📢 Introduction
This is the first version of the battle mechanics implemented in the Mubazir system.
It is currently under active development and will continue to be improved over time.
All players are invited to test the battles and share their feedback!
Your suggestions and impressions are extremely valuable for making the combat system more dynamic, balanced, and enjoyable.
🛡️ Hero Preparation
- Each hero's battle parameters are calculated based on their skills:
- HP =
resilience × 20
- Attack =
strength × 2
- Defense =
resilience / 2
- Speed =
agility
- Luck =
luck
- HP =
- Elemental adjustments are applied:
- 🌍 Earth:
defense
is increased by 50%. - 🔥 Fire:
attack
is increased by 50%. - 💨 Air:
attack
is increased by 50%,hp
is reduced by 50%. - 💧 Water: no changes.
- 🌍 Earth:
- Initial waitTime for each hero:
waitTime = 500 - speed
⚡ Dynamic Turn-Based Battle System
- Heroes act based on a dynamic waiting system:
- The hero with the lowest waitTime acts first.
- After an action, the hero adds their speed to their waitTime.
- All heroes decrease their waitTime by the amount of the minimum wait.
- Faster heroes act more often.
🎯 Attack Mechanics
- Each attack undergoes the following checks:
- Evasion: chance based on
evadeChance = target.luck / 500
- Miss: 1% fixed chance to miss even without evasion
- Critical Hit: chance based on
critChance = attacker.luck / 500
- Weak Hit: 10% chance to reduce damage by 10%
- Evasion: chance based on
- Damage calculation:
- Attack and defense vary randomly within ±10%.
- Final damage =
attack - defense
- Critical hits increase damage by 50%.
- Weak hits decrease damage by 10%.
- Minimum damage is always at least 1 point.
🛡️ Battle End Conditions
- The battle continues until one side has no living heroes.
- The side with surviving heroes is declared the winner.
🧾 Battle Log
- Every battle records detailed events:
- Who attacked whom
- Attack type: critical, weak hit, miss, evasion
- Damage dealt
- Death information if a hero is defeated
- The Battle Log can be saved for:
- 📚 Battle replays
- 📊 Analytical tools
📋 Battle Process Summary
Stage | Description |
---|---|
Preparation | Calculate skills and element adjustments |
Turn Order | Dynamic turns based on waitTime |
Attack | Process evasion, miss, critical, and weak hit |
Battle End | Victory upon eliminating all opponents |
Battle Log | Full event tracking and replay capabilities |
✨ Additional Notes
- Randomness in the battle (critical hits, misses, evasions, weak hits) ensures that each encounter feels unique.
- Future expansions may include:
- Status effects (e.g., poison, stun)
- Buffs and debuffs
- Special abilities and hero traits