Whitepaper
  • ⚔️Welcome to GainHive & GainPad - The Whitepaper
  • Introduction
  • GainPad
  • GainHive
  • Gameplay
    • The Planet
      • Hexagons
    • Player Avatars
      • Factions
        • Faction Based Diplomacy
      • Clans
        • Clan Warfare and Rewards
        • Clan Pages
      • Algocracy and Player Organisation
        • The King/Queen/Leader
        • War and Peace Decisions
    • F2P and Customer Segmentation
      • Mercenary System
        • Mercenary Sub-Game
    • Leveling
    • Reforging Avatars
      • Reforging Bonus
      • Avatar Quality
      • Aspect Trading
    • Equipments
      • Upgrading Equipments
      • Crafting Equipments and Items
    • Action and Energy System
    • Movement System
    • Combat System
      • Combat Phases
      • Melee and Ranged Combat
      • Adjusting and Balancing
      • Combat Outcomes
        • Attacker Victory
        • Defender Victory
        • Tie
    • Respawning System
    • Looting System
      • Items
    • Mining System
      • Items
    • Hiding and Immunity
    • Events
      • Full Loot Night
      • Treasure Hunt
      • Spachip Drops
      • Storms and Volcanos
      • Free Events
      • Monetized Events
      • Sponsored Events
    • Seasons
    • Financial Instruments
      • Market Spread
      • Open Market and Trading
      • Direct Player to Player Trading
      • Renting Avatars
      • Factions and Clans
  • Roadmap & Achievements
    • RoadMap
    • Achievements
  • TOKENOMIC $Ghive
    • $Ghive - The Governance
    • Game Economy
  • TEAM
    • About Us
    • Core Members
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On this page
  1. Gameplay
  2. Combat System

Combat Phases

● Defender strikes first then followed by the attacker. If the defender dies during the attacker's phase, the combat ends and the attacker is victorious.

● For each character a strength value is calculated. This is based on the attack and defense values of their avatars.

Considering base hitpoint, attack and defense values of

Variable

Base Value

Max Value

Attack

100

200

Defense

100

200

Hitpoints

100

200

The expected hit to kills for different match-ups

Match-up Calculator

Att Strength

Def Strength

Attacker Damage

Defender Damage

10

100

8.8047

63.2456

20

100

9.6451

44.7214

40

100

11.5741

31.6228

60

100

13.8889

25.8199

80

100

16.6667

22.3607

100

100

20.0000

20.0000

120

100

24.0000

18.2574

140

100

28.8000

16.9031

160

100

34.5600

15.8114

PreviousCombat SystemNextMelee and Ranged Combat

Last updated 1 year ago