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Defence System & Defence Icon System by Phoenix
Copyedited by Cranberry

Thank you to garet_jaxx, reiksguardsknight and sirhatter. And very big thanks to kemwek for noticing in the early phase of the research that who clicks the go button first matters for displayed icon purposes. Thank you to Jason, who helped me a lot with the research. Thank you also to others who supported me so I was able to put an end to the mystery of displayed defence icons. Smile

First, I want to state that you must completely ignore the defence icons (FireWaterAirEarthLightDarknessPhysical) shown in the battledome unless you’re really knowledgeable about them (ie, for testing purposes). I will also refer to "defence icons" as "blocked icons" in this article. How those icons are displayed in the battledome will be explained in the second part of this article. Ok then, let’s get to the point.

Defence weapons in the battledome fall under two major categories: percentage defence and non-percentage defence. (Weapons with special defence effects, such as Jhudoras Wand, won’t be discussed here.) Percentage defence consists of full blockers and partial blockers. The best-known full blocker is Thyoras Tear, which fully blocks all icons. Another example is Rod of Dark Nova, which fully blocks dark and fire icons. An example of a partial blocker is Downsize!, which blocks half of all icons. Percentage defence doesn’t depend on your defence stat.

Unlike percentage defence weapons, non-percentage defence weapons depend on your defence stat. They also depend on your stance, but are not affected at all by your opponent's stance. The damage you block is equal to the standard defence icons of the weapon * your stance multiplier * your defence boost. You cannot block more damage than you receive (in other words, you can’t get negative damage). And don’t forget, just ignore the displayed defence icons.

A quick summary:

Quote:
How to calculate blocked damage from:
Percentage defence weapons
= Percentage defence * damage done by opponent (the corresponding icons only)
OR: Percentage defence * opponent's actual icon * opponent's strength boost multiplier * opponent's stance multiplier * your stance multiplier
Non percentage defence weapons = Standard defence icons * your stance multiplier * your defence boost multiplier
Note that you can't block more damage than you receive. If your opponent does 5 damage, and you're supposed to block 10 damage, you will still block just 5 damage.


Congratulations! You have finished the first step in understanding the defence system in the battledome. The next section contains the algorithm for how the defence icons are displayed and explains why they are so varied and so on. I'd advise you to proceed only if you’re already advanced in the battledome system, so if you’re not really that good, please stop here.

**********


This is the beginning of the second part of my article explaining the algorithm for displayed defence icons. Again, please don't mix up the defence system with the defence icon system. A quick summary: each defence icon shown in the battledome (for both sides) is determined by the strength boost multiplier of the person who clicks the go button first. For example, C has the 700 strength boost, and he defends and clicks first. Then each defence icon shown in this case is worth 15 damage (it blocks 15 damage). Please remember that "fractional" icons might appear. A full explanation is below.

A quick summary:

Quote:
How to calculate blocked damage from displayed defence icons:
Blocked damage = actual shown defence icons * first person who clicks the go button's strength boost multiplier * your stance multiplier
Note that you can't block more damage than you receive. If your opponent does 5 damage, and you're supposed to block 10 damage, you still block just 5 damage. "Actual shown defence icons" means the icons displayed might be fractional icons that get rounded up for display purposes.



Percentage defence weapons' displayed blocked icons depend on the attacker's icons -- the more damage dealt by the attacker, the more blocked icons will be shown. The attacker's strength boost and the stance used are taken into consideration. By applying the conditions given above and the "currency conversion rule," we can conclude the formulas as follows:

Quote:
Defence icons displayed when using percentage defence weapons:
Icons shown = Defence percentage * attacker's actual icons * attacker's strength boost multiplier * attacker's stance multiplier / first person to click the go button's strength boost multiplier
Note that fractional results will be rounded up in the battledome for display purposes.
This formula also works for reflectors -- just replace "defence percentage" with "reflection percentage."


Non-percentage-defence weapons fall into two categories: variable defence weapons (which display a varied range of defence icons), and non-variable-defence weapons (which display a fixed number of icons). An example of a variable defence weapon is Leaf Shield, and an example of a non-variable-defence weapon is Steam Jug.

So what are "variable defence weapons"? Variable defence weapons are weapons that have either a specific standard constant or ranged amount of defence (a constant, for example, would be 5 earth, while ranged would be 1-5 physical). They are not percentage defence; therefore, they don't depend on the opponent's attack. Variable defence weapons' blocked icons depend on the defender's defence boost and don't depend on stance at all. They also only display defence icons that are actually used against you -- for example, if your opponent uses a minimum of 1 water, your leaf shield will show water defence, but if your opponent doesn't use water at all, your leaf shield won't show any water defence. By applying the conditions given above and the "currency conversion rule," the formulas are concluded as follows:

Quote:
Defence icons displayed when using variable defence weapons:
Icons shown = Standard icons * defender's defence boost multiplier / first person to click the go button's strength boost multiplier
Note that fractional results will be rounded up in the battledome for display purposes.


Here, I'll give you a flash thingy you can use to practice and learn for yourself. A is the attacker and B is the defender. You can set who moves first, their stats, and their weapon's icons.

http://idb.finalhit.org/uploads/Phoenix/vardef.swf
http://idb.finalhit.org/uploads/Phoenix/def.swf

You have finished reading all the important things, but before I end this article, there's still one thing I want to say. Please note that this article won’t totally apply to "error" weapons that display blocked icons but don't actually block anything, or weapons that don't display blocked icons but do actually block something.

I hope I didn't miss anything big in my copyediting. Wink That's a great article, and I learned a lot while editing it!
How does the currency conversion rule apply to 1-player battles?
For a dramatic example of displayed defense icons, here's a screenie:

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