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Combat System

Learn everything about the turn-based combat system in Huntdown.

1. Overview

The combat system in Huntdown is turn-based. You and your opponent take turns attacking, using abilities, and using items. Strategy and choosing the right actions are crucial to victory.

Combat Types
  • PvE - Fight against NPCs and monsters
  • PvP - Fight against other players
  • Team battles - Fight with and against multiple participants

2. Turn Order

The turn order is determined by the Speed attribute. The fighter with the higher speed starts.

Speed Formula
If the speed is the same, it is decided randomly who starts. Buff and debuff effects can temporarily change the speed.

3. Damage Calculation

The damage dealt depends on several factors:

Physical Damage
Based on Strength and Accuracy. Reduced by the opponent's Resistance values.
Magic Damage
Based on Intelligence and Concentration. Reduced by Resistance.
Damage Formula
Damage = (Base Skill Damage + Attribute Bonus) × Critical Multiplier - Resistance

4. Evasion

Fast fighters have a chance to completely dodge attacks. The dodge chance is based on the ratio between the defender's speed and the attacker's accuracy.

Evasion Mechanics
  • The higher your speed, the higher the dodge chance
  • The attacker's accuracy reduces your dodge chance
  • Some abilities cannot be dodged
  • Debuffs can temporarily reduce dodge chance
Tip
Classes with high speed benefit particularly from the evasion system. Invest in speed if you prefer an agile fighting style.

5. Buffs & Debuffs

Buffs and debuffs are temporary effects that change your attributes or those of your opponent for a certain number of rounds.

Buffs (Positive Effects)
  • Increased attack power
  • Increased defense
  • Regeneration over time
  • Speed bonus
Debuffs (Negative Effects)
  • Reduced attack power
  • Reduced defense
  • Damage over time (DoT)
  • Slow

6. Status Effects, Crits & Cooldowns

Fights are more than pure stat comparisons. Abilities can trigger lasting status effects, land critical hits and are subject to cooldowns — tactical timing decides.

Status effects

Bleed / Burn / Poison
Damage over time (DoT): applies at the end of the round for several rounds.
Stun
The target skips its next turn — this also cancels charged attacks.
Vulnerability
The target takes increased damage while the effect lasts.
Duration
Each effect lasts a fixed number of rounds and ticks down automatically.

Critical hits

Accuracy and concentration increase your critical hit chance. A crit significantly boosts the damage (1.5× multiplier) and is highlighted in the combat log.

Cooldowns & Telegraphed Attacks

  • Powerful abilities have a cooldown and are then locked for a few rounds.
  • Some enemies charge up a devastating attack (telegraph) — a stun at the right moment cancels it.
Tip
Apply vulnerability before your strongest attack and keep a stun ready to counter charged enemy attacks.

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