Fatigue (demo)

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Fatigue is a special game mechanic preventing the battles to go indefinitely.

The basic idea of Fatigue is following: first time it is being inflicted from any source it does 1 damage, the next time it deals 2 damage, then 3 and so on. Each next hit increases the damage by 1.

In a normal game Fatigue is inflicted first at nightfall when 17 seconds have passed in the battle and then every second. The damage values inflicted to players are also shown on-screen.

However, when Fatigue-inflicting items are invoved, things get peculiar.

Here is an example to illustrate how it works. Let's suppose you have Mr. Struggles and a single Corrupted Crystal in you backpack and their cooldowns are not modified. Here is the breakdown of inflicted Fatigue damage during the first 22 seconds.

Fatigue
Time Source Damage
3.0s Mr. Struggles 1
5.5s Corrupted Crystal 2
6.0s Mr. Struggles 3
9.0s Mr. Struggles 4
11.0s Corrupted Crystal 5
12.0s Mr. Struggles 6
15.0s Mr. Struggles 7
16.5s Corrupted Crystal 8
17.0s Nightfall 9
18.0s Mr. Struggles 10
18.0s Nightfall 11
19.0s Nightfall 12
20.0s Nightfall 13
21.0s Mr. Struggles 14
21.0s Nightfall 15
22.0s Corrupted Crystal 16
22.0s Nightfall 17

The values in bold will be shown on-screen for your opponent.

Note the usual nightfall fatigue damage starts from a much higher value.

List of Fatigue items

Name Effect Class Rarity Cost
CorruptedCrystal.png
Corrupted Crystal
Weapon sockets:

Opponent below 30% health: Deal +50% damage.


Armor & other sockets:

7 debuffs inflicted: Gain 6 Block.


Backpack:

Every 5.5s: Inflict Fatigue damage.

Epic 7
MrStruggles.png
Mr. Struggles
  • Every 3s: Inflict Fatigue damage.
  • On debuffed: 35% chance to inflict the same debuff.
  • Health drops below 50%: Star Items trigger 100% faster for 8s (once).
Reaper Unique 10
Pumpkin.png
Pumpkin
  • On hit: 50% chance to stun for 0.5s.
  • Fatigue starts: gain 10 Heat.
Unique 9