Stats Breakdown
An Operator’s performance is largely reliant upon their stats. These are values that improve an Operator’s outcomes when interacting with the opponent. Each stat has its own unique impact on the Operator’s performance:
Health (the amount of damage an operator can sustain before dying)
Shield (supplemental to health, the amount of damage an operator can sustain before dying, non-regenerable)
Damage (the amount of health an operator removes from the opponent each time it attacks)
Defense (the amount reduced from basic incoming damage)
Explosive Resist (the percentage reduced from incoming explosive damage)
Accuracy (the frequency at which an operator will attack for “full damage”)
Speed (the prioritization of an operator in the turn order)
If defense or explosive resist is reduced below 0, the operator will receive extra damage when attacked by the respective damage type at half of the negative value.
E.g. an operator with -10 Defense will take 5 extra damage when attacked with regular damage attacks.
E.g. an operator with -10% Explosive Resist will take 5% extra damage when attacked with explosive damage attacks.
These 7 Stats dominate all Operator v. Operator interactions throughout the game, beginning with Speed:
Before the battle, Operators are placed into an ordered list: the Turn Order. The fastest Operators go at the front, and the slowest Operators go in the back. Just as the battle progresses turn-by-turn, it also progresses operator-by-operator within each turn. Each turn, the first Operator to move will be the one with the highest speed value, followed by the second, and so on and so forth. In the event of a Speed tie, the tiebreaker goes first to the Attacking team (as they have the “element of surprise”), and then to the Defending team. If there is a speed tie within a team, the Operator that was selected first (left to right) in their team draft will be the first to move.
Once it’s an Operator’s turn to attack, their Damage stat comes into play. In theory, the Operator will strike opponents for an amount equal to its Damage stat, and the opponent will lose Health equal to that amount.
The formula is linear, and can be written as such:
New Health = Original Health - (Damage - Defense)
However, there is one more factor to consider in the damage formula: Accuracy. An Operator’s Accuracy stat, as mentioned earlier, determines how consistently they are outputting their maximum damage value. Accuracy has a minimum value of 0, and a maximum value of 100. Most Operators have a natural Accuracy stat between 50 and 70, but it can be enhanced further by their Gear.
The influence of Accuracy on the outcome of a hit is determined as follows:
A random number is rolled, between 0 and 100
If the Operator’s Accuracy is greater than the random number, the Operator will strike for full damage
If the Operator’s Accuracy is less than the random number, the Operator will strike for partial damage
Partial damage is determined by the following formula:
Final Damage = Original Damage * (Random Number / 100)
This means that an Operator’s Accuracy stat is responsible for 2 things:
The rate at which the Operator will deal full damage (Accuracy / 100)
The minimum amount of damage for a partial hit (Damage * Accuracy / 100)
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