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Here the information about New Skills (Fight Modifications)
By Hobbz
The fight modifications:
Double Hit:
Double hits are the number of hits you make while fighting.
This number is added on the amount of hits which you do (as before) based on your level of charisma.
The number of normal hits depends on your level and your charismatic ability.
The number of double hits is calculated as an addition on this value.
Block Hit:
By using an Item with block hit bonus, you can influence the double hits of your opponent. The amount of block hits you have is substracted from the amount of your opponent's hits.
Notice, than even with more hits blocks than your opponents hits, there is still a chance for him to make at least one hit.
Hit Chance:
Items with hit chance grow your ability to hit your opponent by one hit.
What counts as a Considerable Base is the proportion of your hit chance ability versus your opponents defence, depending on your level. The amount of this value has a supplementary effect and gives you a better his chance.
Evasion Chance:
Evasion chance affects the hit chances of your opponent and "works" against those, (Considerable Base + Hit Chance), so he ends up with less chances of hitting you.
Weapon Damage:
As before, the more force you had, the more damage was made. Items with weapon damage bonus grow this ability once more.
With the new BS (battle script), the ability skills are now "placed" according to your level. The new Items have also a kind of Skill-Gift(s) which appear as an add-on on the usual, old, already knows battle results. Before, we had the abilities in the formula-battles as damage etc. Now, on these abilities we see new warlike-abilities added or substracted to or from each one.
How does that affect the Items?
Unfortunately, this question cannot be answered because it simply depends on the User. It depends on his level as well as it depends on his skills. One Item can be more effective if the user is closer to its "required" level. This efficiency can be preserved by the User himself if he "grows" his skills proportionally on his "coming-up" level.
Damage Calculation:
The new damage calculation appears to be like:
[(Base - Force Skill + Force - Item Value) / Level] + Weapon Damage = Damage made to the opponent(***)
This is the maximum damage that can be made.
An example of why new values of Items are more effecive:
When a level 160 gets an item with a bonus of 10% Hit Chance, the amount this Item costs, which gives you a 10% of a skill, costs less gold than the actual value of the skills (needed to obtain the same result of damage in a battle). This works as a counter-balance between Items' bonus and growing skills. Also, when you see an Item more expensive than a specific skill it's because this Item allows tou to preserve this skill for more time.
Gold Calculation:
In a victory to an opponent of same or higher level, you can get from 10% to 15% of his unprotected gold.
In a victory to an opponent of lower level the amount is decreased depending on the higher susceptible level difference and of the actual level difference.
The formula appears to be like:
Substracted Gain = Calculated Gain / (maximum level difference + 1) * actual level difference
Some Examples:
Based on an amount of 10.000 unprotected gold that the "loser" of this fight has and as maximum gain 10% (1.000) calculations are:
Attacker level 30:
Gain "area" : 9 level
Part of Gain: 1.000 / (9+1) = || > 100
Lvl 30 VS lvl 29: 1.000 - (1*part booty) = 900 Gold
Lvl 30 VS lvl 25: 1.000 - (5*part booty) = 500 Gold
Lvl 30 VS lvl 21: 1.000 - (8*part booty) = 100 Gold
Attacker level 100:
Gain "area" : 15% level
Part of Gain : 1.000 / (15+1) = || > 62
Lvl 100 VS lvl 99: 1.000 - (1*part booty) = 938 Gold
Lvl 100 VS lvl 92: 1.000 - (8*part booty) = 504 Gold
Lvl 100 VS lvl 85: 1.000 - (15*part booty) = 70 Gold These icons link to social bookmarking sites where readers can share and discover new web pages.