Attacks are created directly by Pawns (e.g., Swing)Item damage sources: Killbot, Skates, Smoke, TireStatus damage sources: Bleed, SickStyle damage sources: Bully• Pawns take damage from all four sources.
• Monsters only take damage from Pawn attacks.
Items that modify damage: Dice, FlaskStatuses that modify damage: Drunk, Tanky, WeakStyles that modify damage: Mighty, Slayer• Damage from attacks is modified by stats, styles, items, and statuses.
• Damage from items, statuses, and styles is not modified by anything.
• All damage is mitigated by the global ramp during the first 30 seconds.
• If a Pawn reaches zero Hitpoints (hp) they will immediately die and create a tombstone.
• When a damage source hits a Pawn, they lose hp equal to the attack's Damage (dmg).
• The dmg of attacks from other Pawns is reduced by Defense (def).
• The amount of dmg reduced by def is reduced by Penetration (pen).
• Damage Formula: Final Damage = dmg - (dmg * def) * (1 - pen)
• The base average duration in seconds between a Pawn's attacks is its Attack Rate (atr).
• The Attack Speed (asp) stat is a modifier supplied by outside sources, like styles or items.
• A Pawn's asp modifies its atr like so: atr *= (1 - asp)
• The asp stat does not modify attacks, just the frequency they occur.
• The benefit from Movement Speed (spd) does not scale linearly, 20 isn't twice as fast as 10.
• A higher spd stat is generally bad as it increases flux, absorbing more hits.
Effective Hitpoints (ehp), Damage Per Second (dps), Flux, and Application are 'pseudostats' not assigned to Pawns.
• Effective Hitpoints: hp + (hp * def) = ehp
• Damage Per Second: atr / attackCount / seconds = dps
• Flux: big size + fast speed = more incoming hits
• Application: fast attacks + big hits = better application