Xen's Boss Battle Observations
Jul 29, 2021 8:00:29 GMT -6
Post by Xentus on Jul 29, 2021 8:00:29 GMT -6
Boss Battle Notes
Official Links:
Boss List - Boss Battle Overview - Tourney Guide (For applications)
General Notes
Word Count
Challenging bosses has a halved word count requirement. (This is only documented in the news post regarding boss battles)
Pet Usage
Pets may participate in a boss fight and another thread at the same time.
Official Ruling:
"Accepted - I'll be amending the tutorials when I get the time, but for now feel free to RP pets in the contest hall/fighting pit in other places while tournaments/contests are ongoing!
Please note that you are locked in to the stats you used on your application, and you cannot use anything new until after the tournament/contest concludes."
Official Ruling:
"Accepted - I'll be amending the tutorials when I get the time, but for now feel free to RP pets in the contest hall/fighting pit in other places while tournaments/contests are ongoing!
Please note that you are locked in to the stats you used on your application, and you cannot use anything new until after the tournament/contest concludes."
Level Gain
All pets in a battle will earn 1 level for a loss/forfeit and 2 levels for a win. Incapacitation does not influence level gain.
Pit Point Earnings
Players can earn up to 18 pit points per win, twice a month. Probably.
Earnings are typically higher for having a team size of 3. There may be some base amount of points earned depending on the team size.
Power Level may influence point gain. Teams of 3 pets of PL 5 or lower seem to earn the maximum points.
The various bosses all reward points with the same method, ie. there's no bonus for defeating any particular boss.
Players which collaborate on a boss fight earn points independently based on their team.
My current speculation:
There is a flat amount of points awarded based on the highest PL pet used in the fight. Current data supports the following;
6 pts per pet if highest PL is 5.
5 pts per pet if highest PL is 6 or 7 (unknown for sure, no pl 6/7 pets have been used in the pit yet, though stat buffs from items or abilities may influence determined PL)
4 pts per pet if highest PL is 8.
All participants are considered when determining the highest PL, so pets owned by another player may influence earnings.
There are some outliers in the data which may suggest bonuses for:
- Using fewer than 3 pets in the fight total
- Using non-custom pets
Earnings are typically higher for having a team size of 3. There may be some base amount of points earned depending on the team size.
Power Level may influence point gain. Teams of 3 pets of PL 5 or lower seem to earn the maximum points.
The various bosses all reward points with the same method, ie. there's no bonus for defeating any particular boss.
Players which collaborate on a boss fight earn points independently based on their team.
My current speculation:
There is a flat amount of points awarded based on the highest PL pet used in the fight. Current data supports the following;
6 pts per pet if highest PL is 5.
5 pts per pet if highest PL is 6 or 7 (unknown for sure, no pl 6/7 pets have been used in the pit yet, though stat buffs from items or abilities may influence determined PL)
4 pts per pet if highest PL is 8.
All participants are considered when determining the highest PL, so pets owned by another player may influence earnings.
There are some outliers in the data which may suggest bonuses for:
- Using fewer than 3 pets in the fight total
- Using non-custom pets
Combat Notes
Health vs Stamina
Health is used instead of stamina in combat. Health = stamina * 3.
Attack moves which utilize stamina in calculations, such as pounce, seem to use the creature's max stamina, since stamina is not depleted when health is.
Moves which would recover stamina instead recover health. The amount healed is multiplied by 3, keeping relative to the health multiplier.
Attack moves which utilize stamina in calculations, such as pounce, seem to use the creature's max stamina, since stamina is not depleted when health is.
Moves which would recover stamina instead recover health. The amount healed is multiplied by 3, keeping relative to the health multiplier.
Poison Damage Over Time
Poisoning effects which occur over time seem to have increased potency. So far, it seems any [DoT - P] attack (and the Poisonous Skin ability) which would normally deal 1 DoT will instead deal 3 damage. It is unknown if the effects of moves such as Agony or Infect are also increased.
Other forms of DoT do not seem to have increased potency, such as the [Dot - G] from Vice Grip.
It is unknown if [Dot - B] effects are enhanced.
Other forms of DoT do not seem to have increased potency, such as the [Dot - G] from Vice Grip.
It is unknown if [Dot - B] effects are enhanced.
Area of Effect Moves / Splash Damage
Sound-based moves are considered AOE, and will affect all participants in a battle who are susceptible.
Some attacks seem to have the potential for splash damage. Splash damage has the potential to harm any participant in the battle. This includes all breath attacks at the very least, but may include other moves as well.
Splash damage seems to skip the accuracy calculation ie; there is no roll made to check if the attack lands.
The chance for friendly splash damage from non-sound attacks is low, occurring ~10% of the time. (Perhaps a 1 on a rolled d10?)
Currently known Area of Effect moves:
- All sound based moves
- Breath moves such as Breath Fire and Breath of Winter
- Flash
-Verdant Growth
Some attacks seem to have the potential for splash damage. Splash damage has the potential to harm any participant in the battle. This includes all breath attacks at the very least, but may include other moves as well.
Splash damage seems to skip the accuracy calculation ie; there is no roll made to check if the attack lands.
The chance for friendly splash damage from non-sound attacks is low, occurring ~10% of the time. (Perhaps a 1 on a rolled d10?)
Currently known Area of Effect moves:
- All sound based moves
- Breath moves such as Breath Fire and Breath of Winter
- Flash
-Verdant Growth
Retaliation Attacks
Bosses have the ability to 'hit-back' any attacker which has done damage to them in a round. Retaliation will always occur directly after the boss takes damage from a combatant. It may use any offensive attack in its moveset.
Retaliation attacks are not influenced by 'taunts', which would normally cause it to only attack a single target. (Uncontrollable Rage and Bioluminescence are examples of taunts)
Turn skipping moves will influence the boss's ability to perform a retaliation attack, preventing it from doing so. This consumes the 'turn skip', allowing the boss to later make an attack on its actual turn.
Retaliation attacks seem to occur ~50% of the time.
Retaliation attacks are not influenced by 'taunts', which would normally cause it to only attack a single target. (Uncontrollable Rage and Bioluminescence are examples of taunts)
Turn skipping moves will influence the boss's ability to perform a retaliation attack, preventing it from doing so. This consumes the 'turn skip', allowing the boss to later make an attack on its actual turn.
Retaliation attacks seem to occur ~50% of the time.
Hidden Attacks
Bosses know additional moves which are not part of their displayed stats.
Observed so far:
Squishy: Horn Strike, Shred, Maul
Stomper: Stamp
Squirt: Tail Slap, Screech
Observed so far:
Squishy: Horn Strike, Shred, Maul
Stomper: Stamp
Squirt: Tail Slap, Screech