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)
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Overhauling combat page
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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 tick based system


For the elements, the square, and affinity, see [[Pneuma]].


== The counter rule ==
== '''Abilities''' ==
 
Abilities in BTScape are used by spending Pneuma. The amount of Pneuma needed spends on the ability and it's level.
Each element answers exactly one other — its diagonal opposite — and is answered by that same one:
 
* Fire ↔ Water
* 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]]).
 
== Offense and defense (proposed) ==
 
Two rules, both on the diagonal:
 
* '''Offense.''' A boss defends in some element. You deal real damage by attacking with its diagonal counter.
* '''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.
 
== 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:
 
* '''Hot''' — Fire + Air
* '''Cold''' — Water + Earth
* '''Wet''' — Air + Water
* '''Dry''' — Fire + Earth
 
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 ==
 
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:


Level Requirement Formula: 10n²·2ⁿ
{| class="wikitable"
{| class="wikitable"
! Boss type !! Forces you to answer !! Who can solo it
|+Cleave
!Rank
!Pneuma Cost
!Effect
!Next Lvl Req
|-
|1
|2
|Next swing will attack all tiles with normal damage. Individual hits can miss.
|20
|-
|2
|4
|Next swill will attack all tiles with +1 damage. Individual hits can miss.
|160
|-
|3
|8
|
|720
|-
|4
|16
|
|2,560
|-
|5
|32
|
|8,000
|-
|-
| '''Single form''' (one element) || One counter || Anyone whose edge covers it
|6
|64
|
|23,040
|-
|-
| '''Single edge''' (rotates within one edge) || The opposite edge || A specialist in that opposite edge; others bring a partner
|7
|128
|
|62,720
|-
|-
| '''Full square''' (rotates all four) || All four elements || Only a master; everyone else pairs up
|8
|}
|256
 
|
"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.
|163,840
 
== 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)
|9
|512
|
|414,720
|-
|-
| '''2 — Emberveil''' || Air → '''Earth''' || Fire → '''Water''' || Cold (water + earth)
|10
|1024
|
|1,024,000
|}
|}
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).

Revision as of 20:33, 16 August 2026

Combat in [BTSCAPE] is a tick based system


Abilities

Abilities in BTScape are used by spending Pneuma. The amount of Pneuma needed spends on the ability and it's level.

Level Requirement Formula: 10n²·2ⁿ

Cleave
Rank Pneuma Cost Effect Next Lvl Req
1 2 Next swing will attack all tiles with normal damage. Individual hits can miss. 20
2 4 Next swill will attack all tiles with +1 damage. Individual hits can miss. 160
3 8 720
4 16 2,560
5 32 8,000
6 64 23,040
7 128 62,720
8 256 163,840
9 512 414,720
10 1024 1,024,000