Combat: Difference between revisions

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Sweep attunement→affinity to match Pneuma/Bembi's code; repoint cross-link to the renamed Synergy-and-dissonance section (via update-page on MediaWiki MCP Server)
Stats: elemental resistance now comes from soma composition; affinity points at the Pneuma page (2026-09-06 session, approved by Tyler) (via update-page on MediaWiki MCP Server)
 
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'''Combat''' covers how the four elements play out in a fight. The core relationship — each element counters its diagonal opposite — is settled. The offense/defense model and encounter tiers below are '''proposed''' and not yet final.
Combat in BTScape is a 400ms tick based system where combatants automatically strike one another


For the elements, the square, and affinity, see [[Pneuma]].
== Stats ==
Health - Measure of vitality, death when no health.  


== The counter rule ==
Pneuma- Measure of power or stamina. Performing actions require pneuma.


Each element answers exactly one other — its diagonal opposite — and is answered by that same one:
Damage - Amount of hurt


* Fire ↔ Water
Ticks - Measurement of system time. 1 tick is 400ms.
* Air ↔ Earth


Countering is an '''action''', not a damage multiplier: you put the fire out, you ground the storm. This is the same diagonal that governs annihilation and affinity suppression (see [[Pneuma#Synergy and dissonance]]).
Element Type - Fire, Water, Air, Earth


== Offense and defense (proposed) ==
Abilities - cast-able actions with different effects. Abilities can deal type or type-less damage or combinations of typed damage.


Two rules, both on the diagonal:
Resistance - How much typed damage a body shrugs off. Set by its [[Soma#Composition|soma composition]].


* '''Offense.''' A boss defends in some element. You deal real damage by attacking with its diagonal counter.
Affinity - How cheaply and powerfully a creature casts an element. See [[Pneuma#Affinity|Pneuma]].  
* '''Defense.''' A boss attacks in some element. You blunt it by casting that element's diagonal counter as an action — quench the fire, ground the storm.


A boss's defensive form and its attack are usually different elements, so you juggle two active elements at once: an offensive one and a defensive one.
== Combat Abilities ==
Combat abilities have a few different cast styles to accommodate the different types of combat.  


== Edges and matchups ==


The square splits into two opposed '''edges''' along each quality axis. The natural two-element build is one edge — an allied pair sharing a quality:
Cast Styles


* '''Hot''' — Fire + Air
* Tile Target: Select a tile within a cast radius of the caster to cast the ability on. This can also cast tile patterns for something like an AOE(1x1, 2x2, 3x3, etc) or unique shape (X, L, C, etc) ability. Abilities could also require multiple sequential tile selections to then perform sequential casts on those tiles.
* '''Cold''' — Water + Earth
* Caster Oriented: When activating an ability that is caster oriented, the ability is casted on tiles in relation to the caster and the caster's facing direction. For example, a basic melee strike could be caster oriented to always strike on the tile in front of the caster. Or, a whirlwind can affect all tiles surrounding the caster.
* '''Wet''' — Air + Water
* Self Target: These abilities when casted directly apply the effect to the caster. An examples of this might be a heal, status removal or application (buffs/debuffs), etc.
* '''Dry''' — Fire + Earth
* Object Target: Isn't related to combat, this could be bunched in with tile target since there probably wouldn't be many scenarios where a caster is standing on an object?


Because counter = diagonal, you fight a boss with the '''edge opposite''' the edge it currently shows. A boss showing the hot edge (fire/air) demands the cold edge (water/earth) from you, and vice versa.


* A '''specialist''' owns one edge: dominant against the opposite edge, weak against their own edge's mirror.
* A '''master''' owns all four elements: no weak edge, no bad matchup. Mastery of all elements lets a player transcend the wheel and stand alone where others need a partner.


== No fixed party roles ==
== Combat Damage Calculation ==
 
Elements are not locked to roles (tank/heal/DPS). Every serious player is expected to build proficiency across the wheel and switch reactively as a boss shifts, the way RuneScape players switch attack styles. Cooperation comes from covering matchups: a player weak against the current edge brings a partner whose edge covers it. That interdependence is strongest while leveling and fades for the rare master who can answer everything solo.
 
== Difficulty by coverage (proposed) ==
 
A boss's difficulty is how much of the square it forces you to answer:
 
{| class="wikitable"
! Boss type !! Forces you to answer !! Who can solo it
|-
| '''Single form''' (one element) || One counter || Anyone whose edge covers it
|-
| '''Single edge''' (rotates within one edge) || The opposite edge || A specialist in that opposite edge; others bring a partner
|-
| '''Full square''' (rotates all four) || All four elements || Only a master; everyone else pairs up
|}
 
"Master content" is content that demands total mastery — so completing the mastery-of-all grind unlocks a tier of solo play otherwise gated behind a complementary partner.
 
== Worked example: a two-phase boss (proposed) ==
 
A boss that rotates edges mid-fight:
 
{| class="wikitable"
! Phase !! Boss form (attack with) !! Boss attacks with (quench with) !! Edge you need
|-
| '''1 — Frost Aegis''' || Water → '''Fire''' || Earth → '''Air''' || Hot (fire + air)
|-
| '''2 — Emberveil''' || Air → '''Earth''' || Fire → '''Water''' || Cold (water + earth)
|}
 
Against a '''hot-edge specialist''' (strong fire/air, suppressed water/earth):
 
* '''Phase 1''' is their strength: attack with fire, quench with air, both mastered. Casts are cheap; the pool barely dips.
* '''Phase 2''' is their weakness: earth and water answer dearly and feebly. Attacks chip slowly, quenches barely hold, and each low-affinity cast bleeds the pool fast. This is where they bring a cold-edge partner, for whom Phase 2 is easy.
 
Against a '''master''' (all four high): both phases flow — fire → earth on offense, air → water on defense, tracking the boss's rotation. No bad phase.
 
== Open questions ==
 
* The efficiency gap between a mastered and an unmastered cast — together with the suppression strength — decides whether a bad-matchup phase reads as "hard but doable" or "unplayable." This is the key tuning dial. See [[Pneuma#Open questions]].
* Whether the offense/defense model above is the final combat shape or a starting point.
* How hybrids factor into combat (a hot-edge player casting lightning, and so on).

Latest revision as of 02:08, 7 September 2026

Combat in BTScape is a 400ms tick based system where combatants automatically strike one another

Stats

Health - Measure of vitality, death when no health.

Pneuma- Measure of power or stamina. Performing actions require pneuma.

Damage - Amount of hurt

Ticks - Measurement of system time. 1 tick is 400ms.

Element Type - Fire, Water, Air, Earth

Abilities - cast-able actions with different effects. Abilities can deal type or type-less damage or combinations of typed damage.

Resistance - How much typed damage a body shrugs off. Set by its soma composition.

Affinity - How cheaply and powerfully a creature casts an element. See Pneuma.

Combat Abilities

Combat abilities have a few different cast styles to accommodate the different types of combat.


Cast Styles

  • Tile Target: Select a tile within a cast radius of the caster to cast the ability on. This can also cast tile patterns for something like an AOE(1x1, 2x2, 3x3, etc) or unique shape (X, L, C, etc) ability. Abilities could also require multiple sequential tile selections to then perform sequential casts on those tiles.
  • Caster Oriented: When activating an ability that is caster oriented, the ability is casted on tiles in relation to the caster and the caster's facing direction. For example, a basic melee strike could be caster oriented to always strike on the tile in front of the caster. Or, a whirlwind can affect all tiles surrounding the caster.
  • Self Target: These abilities when casted directly apply the effect to the caster. An examples of this might be a heal, status removal or application (buffs/debuffs), etc.
  • Object Target: Isn't related to combat, this could be bunched in with tile target since there probably wouldn't be many scenarios where a caster is standing on an object?


Combat Damage Calculation