The Culling

The Culling

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Combat Mechanics Explained
By The Garbage Man
This teaches you the basics of how combat and staggers work in this game
   
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Melee Broken Down
Combat Broken Down, Extensively
Hello world!
I am here to CULLSPLAIN combat in its current form but first I think its manditory that we consider that this combat is based around ROCK PAPER SCISSORS with more than 3 options.

- Jab
- Charged Attack
- Under Half Charge
- Block
- Shove

In RPS -- there is a traceable loop of Rock>Scissors>Paper>Rock>Scissors..... -- Also we must consider each exchange to be a 1 or a 0 -- Win or Loss, and every win needs to be equal and every loss needs to be equal.

There is no TRACEABLE LOOP for the culling because of the number of options, so we must look at Each condition vs each condition and look then at the overall status of each.

Aggressor vs Defender (1 = win, 0= loss, =/= = Tie)

Jabs
- vs Block = 0
- vs Shove = 1
- vs Under Half Charge = 1
- vs Charge = 1
- vs Jab = =/=
Total 1's = 3 -- Total 0's = 1

Charged Attack
- vs block = 0
- vs shove = 0
- vs under half charge = 0
- vs charge = =/=
- vs jab = 0
Total 1's = 0 -- Total 0's = 4

Under Half Charge
- vs block = 0
- vs shove = 1
- vs under half charge = =/=
- vs charge = 1
- vs jab = 0
Total 1's = 2 -- Total 0's = 2

Block
- vs block = =/=
- vs shove = 0
- vs under half charge = 1
- vs charge = 1
- vs jab = 1
Total 1's = 3 Total 0's = 1

Shove
- vs block = 1
- vs shove = =/=
- vs under half charge = 0
- vs charge = 1
- vs jab = 0
Total 1's = 2 Total 0's = 2

Summed up

- Charged attack is in the weakest spot and theoretically should be because its for surprise and stagger hits and shouldn't be easily accessed within a 1v1 fight.

- Jabs only lose to blocks and can out trade half charged attacks (I believe jabbing a charged attack still staggers people)

- Under half charging is the most balanced "Statis" stance to keep as you can cancel it to block instantly without a minimum block time to continue to another action.

- Shove out of all scenarios loses the most but even a MISSED STAGGER will result in the player being shoved being unable to move for a short second but use combat actions still.

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DPS Differences Between Staggers -- We will use Fist and Full charge for calculations without buff numbers

All Jab Staggers are Jab Damage + Staggered Charge Damage = 20
- Can apply wound prior to Stagger Charge Damage

All Block Staggers are Stagger Charge Damage = 15
- No chance of applying wound

All Shove Staggers are 1.0 Damage + Stagger Charge damage = 16 Damage
- No chance of applying wound

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I am not going to propose a fix or any of that garbage because I don't want an a dog in that fight, all I am here to do is to point out the facts in as organized way as I can

The only thing I can say is Jabbing wins the most scenarios and has the highest DPS output as far as causing staggers if your looking at the raw Data.

When thinking about balancing these things in light of Rock Paper Scissors
Each has the same stagger cause - each has 1 way to win and 1 way to lose 1 way to tie.
No one trade victory (AT BASE STATS aka Fist vs Fist) is worth more than the other in time or damage.


Just want to say this was really difficult for me to focus to write and I hope the community finds this useful.