Combat
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Detailed Combat Description
Combat in MythMonger proceeds in a small number of steps once the player hits the 'Play' link. The exact steps for determining the winner of a particular encounter are fairly well understood, but other steps are less well understood.
Before: Determining the Enemy's Team
Before combat even begins, the composition of the enemy's team is determined. This is based on the following factors:
- Location
- Which Challenge Card was used
- Which Quests the player has completed
- Which Quests the player has initiated
Based on this, an enemy leader is selected. Each leader appears to have a fixed number of supports (varying from zero to twelve or more), drawn at random for each encounter from the other possible cards to attract.
Traits
Once both teams have been determined, all of the traits on both teams are checked to see if they activate. Each trait is checked independently and has a chance equal to the % listed on the Card.
Note that some traits (those which affect power type) may be checked before others.
Power Total Computation
After all traits have been checked, each Leader's luck is checked. If the Leader 'feels lucky' their Total Power is doubled. The final total Power for each leader is computed as follows:
Total Power = (Leader Power + Own Side's Attack bonuses - Opposing Side's Defense bonuses) * Elemental Multiplier
The Elemental Multiplier is 1.0 when the Leader's turn power has no advantage or disadvantage against the opponent's turn power. In the case of a type advantage, the multiplier is 1.15 (15% boost), and in the case of a type disadvantage the multiplier is 0.85 (15% penalty).
Determining the Winner
The player's chance to win is determined as follows:
Win Chance = (Player's Total Power) / (Player's Total Power + Opponent's Total Power)
This corresponds to the green region on the bar on the turn screen. A random number is then generated (the computer rolls a 100-sided die). If the result (the yellow tick on the bar on the turn screen) is less than the player's win chance, the player wins.
Depending on the percentage by which the player won or lost, the result may be tagged as follows:
| Losses | Humiliating Loss! | 100% Chance to Lose |
|---|---|---|
| Terrible Loss! | Loss by >50% | |
| Solid Loss! | Loss by ~25-50% | |
| Close Loss! | Loss by ~10-25% | |
| Fluke Loss! | Loss by <10% | |
| Wins | Narrow Win! | Won by <10% |
| Close Win! | Won by ~10-25% | |
| Solid Win! | Won by ~25-50% | |
| Incredible Win | Won by >50% | |
| Dominating Win | 100% Chance to Win |
Example One
Player's Team - Leader: Elven Forester, Support(s): Goblin Runt
Location: Forest Hideout
Challenge Card: Basic
Enemy Team - Leader: Goblin Runt, Support(s): None
Trait Checks:
Elven Forester - Axe Swing: Yes
Goblin Runt (Player) - Flee: No
Goblin Runt (Enemy) - Flee: Yes
Power Calculation:
Player: 15 + 15 (Axe Swing) - 5 (Enemy's Flee) = 25 * 1.15 (Metal moves Earth) = 29 (28.75)
Enemy: 7 + 0 - 0 = 7 * 0.85 = 6 (5.95)
Win Chance Calculation:
(29)/(29+6) = 82.8%
Example Two
Player's Team - Leader: Town Watch, Support(s): Elven Forester, Coney Scout
Location: Mangled Forest
Challenge Card: Basic
Enemy Team - Leader: Blank Card, Support(s): None
Trait Checks:
Town Watch - Phalanx Guard: No
Town Watch - Rout: Yes
Elven Forester - Axe Swing: No
Coney Scout - Spot Advance: No
Coney Scout - Dodge: No
Power Calculation:
Player: 23 + 0 - 0 = 23 * 1.0 = 23
Enemy: 0 - (-7) = 7 * 1.0 = 7
Win Chance Calculation:
(23)/(23+7) = 76.6%
Note that this one of the ways you can lose to a Blank Card.
Average Chance to Win (ACTW)
Chance to win depends partly on whether or not luck and supporting traits are activated, which are basically dice rolls (again). The statistical concept of expected value suggests that a rational hunter may be better off in the long term by considering all possibilities of luck and trait activation. As a result, Pooflinger coins a term called, "average change to win".
From Example 1, recall that
Player's Team - Leader: Elven Forester, Support(s): Goblin Runt
Location: Forest Hideout
Challenge Card: Basic
Enemy Team - Leader: Goblin Runt, Support(s): None
In this case, there are 32 possibilities of luck and trait activation. In general, if there are N traits in total from both sides (duplicates not removed), the number of possibilities is 2^(N+2) (N+2 rather than N, because of the luck from the main cards from both sides). In Example 1, there are three traits (one from each card). So, the number of possibilities is 2^(3+2) = 2^5 = 2*2*2*2*2 = 32.
Note that not all possibilities have the same probability to happen. For example, obviously, the probability that all traits and lucks are activated is much less than the probability that no traits and lucks are activated at all.
All traits are believed to be statistically independent. Therefore, the combined probabilities can be derived from multiplying the probabilities that each trait is or is not activated.
See the table below for more information about all 32 possibilities(Y = the luck or trait is activated; N = the luck or trait is not activated). Each possibility has its own chance to win. The average chance to win (ACTW) is simply the weighted average of chance to win (chance to win weighted by probabilties), or in other words, summation of the product of chance to win and the combined probability. For detailed calculation for any pair of cards in the battle, please visit MythMonger Battle Analyzer by Pooflinger (third-party tool).
| Elven Forester - Luck (3% chance) | Elven Forester - Axe Swing (10% chance) | Goblin Runt (Enemy) - Luck (3% chance) | Goblin Runt (Player) - Flee (13% chance) | Goblin Runt (Enemy) - Flee (13% chance) | Combined probability |
| Y | Y | Y | Y | Y | (3%)*(10%)*(3%)*(13%)*(13%) |
| Y | Y | Y | Y | (3%)*(10%)*(3%)*(13%)*(87%) | |
| Y | Y | Y | N | Y | (3%)*(10%)*(3%)*(87%)*(13%) |
| Y | Y | Y | N | N | (3%)*(10%)*(3%)*(87%)*(87%) |
| Y | Y | N | Y | Y | (3%)*(10%)*(97%)*(13%)*(13%) |
| Y | Y | N | Y | N | (3%)*(10%)*(97%)*(13%)*(87%) |
| Y | Y | N | N | Y | (3%)*(10%)*(97%)*(87%)*(13%) |
| Y | Y | N | N | N | (3%)*(10%)*(97%)*(87%)*(87%) |
| Y | N | Y | Y | Y | (3%)*(90%)*(3%)*(13%)*(13%) |
| Y | N | Y | Y | N | ... |
| Y | N | Y | N | Y | ... |
| Y | N | Y | N | N | ... |
| Y | N | N | Y | Y | ... |
| Y | N | N | Y | N | ... |
| Y | N | N | N | Y | ... |
| Y | N | N | N | N | ... |
| N | Y | Y | Y | Y | ... |
| N | Y | Y | Y | N | ... |
| N | Y | Y | N | Y | ... |
| N | Y | Y | N | N | ... |
| N | Y | N | Y | Y | ... |
| N | Y | N | Y | N | ... |
| N | Y | N | N | Y | ... |
| N | Y | N | N | N | ... |
| N | N | Y | Y | Y | ... |
| N | N | Y | Y | N | ... |
| N | N | Y | N | Y | ... |
| N | N | Y | N | N | ... |
| N | N | N | Y | Y | ... |
| N | N | N | Y | N | ... |
| N | N | N | N | Y | ... |
| N | N | N | N | N | (97%)*(90%)*(97%)*(87%)*(87%) |
Third-party tools
MythMonger Battle Analyzer by Pooflinger - helps calculating the Average Chance to Win (ACTW).
