Game Mechanics

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Topics to explain more about:

  • The Ranking system, how the system matches you against other players' builds, draw-wins
  • Item activation rules, e.g for Goobert, how Spiked Shield activates on thorn creation and not on each block, and how other items work
  • Miss
  • Temporary debuffs (like from Lightsaber can be reflected etc),
  • Stamina, passive gain, out of stamina
  • Dark Reflection
  • RNG in the game; damage, item activation speed, ...
  • Combat Log explained
  • Other frequently asked questions from the discord?
  • Some mention of Game Modes? In another page than Game Mechanics though

Inventory Mechanics

Each class starts with 12-14 of 63 total tiles that can be rearranged and rotated which are used to place items in. Purchase Leather Bag, Fanny Pack, Stamina Sack, Potion Belt or Protective Purse from the shop to unlock more tiles. Each item has it's own set tiles configuration and synergies Star or Diamond, that can be found via the item's tooltip, which should be considered when arranging items.

Items can be placed in the Storage but their effects will be inactive until placed in the Inventory.

Shop Mechanics

Players start the game with 12 gold and 25 health and receive additional gold and health at the beginning of each round:

Gold received upon entering the Shop and starting Health for each possible round
Round 1 2 3 4 5 6 7 8* 9 10 11 12 13 14 15 16 17 18
Gold 12 9 9 9 10 10 11 21 12 12 13 13 14 14 15 15 15 15
Health 25 35 45 55 70 85 100 115 130 150 170 190 210 230 260 290 320 350

* Subclass unlocked.

Before the round starts, players can spend their gold on items from the Shop, which offers five items which can be rolled for 1 gold four times and for 2 gold thereafter. Right click an item to lock it "Reserved" to prevent it from being rerolled either manually or at the start of the next round. Each item has a 10% base chance to be on a 50% discount (rounding up) Sale, which is also the sell value of each item. Drag items from the inventory or the storage into the shopkeeper's chest to sell them or from the Shop to the inventory or the storage to buy them.

Items appear randomly in the shop based on a set probability relative to the current round:

Shop Item Chances (%) for each possible round
Round 1 2 3 4 5 6 7 8 9 10 11 12-18
Common 90 84 75 64 45 29 20 20 20 20 20 20
Rare 10 15 20 25 35 40 35 30 28 25 23 20
Epic 0 1 5 10 15 20 25 25 25 25 23 20
Legendary 0 0 0 1 5 10 15 15 15 15 17 20
Godly 0 0 0 0 0 1 5 10 12 15 17 20

Unique items can show up in the shop from round 4. There is a 2% base chance for unique item to appear on shop enter, but not on reroll. You can have only 1 unique item at a time.

Combat Mechanics

Attacking

Accuracy: Determines whether an attack hits or misses.

Cooldown: Represents time interval between item activations.

Critical hits: Deal double their usual damage.

Star/Diamond item activations

Many items have a special effect that happens depending on items around it. For example Food, Steel Goobert and Flute. Diamond Diamond works just like Star Star, it's just used when an item has two different effects. Usually an item can only fill one star of another item, and one diamond.

Buffs

Empower Empower: Weapon damage is increased by 1 per stack.

Heat Heat: All items trigger 2% faster per stack.

Luck Luck: Increases accuracy by 5% per stack.

Mana Mana: Resource used by Magic items.

Regeneration Regeneration: Regenerate 1 health per stack every 2 seconds.

Spikes Spikes: Deals 1 damage per stack when hit with a Melee weapon (up to 100% of the damage).

Vampirism Vampirism: Heals 1 health per stack when hitting with a Melee weapon (up to 100% of the damage).

Debuffs

Blind Blind: Decreases accuracy by 5% per stack.

Cold Cold: All items trigger 2% slower per stack.

Poison Poison: Deals 1 damage per stack every 2 seconds.

Other

Battle Rage: Unique mechanic for Berserker. This is a state when the Berserker is stronger.

Block Block: Absorbs 1 damage per stack. Some damage sources bypass armor and deal damage directly to health.

Heal: Gain health.

Fatigue: Deals increasing amount of damage to both players. Begins at nightfall.

Invulnerability: Prevents receiving any damage during a certain amount of time.

Nullify: Prevents a buff to be gained.

Reflect: Inflicts the next debuff to your opponent instead of you.

Reincarnate: Instead of dying player restores health and combat continues.

Resist: Prevents a debuff to be inflicted.

Stun: Pauses all cooldowns for a certain amount of time.