bonuses for the attack:

* Damage dealt to the opponent doubled.
* Cash taken from the opponent doubled.
* Experience gained increased by 20%.
* Chance to loot one of the critical hit items, ie (a Leaf Rake, Rubber Gloves, Solar Spark, etc).

## 5. **Power Attack:**

**Power Attacks** are available based on your maximum stamina, maximum health and your opponent's maximum health, see the **Power Attack Cost** **[PAC]** chart (roughly for every 2 health for 1 stamina vs opponents health = **PAC**), below, to estimate how much stamina is required per hit. Despite the higher stamina cost, the loot gained per attack remains the same. Consequently, the loot gained is reduced as the **PAC** increases. Note: This chart does not equate to winning fights. **Attack**, **Defense**, and **Mafia Size** **attack and defense** are factored in as well. As of now, still don't know the probability or have an equation to estimate success or failure of a hit.