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https://youtu.be/ujQgRJo9vHA
Sometimes characters have same color skills. You combo those together, attacks get stronger.
Egos. Big boom boom attacks. They use resources and sanity. You save those for when it's hard to win a clash.
Re-do the tutorial and watch some youtube stuff if you have more questions.
Well, kinda.
I understand the game very well, and I still press it a lot. It just works (for the most part).
2) "Match colors" is a bit of a meme at the moment. Even with the new identities that capitalize on that mechanic, you can't just "match colors and win".
What matters is the numbers.
... I'll try to be concise.
So. Every attack is either a "clash" or a "one-sided attack".
In a "focused encounter" you can pick your targets, and basically decide how you want to handle them. You'll need to outspeed your opponent, though, in order to be able to redirect attacks. "Speed" is a dice roll. Can be enhanced by various buffs.
In a "regular encounter" the game will autopick targets (and generally make them into "clashes").
One-sided attack is just that - it's an attack that is guaranteed to succeed and deal ... some damage.
A "clash", however, occurs when two attacks target each other.
Every single clash can only result in one attack being completely canceled out, with the other one going through.
This is decided exclusively by numerical values.
If Ultramarine Godslayer rolled 17 on his "total annihilation megastrike", but Ishmael the angry redhead rolled 18 on her "bonk", Ultramarine Godslayer's attack is cancelled. Bonk goes through and deals 18*[modifiers] damage.
So, basically, you "defend" by attacking (and winning clashes).
Or you use defensive skills. They are not guaranteed to protect you completely, but they will generally reduce damage you would otherwise receive. Using them is only recommended when it's obvious that you have no way of blocking the enemy attack by "clashing".
3) Here's how numbers works:
Every skill consists of X base power, Y number of coins and Z coin power.
Each coin can roll "heads" or "tails".
Final power of the roll is X+(Y-T)*Z, where T is the number of coins that rolled "tails".
As you can guess by the name, the chances of rolling "heads" or "tails" on each coin is 50/50.
Except it's not.
Because "sanity" exists.
It changes from -45 to +45.
3 guesses as to what it affects.
If you guessed "each point of sanity is +\-1% chance of rolling heads" - congratulations. You win the satisfaction of feeling like a smartypants.
So, if your sinner has 45 sanity, they will roll "heads" 95% of the time.
If your sinner has -20 sanity, they will roll "heads" 30% of the time.
Hope this helped.
just spamming winrate and go back to level up if you lose.
So, basically, if you roll "heads" you get a higher number (unless coins are negative, but there are 2 ids in the entire game that use negative coins, so just ignore it for now).
Example:
Dieci Rodion, skill 2 (weight of knowledge):
X=3, Y=4, Z=3.
You use the skill and roll.
Say, you rolled 3 heads and 1 tails.
This means that the clash power of the skill is [3+(4-1)*3=] 12
It is now compared against the number your opponent rolled.
If you rolled lower than your opponent - you lose. 1 coin is taken away. You roll again.
This time Y=3 (your chances are even lower now. For this reason in about 80% of all cases if you lose one coin - you just keep losing).
Repeat until Y==0 on yours or your opponent's side.
Yes, this means that skills that have more coins are generally better.