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Combat rules / 0.1.0

Damage calculation

From material values through special multipliers, COMBO, and enemy defenses.

Separate the damage sources

One action may cause several hits. Placement, line-clear, and direct reaction damage are resolved separately; there is no single formula for every number on screen.

Source Base damage Uses clear-specific multipliers / COMBO?
Placement Cells placed inside the board × build damage per cell No
Line clear Sum of material damage in the clear Yes
TNT, mechanisms, sponges, golems Base damage of the reaction No
Player shear and ring-shift skills Solid occupancy changes × 10 No

If a skill changes the board and then causes a line clear, that clear still uses the line-clear rules. Movement does not generally deal damage based on distance traveled.

Material contribution

Each block contributes max(0, material clear damage + material bonus + burning bonus − corrosion).

Materials without a special value default to 5 damage. A combustible material that is burning adds 4; current corrosion subtracts up to 3. See Materials for base values. If a block permits liquid in its cell and the liquid is also full, liquid may contribute too.

Line-clear formula

B = total material damage for this clear
S = max(1, applicable single, multi, quad, SPIN, and natural-chain multipliers)
C = min(COMBO cap, 1 + COMBO count × increment)
M = round(global damage multiplier × S × C × 10000) / 10000
Attack damage = max(0, round(B × M))

Special multipliers use the highest value, rather than multiplying together. COMBO multiplies that result. The first clear has COMBO count 0, so its COMBO multiplier is 1.

Multiplier Default With its corresponding boost
Single line 1 1.5
Multi-line (at least 2) 1 2
Quad (at least 4) 1.5 3
SPIN clear 1.5 2
Natural chain 1 2
COMBO increment / cap +0.2 per step / 2 +0.5 per step / 2.5

Example: material damage totals 50, special multipliers of 1.5 and 2 both apply, COMBO count is 2 under default rules, and the global multiplier is 1. The attack deals 50 × 2 × 1.4 = 140, before enemy defenses.

Enemy defenses and actual Health loss

First apply the enemy’s single-line damage factor, only when exactly one line cleared. Next apply any high-damage threshold: keep damage up to the threshold, and multiply only the excess by the overflow factor. Round the result.

For example, Overflow Armor has a threshold of 100 and an excess factor of 0.5. It reduces 140 to 100 + 40 × 0.5 = 120. Here, overflow refers to a large hit exceeding a threshold, not blocks reaching the top of the board.

Actual Health loss is also capped by remaining enemy Health. A 120-damage hit against an enemy with 30 Health removes only 30, so attack totals and Health removed can differ.

Direct damage

Direct damage is multiplied by the global damage multiplier and rounded, then adjusted by enemy defenses. It does not use special clear multipliers or COMBO, and does not count as a single-line clear for Single-Line Armor.

For placement damage per cell, see Builds. For damage to the player, see Health and survival.

Reactomino · English guide · For version v0.1.0
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