PvP Combat
Player vs player arena fights use the same core damage and action systems as PvE, but with key differences: a stricter hit curve, ghost defenders, and template-driven combat.
Key Differences from PvE
- Hit curve: PvP uses a much tighter hit curve with lower minimum hit chance and higher exponent, making accuracy vs evasion matter more.
- Ghost defender:the defender does not need to be online. A “ghost” copy fights using their saved combat template, current equipment, and maximum resources (full HP, stamina, and mana).
- Template combat engine:both attacker and defender fight using their active combat template. Each template slot defines an action and optional conditions (e.g., “use heal when HP below 50%”).
- No flee: PvP fights resolve to completion. There is no flee option.
Hit Curve Comparison
The hit curve formula is the same across all combat modes, but the parameters differ significantly:
| Mode | Min Hit% | Max Hit% | Bias | Exponent |
|---|---|---|---|---|
pvp | 10% | 95% | 5 | 2.4 |
pve_open_world | 25% | 95% | 3 | 1.5 |
pve_expedition | 20% | 95% | 3 | 1.8 |
pve_boss | 35% | 98% | 4 | 1.35 |
PvP’s low minimum (10%) and high exponent (2.4) mean that a player with poor accuracy against a high-evasion opponent will miss frequently. In contrast, open-world PvE floors hit chance at 25% so players always have a baseline chance.
Template Combat Engine
PvP fights are fully automated using combat templates. Each player has up to 10 template slots that are evaluated in order each round. The first slot whose conditions are met determines the action for that round. If no conditions match, the player uses a basic attack.
Template conditions can check: current HP percentage, current stamina or mana, active buffs or debuffs, round number, and opponent HP percentage. This allows for sophisticated strategies like opening with a buff, switching to heavy attacks, and healing at low HP.
Scouting
Before challenging an opponent, you can scout them for 100turns. Scouting reveals the opponent’s combat stats, equipment, and skill levels, helping you decide whether to fight and how to configure your template.
Challenge Cost
Initiating a PvP challenge costs 500 turns. Revenge matches (rematching someone who defeated you) cost only 250 turns. After a fight, there is a 6-hour cooldown before you can challenge the same opponent again.
Requirements
Players must be at least character level 10 to enter the arena.
Constants Reference
| Constant | Value | Description |
|---|---|---|
CHALLENGE_TURN_COST | 500 | Turns spent to initiate a PvP challenge |
SCOUT_TURN_COST | 100 | Turns spent to scout an opponent |
REVENGE_TURN_COST | 250 | Turns spent for a revenge challenge |
COOLDOWN_HOURS | 6 | Hours before re-challenging the same opponent |
MIN_CHARACTER_LEVEL | 10 | Minimum character level to access the arena |