New players guide to battle mechanics

Right off the bat we are seeing a few of the popular Shikigamis missing:

New players guide to battle mechanics

The intentions of this blog is to help out all players, whether new to the game or experienced players by having all the known information or newest updates in one place. Any comments or suggestions, are always welcome. Current battle mechanics, as they are now understood, debunk previous battle mechanics, published widely on-line.

Outdated Battle Mechanics There are a number of key historic assumptions and theories that are wrong and that should be disregarded. The following basic assumptions and theories are not correct: There is a base distance, in the region offorming part of a battlefield's size.

This theory is wrong. The Attacker's Dragon,Troops and Transports have the first turn to act within a round of a Battle and all act first followed by a Defender's Dragon, Troops and Transports' turn to act.

This assumption is wrong. These theories are wrong. Great and Elemental Dragon Speed Assumption: This assumption is incorrect.

Current Battle Mechanics The following battle mechanics are correct and govern all battles: The Battlefield Size is the same distance as the Range of the Attacker's longest ranged Troop as adjusted by Range boosts from the Science Centre, the Sanctuary and Items, or, in the event the Attacker fields no ranged Troops, the Battlefield Size is 0.

There is no base distance to any Battlefield. The following images show a scenario of myself being the attacker. Only ssd vs ssd was used in the mini battle Defenders GD was sent out In order to show that the Player whether attacker or defender who has the troop type with the greatest speed moves first in battle I ensured it was against someone with greater troop corresponding research than myself, In this case Dragonary for the ssd'd.

This first image shows my Dragonary level at a lowly level 6, the second image showing Silvanost's at level 7 ergo, faster than my own. The third image shows the results of 1k ssd vs 1k ssd with the defending player winning without a sole troop loss, ensuring the fact that Troop Speed was key in deciding who obtained First Strike, rather than being solely based on the outdated attacker goes first rule.

The Battle can be broken down into rounds but in reality the battle is a continuous cycle of Unit Turns starting with the fastest surviving Dragon, Troop or Transport on the Battlefield and ending with the slowest surviving Dragon, Troop or Transport on the Battlefield irrespective of which side they are on and then the cycle repeats.

Dragons, Troops and Transports will attack first if there are Targets within their longest Range. If the Targets are killed, a Dragon, Troop and Transport will then move up to its full movement until another Target is acquired within its longest Range.

Weather system

Should a Dragon, Troop or Transport acquire more than 1 Target within its longest Range it will attack the Target at the nearest Range first. Lightning Cannon have a unique mech that causes their targeting to be random when there is more than 1 target in their longest Range.

Upon acquiring a second or further Target, a Troop and Transport will continue to attack until it has exhausted its total damage dealing potential for its Unit Turn unless it has already dealt a certain fixed minimum percentage of that damage dealing potential already in its Unit Turn.

Dragons are presently not subject to this restriction. Dragon, Troop and Transport movement itself does not have a dampening effect on the Attack damage dealt by a Dragon, Troop or Transport during a Unit Turn. All attacks dealt on a Unit Turn deal discernible damage if the damage dealt is sufficient to kill 1 of the Troops or Transports attacked, taking into account its current Life at the point of the attack, or if the Unit attacked is a KD, GD or ED.

Attacks that dealt insufficient damage to kill 1 of the Troops or Transports attacked during the lifetime of the battle are not discernible because there is no Troop or Transport death to record in BR.

BR only record damage dealt to a defending Dragon during the lifetime of a Battle. Damage dealt or Use penalties to the Health of an attacking Dragon are only temporarily recorded in the Attacker's Dragon Health Tab in the form of healing time and in the relevant Dragon Keep in the Attacker's Dragon's Health Bar and are not recorded in either the Attacker's or the Defender's copies of the BR.

Rapid Deployment affects all Troops and Transports.

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Dragonry only affects Battle Speed. Great and Elemental Dragon Speed Theory: Great and Elemental Dragon Battle Speeds have all been artificially fixed with a base of which presently can only be added to with Speed armour and scales.

The Kaiser Dragon is the only exception to this rule.

New players guide to battle mechanics

The Attacker determines the type and size of the Battlefield and the point where his Dragon, Troops and Transports will start on it by deciding on the longest range Ranged Attack Troop to be sent on the March or to send no Ranged Attack Troops on the March, in which case the size of the Battlefield is 0.

The Defender's Troops start the Battle at Range 0 ie. Here is a graphical representation of the Standard Ranged Attack Battlefields and key Troop and Transport capabilities over them before boosts and curses from Sanctuary are applied: Note that in some cases the boost levels listed are not possible to achieve through Sanctuary either currently or at all.

The information is included to inform Trait choices when breeding. The following outline takes into account the classic historical known battlefield and abilities and capabilities that can be mined from Sanctuary Dragon Breeding and Enchantment. The Attacker has strategic position and is able to extend the relative Battlefield Size, to obtain first strike in order to strategically position the primary damage dealers' shields and deliver damage dealing potential quickly, to extend the lifetime of the Battle, to increase the level of damage dealing and to deal significant damage over time.DOA Scripts, How to Attack the Specrial Ruin, Usable Glitches, Up To Date Battle Mechanics and many more advanced game features.

The intentions of this blog is to help out all players, whether new to the game or experienced players by having all the known information or newest updates in one place.

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The intentions of this blog is to help out all players, whether new to the game or experienced players by having all the known information or newest updates in one place.

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