ASHPORTWIKI Play

Combat

The fight formulas: hit chance from Agility and Finesse, damage from Power and the weapon, blocking from Guard, body zones, armor, crits, ammo and stun or burn.

Energy per attack
25
Turns
20 at most
Reloads
3 per gun
Base crit
8%
Crit damage
1.75x

A fight is a series of turns. Each turn you choose which weapon to use; then the defender strikes back automatically with the first usable weapon in their defend order (ending with fists). Damage over time from burns lands at the start of the turn. A fight ends when someone drops to 0 health, or after 20 turns as a stalemate.

Hit chance

Whether a strike lands depends on the attacker's Agility against the defender's Finesse, and on the weapon's accuracy:

hit chance = logistic(0.589 x log2(Agility / target Finesse) + (accuracy - 50) x 0.03) kept between 5% and 95% (a stunned target is 15% easier to hit, up to 97%)
Agility : FinesseHit chance (accuracy 50)Accuracy 70Accuracy 30
1 : 815%24%9%
1 : 424%36%14%
1 : 236%50%23%
1 : 150%65%35%
2 : 164%77%50%
4 : 176%86%64%
8 : 185%91%76%
32 : 195%95%91%

Damage

damage = weapon damage x power factor x body zone x (crit ? 1.75 : 1) x random 0.85 to 1.15 x (1 - blocked share) x (1 - armor rating / 100), at least 1 power factor = 1 + log2(1 + Power / 10) x 0.6
PowerPower factor
101.6x
1003.08x
1,0004.99x
10,0006.98x
100,0008.97x
1,000,00010.97x

Blocking

The defender's Guard against the attacker's Power decides the share of each hit that is blocked. It is 50% at an even ratio and never above 90%:

Guard : PowerBlocked
1 : 817%
1 : 426%
1 : 238%
1 : 150%
2 : 162%
4 : 171%
8 : 178%
32 : 186%

Body zones

Every hit lands somewhere. A head hit is always a critical. Armor only protects the zone it covers.

ZoneChanceDamageCovered by
Head8%1.8xHead armor
Chest28%1.15xBody armor
Stomach20%1xBody armor
Arm22%0.7xHands armor
Leg22%0.75xLegs armor

Critical hits

Every landed hit has a 8% base chance to be critical for 1.75x damage, plus the weapon's own crit bonus and the Killer Instinct merit. Head hits are always critical.

Weapons and slots

Your loadout has four weapon slots (primary, sidearm, melee, throwable) and four armor slots (head, body, legs, hands). Guns use ammo: a gun starts each fight with a full clip and 3 reloads, and reloading takes your turn. Melee weapons and fists never run out. Up to 3 of your equipped throwable are taken into a fight, and the ones thrown are used up. With nothing equipped you punch: 25 damage, 50 accuracy.

Some weapons have a special effect. Stun makes the target lose their next turn. Burn sets them on fire for 3 turns, each dealing 30% of the hit that lit it. See weapons and armor for every item.

Health

Max health is 100 at level 1 and +20 per level: 280 at level 10, 1,080 at level 50. The Constitution merit and some perks add a percentage. Health refills 5% of max every 5 minutes (see bars).

Win estimate

Before you attack, the profile shows a rough win chance worked out from the expected damage each side deals the other. It is an estimate from battle stats only: loadouts, armor and luck still decide the real fight.