Mechanics/test

This page is under construction and might be incomplete

Oh, you found my secret page?
GET OFF MY LAWN
- old guy john

TODO

* Redirect Triggers link
* normal damage/true damage list links

The goal of this page is to provide players advanced understanding of the game's core mechanics. Big subjects will be covered individually (ex. combat mechanics, elemental system, autofitghing AI and much more), and there will be an exhaustive list of mechanic interactions at the end, trying to cover most questions the community can have.

## Primary stats

Power, Stamina, and Agility are the player's base stats. They are used for calculating the player's total stats (TS), health bar, and overall damage output.

* **Power** () calculates the damage the player/familiar can deal. Each point in Power represents 1 damage.
* **Stamina** () calculates the player/familiar's health points. Each point in Stamina represents 10 health points.
* **Agility** () is used with **Power** to calculate the player/familiar's combat speed. For every turn, the player/familiar receives, the player/familiar generates 0.5 skill points(SP).

## Turn rate

As of 3/26/2017:

Agility has been reworked. Turn rates are now based on a difference between power and agility. This will allow players to use different builds without losing any overall damage. (Yes this affected familiars too).

The turn rate formula is :

T
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R
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S
p
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M
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400
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P

{\displaystyle Turn Rate = SpeedMultiplier \* \dfrac{(P + A)^2}{400 \* P} }

P : Power

A : Agility

Speed Multiplier : 1 + sum of every speed boosts

Speed boosts applies on your turn rate, not on your agility score. If you have a gear with 20% speed boost, a 2% speed rune and a 1% speed enchant, you would get a 23% boost on your turn rate. In the formula above Speed Multiplier would be (1 + 23/100) = 1.23.

DPS (or damage over time) is calculated by multiplying your turn rate and your damage (which is proportionnal to your power). With a bit of maths, we can conclude DPS depends mostly of (P+A), which means it does not matter if you have 500 power and 500 agility, 100 power and 900 agility or 999 power and 1 agility. You'd end up with the same damage output over time.

## Types of damage

### Normal Damage

This is the type of damage easy to understand. You use a skill, apply modifiers, the opponent apply his modifiers, pets and other triggers can proc on both sides. Easy right?

Normal damage comes from :

* Skills
* Montezuma 4/4

TODO (Please help us fill this list by contacting wiki contributors on discord https://discord.gg/xSNHnKT!)

### True Damage

This type of damage is more restrictive. It often comes from an effect activating (proc) and follow special rules :

* True damage can't proc any pets, effects or anything.
* True damage ignores any defensive modifiers.
* True damage receives most offensive modifiers.

True damage comes from :

* Offensive pets
* Offensive brain augments
* taters 3/3
* Rabid Skeever
* bleed procs

TODO (Please help us fill this list by contacting wiki contributors on discord)

### Stacks

Since tier 13, there is a new "stack" mechanic. When using specific skills or equipments, you can apply a stack of an affect to someone. They are always used to mark a target for an incoming effect. Stacks follow these rules :

* They don't deal damage. They are used to "mark" the ennemy for an incoming effect.
* Pending and actives stacks on a target can be deleted by cleanse.
* Sometimes, stacks are accompanied with a strength value (ex. Stacks with damage dealing effects. Example : Deal 45% damage and bleed. This will deal a normal skill with a base strength of 45%, and apply a bleed stack with a base strength of 45%)
* Sometimes, applying a stack counts as a hit and can trigger pets and other effects. Unfortunately, sometimes they don't, and the only way to know if a skill has an extra hit from its stack mechanic is to test it out. This can vary from weapon to weapon, or even from skills to skills.

List of mechanics applying stacks (See combat mechanics for more information) :

* Shock
* Combustion
* Bleed
* Freeze
* Root
* Corrupt

## temp

TODO JOHN :

this is just a draft

* active/passive (active = can be triggered and passive = permanent. OR active = from a skill and passive = from a set bonus or other)
* offensive/defensive/support
* do stacks need their own section?

### Passives

* **Health bonus**
* **Damage bonus**
* **Speed bonus**
* **Healing bonus**
* **Damage reduction**
* **Critical Damage**
* **Patience**
* **Adrenaline**
* **Curse**
* **Weaken**
* **Extort**
* **Overkill ricochet**
* **SP regen**
* **Overheal conversion** (shield or enrage)

### Actives

* **Evade**
* **Block**
* **Deflect**
* **Redirect**
* **Absorb**
* **Damage Enrage**
* **Team Enrage**
* **Saywite Team Enrage**
* **Ondina deflect**
* **Life Steal**
* **Critical Chance**
* **Dual Strike**
* **Empower Chance**
* **Quad Strike**
* **Ricochet Chance**
* **Bouncing attacks**
* **Ignore defensive modifiers**
* **Ignore Offensive modifiers**
* **SP cost cancelation**
* **Recoil**
* **Drain SP**
* **Revive**

* **Sap**
* **Oxidize**
* **Vampirism**
* **Revitalize**
* **Bolster**
* **Purification**
* **Barrier**
* **Expender**
* **Cleanse**
* **Braveheart**
* **Fury**
* **Revenge**

### IDK

* **Shield**
* **spread heal/shield**
* **team heal/shield**

### Stacks

* **Shock**
* **Combustion**
* **Freeze**
* **Corrupt**
* **Bleed**
* **Root**

## Combat mechanics

There are defensive and offensive modifiers. A player can obtain modifiers via:

1. Gear
2. Accessories
3. Mounts
4. Enchants
5. Major Runes
6. Artifact Runes

### TODO JOHN - to add

* overkill ricochet
* SP regen
* Overheal consersion
* Revive
* Ondina deflect
* bouncing attacks
* ignore defensive modifiers
* ignore offensive modifiers
* SP cost cancellation
* Recoil
* Drain SP
* spread vs team heal/shield

### Defense modifiers

* **Health bonus** represents how much health the player/familiar has. A health bonus is applied in-combat.
* **Evade** negates damage from incoming hits. The base evade chance for players and familiars is 2.5%.
* **Block** halves incoming damage. Block Critical is a block proc on an enemy's critical hit.
* **Deflect** lets the player/familiar avoid damage, as well as return the evaded damage to the enemy. Deflected hits can be blocked, evaded, deflected again, redirected, etc. There is no limit on the number of times damage can be deflected.
* **Redirect** causes an attack directed at another player/familiar to redirect to the player. The redirect proc is calculated prior to other defensive procs (e.g. deflect/evade), and damage can be redirected multiple times if multiple players in a party have a chance to redirect damage in their direction. There is no limit on the number of times damage can be redirected.
* **Shield** creates an additional health bar over the player's existing health. Shielding is capped at 50% of the player's base HP.
* **Absorb** transforms all of the damage received into shielding. Absorb is calculated prior to damage reduction.
* **Damage Reduction** reduces all damage received by a given percentage. Damage reduction can be any of the 6 Elements.
* **Damage Enrage** stores a percentage of damage received as a bonus, up to 25% of the player/familiar's HP. On use, the bonus 'enrages' the next ability, increasing its potency at a one-for-one point value.
* **Team Enrage** works like *Damage Enrage* with the bonus collected for each team member as they are hit. The bonus is collected for only you, not your team.

### Offense modifiers

* **Damage bonus** represents how much weapon damage/healing the player/familiar can deal. The damage bonus is applied in-combat. Bonus damage can be any of the 6 Elements. See the Elements section for more information.
* **Speed bonus** represents how many turns the player/familiar can have relative to their enemies. A speed bonus is applied in-combat, directly on your Turn Rate, not on your agility score.
* **Critical Chance** represents how often the player can cause a critical hit. The base critical chance for players and familiars is 10%.
* **Critical Damage** represents the damage multiplier when a player deals a critical hit. The base critical damage multiplier for players and familiars is +50%.
* **Life Steal** heals the player/familiar for a set percent of the damage the player/familiar deals.
* **Dual Strike** automatically recasts the same skill the player/familiar last chose. If the skill is a "target enemy" skill and the initial target was killed by the first hit, the target with the lowest hp will receive the second hit. If the skill last chosen is a backline attack, and the backline enemy dies from the first hit, the new backline enemy will be targeted.
* **Empower Chance** gives a % chance to empower your skill and double its effectiveness.
* **Quad Strike** acts like Dual Strike, but casts a skill 4 more times (for a total of 5 casts), instead of just once.
* **Ricochet Chance** (not listed in player info) allows an attack to jump between existing enemies, dealing the same damage (prior to damage reduction) to another random enemy that is hit. Ricocheted hits can be blocked, evaded, deflected, redirected, ricocheted again, etc. There is no limit on the number of times an attack can ricochet.

### Amplifiers

With the release of tier 13, several new mechanics/keywords (referred to as amplifiers) were introduced. Amplifiers can be seen as flexible or non-static modifiers.

* **Shock** applies a stack on the target with each hit. Upon receiving the third stack, they trigger an E.M.P., dealing damage to all enemies equal to the amount of damage stacked.
* **Combustion** applies a stack on the target with each hit. Upon receiving the third stack, the target explodes and receives damage equal to the amount of damage stacked.
* **Sap** drains 25% of the target's current SP whenever you hit an enemy.
* **Oxidize** removes X% of the target’s current shield before dealing damage. X is 50% when not specified
* **Vampirism** gives an X% chance to apply a drain on the target that hit you. This damage is equal to a Drain Target skill (45%).
* **Patience** increases Damage Reduction by X% for each SP you have.
* **Adrenaline** provides X amount of Damage on each turn. Once it reaches X\*4 it resets back.
* **Revitalize** spreads heal for X% of your Power whenever you hit an enemy.
* **Bolster** spreads shield for X% of your Power whenever you hit an enemy.
* **Purification** grants an X% chance to regain 1SP after spending SP.
* **Freeze** applies a stack on the target. Upon receiving the fourth stack, they are frozen. When an enemy is FROZEN, their next turn is skipped and they gain immunity to FREEZE until they take at least one action normally.
* **Barrier** gives an X% chance to end the attacker's turn whenever you get hit. Stopping any additional Dual/Quad strikes and prevents the attacker's proc of any Pet/Set triggers.
* **Expender** When you spend (X) amount of SP gain (Y) bonus.
* **Cleanse** Remove all stacks from the target (friendly, non-enemy unit). Currently removes negative effects and elemental debuffs.
* **Extort** At the start of battle, deal damage (100%) to the closest enemy and gain that amount as a shield.
* **Bleed** Applies a stack of bleed (max 4 stacks) on the target. At the start of the target's turn bleed does damage to the target. Each stack of bleed has an independent duration of 4 turns. Bleed equals 100% of the skill damage dealt during the first initial attack.
* **Root** Applies a stack of root (max 4 stacks) on the target. Root reduces the damage from the affected target with -3% up to max -12%. Each stack of root has an independent duration of 4 turns.
* **Curse** Your enemies gain X% chance to cast 0sp Skills only.
* **Weaken** Reduce the enemy team SP by X%. (passive)
* **Braveheart** X% Chance to ignore the Enemies Defenses.
* **Fury** Increase the target's damage of the next ability by X% of your Power.
* **Corrupt** Reduce the highest resistance of an enemy by 5%, stacks up to 3 times.
* **Revenge** Gain X% Damage Enrage each time your attack is evaded or blocked

## Status Effects

Equipment and (mostly) Pets have status effects (a.k.a. procs). A status effect can be divided into three parts:

1. **Chance**: The percentage or chance that the effect triggers.
2. **Type**: The method or way the effect triggers.
3. **Effect**: The actual effect or skill that is activated.

For example, a pet with "50% chance to spread heal for 20-40% when you get hit". Within this sentence:

* **Chance** = "50% chance to"
* **Type** = "when you get hit"
* **Effect** = "spread heal"

1. **Chance**: The percentage or chance that the effect activates
2. **Type**: The method or way the effect gets triggered
3. **Effect**: The actual effect that is activated by the chance and type

The type determines how the effect can be triggered. For gear the trigger type is fixed, however, for several pets the type can be changed through reforging. There are five different status types:

1. **When you get hit** : If you get hit, the status effect activates regardless if it activates a defensive modifier (e.g. evade/block)
2. **When you hit** : If you hit an enemy, the status effect activates. However, when a defensive modifier activates, the trigger effect does not activate (e.g. evade/deflect/absorb). In other words, if you hit and deal damage the effect activates (otherwise not)
3. **Per turn** : At the beginning of your turn, the status effect activates
4. **When you get hit, When you hit, and Per turn** : A combination of all the three status types mentioned above
5. **Upon death** : Whenever you die the status effect activates (only applies to Guild Shop pets)

The amount of a status effect is based on a % of the player's power (). There is a wide variety of defensive and offensive status effects. Below the most common ones:

1. **Spread mechanic**: Spread between the team members who need it; starting with the member who needs it the most
2. **Team mechanic**: Equally apply the effect to every member of the team
3. **Self mechanic**: Only apply the effect to the player

Offensive pets deals damage to the enemy and acts like an additional skill. However, pets always deal True Damage.

## Elements

    Elemental Gear and Familiars were added to the game in Zone 10/Tier 11. Their effects come in the form of *elemental resist, bonus elemental damage,* and *special effects.*

At this time the individual elemental relationships are: **matching** to one type of element, **strong*(er)*** *to one type of element, **weak** to one type of element, and **neutral** to all others. Matching the type of element is 100% effective, Strong or Neutral is 75% effective, Weak is 0% effective.*

The previous generic damage type found in the game is now referred to as **Physical** damage. Any gear that does not specify an element is now a Physical item. Additionally, any ability that does not specify elemental damage or resistance now deals/resists Physical damage and is neutral to all other elements. *e.g. The previous bonus of Damage Resist (DR) is matching against Physical damage (100% effective) and is Neutral (75% effective) to all other elements damage.*

### Elemental Types

    *An element is "matching" to itself.*
* **Fire (F):** weak to Water, stronger to Earth
* **Earth (E):** weak to Fire, stronger to Air
* **Air (A):** weak to Earth, stronger to Electric
* **Electric (Z):** weak to Air, stronger to Water
* **Water (W):**  weak to Electric,stronger to Fire

**Gear can have elemental damage, resist, or both.**

*Examples:*

* The Kiluhwot body piece can deal Electric Damage.
* The Voltpico mount can deal special Electric Damage, and it also provides Water Resistance.

### Formulas

If you have damage and/or reduction of more than 1 element, they are added together for your total bonus damage and/or reduction, with a certain weight.

 **Total DR = (dr1 \* eff1) + (dr2 \* eff2) + (dr3 \* eff3) + (dr4 \* eff4) + ...**
 **Total DMG = (dmg1 \* eff1) + (dmg2 \* eff2) + (dmg3 \* eff3) + (dmg4 \* eff4) + ...**
There is also a cap of 75% damage reduction, that is applied only once every elements are added.

 **if Total DR > 75 then Total DR = 75**
Finally, Total DMG is substracted from Total DR (if Total DMG is greater than Total DR, then it is marked as a bonus dmg instead of reduced damage ingame)

 **Result = Total Dr - Total DMG**
### Situation - A mixed example to rule them all

* Ken has 4% Fire dr, 4% earth dr, 12% air dr, 12% electric dr, 80% water dr and 20% physical dr.
* Elle has 8% Fire dmg, 8% earth dmg, 16% air dmg, 16% electric dmg, 4% water dmg and 4% physical dmg.
* Elle attacks Ken with an  **air attack**

Ken's DR exceeds 75%, so it is capped at 75%. Elle has 43% damage bonus

 **Ken receives Elle's attack with 75-43 = 32% reduced damage**

### Q&A

**What is the maximum resistance I can stack on my character?**

* There is a 75% cap on the sum of all your resistances.

**Can Elemental damage be triggered by pets, deflects, and redirects?**

* Yes!

**How are familiars and fusions affected by elements and DR?**

* Familiars and fusions will also use the full range of elemental damage and reduction.

**How do I view my elemental damage and reduction stats?**

* The information is now available in the 'Stats' section of your Player Info screen.

* To access it, tap or click on your player profile and click on the information button in the top left. Scroll down to the Stats section to view your resistances and damage bonuses.

**Where can I find elemental gear?**

* Elemental gear is currently able to be found in Uamor, Tier 11 and 12 Trials and Gauntlet, the Minions of Taranis Raid, all tiers of the Titans Attack! world boss, and other Tier 12 world bosses.

## Autofighting AI

When fighting in auto mode, skills are randomly selected using **weighted chances**. Those weighted chances are hidden, and not actually present on the wiki.

The formula for a skill to be used is **Weight/TotalWeight**.

Let's take frestir's skills as an example.

At 0 SP, Frestir can only use the first 2 skills. TotalWeight = 10 + 20 = 30.

* Frestir has 10 / 30 = 33% chance to use Ladino.
* Frestir has 20 / 30 = 67% chance to use Sancturum.

At 4 SP, if there is not dead teammate, or Frestir already used his revive skill, he can use all skills except Hwake. TotalWeight = 10 + 20 + 20 + 20 + 30 = 100.

* Frestir has 10 / 100 = 10% chance to use Ladino.
* Frestir has 20 / 100 = 20% chance to use Sancturum.
* Frestir has 20 / 100 = 20% chance to use Lachdananan.
* Frestir has 20 / 100 = 20% chance to use Moreg.
* Frestir has 30 / 100 = 30% chance to use Cafor.

At 1 SP, with a dead teammate, Frestir can use all skills except Cafor. TotalWeight = 10 + 20 + 20 + 20 + 50 = 120.

* Frestir has 10 / 120 = 8.3% chance to use Ladino
* Frestir has 20 / 120 = 16.7% chance to use Sancturum.
* Frestir has 20 / 120 = 16.7% chance to use Lachdananan.
* Frestir has 20 / 120 = 16.7% chance to use Moreg.
* Frestir has 50 / 120 = 41.7% chance to use Hwake.

## List of mechanics interactions (Q&A)

TODO fill with people questions

Try to use KEYWORDS and avoid shortcuts (ex. dual/quad strike won't show if someone search for "dual strike").

### Something

 What's the defensive modifiers priority?
 Can dual strike and quad strike proc together?
 How does dual strike/quad strike works on multi-hit skills?

## Notes

1. ↑ Not to be confused with Stat Point, which permanently increase your total stats by 1.
2. ↑ As of 3/8/2019, damage enrage cap increased from 10% to 25% of total health.
3. ↑ As of 6/8/2018, Quad Strike now **adds 4 additional attacks**, up from 3.
4. ↑ It is your turn whenever you can use a skill
5. ↑ Elements that are neither strong nor weak to another are neutral.
6. ↑ This article was sourced and corrected from the Elemental Gear FAQ, located at: https://bitheroes.zendesk.com/hc/en-us/articles/360039253311