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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 |
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| For the elements, the square, and affinity, see [[Pneuma]].
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| == 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:
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| * Fire ↔ Water
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| * Air ↔ Earth
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| 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]]).
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| == Offense and defense (proposed) ==
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| Two rules, both on the diagonal:
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| * '''Offense.''' A boss defends in some element. You deal real damage by attacking with its diagonal counter.
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| * '''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.
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| 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.
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| == Edges and matchups ==
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| 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:
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| * '''Hot''' — Fire + Air
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| * '''Cold''' — Water + Earth
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| * '''Wet''' — Air + Water
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| * '''Dry''' — Fire + Earth
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| 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.
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| * A '''specialist''' owns one edge: dominant against the opposite edge, weak against their own edge's mirror.
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| * 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.
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| == No fixed party roles ==
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| 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.
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| == Difficulty by coverage (proposed) ==
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| A boss's difficulty is how much of the square it forces you to answer:
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| | 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 |
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| "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 |
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| == Worked example: a two-phase boss (proposed) ==
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| A boss that rotates edges mid-fight:
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| {| class="wikitable"
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| ! Phase !! Boss form (attack with) !! Boss attacks with (quench with) !! Edge you need
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| | '''1 — Frost Aegis''' || Water → '''Fire''' || Earth → '''Air''' || Hot (fire + air) | | |9 |
| | |512 |
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| | |414,720 |
| |- | | |- |
| | '''2 — Emberveil''' || Air → '''Earth''' || Fire → '''Water''' || Cold (water + earth) | | |10 |
| | |1024 |
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| | |1,024,000 |
| |} | | |} |
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| Against a '''hot-edge specialist''' (strong fire/air, suppressed water/earth):
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| * '''Phase 1''' is their strength: attack with fire, quench with air, both mastered. Casts are cheap; the pool barely dips.
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| * '''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.
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| 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.
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| == Open questions ==
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| * 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]].
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| * Whether the offense/defense model above is the final combat shape or a starting point.
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| * How hybrids factor into combat (a hot-edge player casting lightning, and so on).
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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
|
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720
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| 4
|
16
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|
2,560
|
| 5
|
32
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|
8,000
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| 6
|
64
|
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23,040
|
| 7
|
128
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62,720
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| 8
|
256
|
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163,840
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| 9
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512
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414,720
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| 10
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1024
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1,024,000
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