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[DM] Dead Maze Mechanics
+Minstens
« Citoyen »
Membre
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    • +Minstens#0000
    • Profil
    • Derniers messages
    • Tribu
#1
  0
  • Index
  • Resistance
  • Resilience
  • Damage reduction
  • Dodge
  • Blind
  • Blind theory
  • Shield
Defense
As a main feature of a survival game and needed core to lower the incoming damage. The important of having some defense is required to play and take advantage on the game. What we are going to see here is all the data I've gathered during the release.

Index

  • Resistance
  • Resilience
  • Damage reduction
  • Dodge
  • Blind
  • Blind theory
  • Shield


Resistance
This feature of the game lowers your damage in a raw damage that scale like an exponential function when you start to have more resistance. There is no clue on where is the limit and maybe it doesn't have since the required value is very higher.

Types
All the resistances aren't the same because they have their main purposes but after all they work the same since they works as one with the unique formula.

General resistance

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/7.jpg


This type of resistance is the most important of the game, it contains the other subtypes of resistance (physical and elemental) which is something to take care of.

Physical resistance

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/8.jpg


Physical resistance will lower infected hits that are mainly the type.

Toxic resistance

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/39.jpg


Toxic resistance is one common resistance as the same time is the second common damage of the game. This can prevent you fron enviroment damage as toxic floor, medics and antibacterial toxic damage or another toxic damage. This can also prevents to lower explosions from toxic+fire.

Fire resistance

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/25.jpg


Fire resistance will lower fire from bosses like catapult boss, firefigther boss and the combo of toxic+fire and flammable+fire. This can also prevents to lower explosions from toxic+fire.

Electric resistance

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/3.jpg


Electric resistance will lower for example electrician hits and the wet+electric combo in bosses or ground.

Cold resistance

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/38.jpg


Cold resistance will lower the combo of wet+cold damage.

Formula
There isn't an official resistance formula but the most accurate one at the moment is this
1
y = ceil(n - (5x * n / 4x + 425))
Where n is damage, x is resistance and the y result will be the damage lowered.
Resilience

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/76.jpg


One important way to take less damage, it's an scalating reduction when you start to have less life. This can be very usefull on higher threat level with resistance. The main issue of this method is that there is a fixed cap of 75% resilience.

Formula
The formula confirmed by developers.
1
y = ceil(n * ( 1 - ( x / 100 * (1 - m / 100))))
Where n is damage, x is resilience, m is current life percentage and y is the result.
Damage reduction
The result of mixing the behaviour of resistance and resilience and their formulas. This formula is very usefull when trying to take a guess on building tank sets.

Formula
The most important formula of the game since everything starts here.
1
y = ceil(ceil(n - (5x * d / 4x + 425)) * (1 - (r / 100 * (1 - m /100))))
Where n is damage, x is resistance, r is resilience, m is current life percentage and y is the result.
Dodge

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/30.jpg


Probably one interesting method based on not taking damage on hit. Where your received hit has a chance of fail. The cap is 75%.
Blind

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/40.jpg


Method based on making the zombie hit failed when it's triggered, there is no cap for and it's hard to keep it.
Blind theory
This proves two things, blinds goes before dodge and the mix of both could be powerfull.
1
2
3
If Blind 75% -> 25% hit then
If Dodge 75% -> 75% of 25% -> 18% dodge then
Total fail 75% Blind + 18% Dodge -> 93% of miss hit
This means Blind 75% + Dodge 75% could result in 93% of overall fail of the infected hit.
Shield

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/9.jpg


One best source of fixed and plain reduction but requires better shields. This is not recommended for higher threat levels.

Dernière modification le 1576236360000
+Minstens
« Citoyen »
Membre
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    • Profil
    • Derniers messages
    • Tribu
#2
  0
  • Index
  • Damage
  • Piercing damage
  • Cold stuff
  • Electric stuff
  • Fire stuff
  • Crowd control
  • Freeze / Critical
  • Randomizer
Battle
Varied system of damage classes, there is several ways of dealing damage in effective ways for any kind of purposes. The point is on the view when you're going to play on certain situation. Or just do interesting damage.

Index
  • Damage
  • Piercing damage
  • Cold stuff
  • Electric stuff
  • Fire stuff
  • Crowd control
  • Freeze / Critical
  • Randomizer


Damage

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/37.jpg


First and general multiplier that will affect any output damage.

Specific damage
Specific bonus damage are different multiplier that doesn't add up to general damage.

Physical

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/2.jpg


Usefull for vampiric and critical sets.

Toxic

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/35.jpg


To increase toxic mines damage.

Fire

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/12.jpg


To increase fire mines damage and torch.

Electric

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/31.jpg


To increase electric kit damage or electrician set bonus.

Cold

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/34.jpg


To increase cold damage from swimsuit.

Piercing

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/89.jpg


To increase spear, combat knife or certain ranged weapons damage like bow.
Piercing damage

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/88.jpg


Ranged weapons and spear/combat knife have this damage. This damage ignores the resistance of the infected which is good for tank ones like catapult, crawler, puker or swat zombies.
Cold stuff
Cold features which are interesting to know.

Slow aura
Cold applies small slow effect to infecteds which works for slow damage.

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/54.jpg



Stun
When the infected is in cold status by floor/attack or wet you can stun him for 4s if you apply the opposite effect.

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/74.jpg + http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/70.jpg = http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/4.jpg


Electric stuff
Electric damage has two interesting features that the other damages doesn't.

Electrified
When getting/dealing electric damage you will leave an electrified status for 2 seconds.

Area spread
Electric damage has 50% chance to go in area, but not only that any other elemental damage or effect that has been done while the electric attack was done will be transferred in the area spread.

Stun
When the infected is in electrified status by floor/attack or wet you can stun him for 4s if you apply the opposite effect.

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/74.jpg + http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/45.jpg = http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/19.jpg


Fire stuff
Fire damage has some combos.

Burning
When getting/dealing fire damage you will get burn status, this formula based on time passed returns the damage: damage = 48 / (2 ^ time)

Reset fire
You can reset fire status and increase his damage by using flammable from ground or jerrycan.

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/21.jpg + http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/72.jpg = http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/72.jpg


Explosions
You can deal explosions with toxic floor/toxic mine or whatever deals toxic. The damage of the explosion is supposed to be the higher of the two triggers (toxic and fire).

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/14.jpg + http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/72.jpg = http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/72.jpg


Crowd control
External multipliers added when the infected has certain cc.

Slow damage

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/100.jpg


Multiplier for infecteds that are slow or rooted.

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/54.jpg - http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/95.jpg



Stun damage

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/99.jpg


Multiplier for zombies that are stunned or frozen.

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/19.jpg - http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/4.jpg


If infected is slowled or rooted and stunned or frozen it will only apply the higher bonus, the stun damage.
Freeze / Critical
The last barrier of multipliers before Effectiveness, both usefull and powerfull but the use of one implies the deny of the other.

Freeze
Freeze is a combo based on mixing water and cold like when you use swimsuit and cold kits. It will stun the enemy for 4 seconds.

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/74.jpg + http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/70.jpg = http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/4.jpg


When the enemy is frozen, the damage received is increased by 50%. But that damage dealt can't be critical.

Critical
Only weapon of any damage can be critical, vampiric and heals. The base bonus is 200% and the critical limit is 75%

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/42.jpg - http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/23.jpg


If the enemy is frozen damage won't be critical.
Randomizer
Weapons have randomizer effect, this will either remove or add extra damage and it's the final multiplier. The randomizer value will be picked randomly from a minimal value to a maximal value.

MinimalMaximal
-20%20%


Dernière modification le 1738613940000
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« Citoyen »
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#3
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  • Index
  • Regeneration
  • Stamina
Other
Other stuff whose information is good enough that doesn't fit the categories above. This stuff is rather important in order to use certain kits or just do a mentally successful timing.

Index
  • Regeneration
  • Stamina


Regeneration

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/13.jpg


Property of recovering life out of and in combat, whose value can be increased by his proper booster but the base regenerations are affected by hunger current percentage.

1
y = ceil((x * 20) / 100)
Stamina

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/11.jpg



Ability to perform certain combos, dash or sprint.

Number of stamina
All the players have 100 stamina, which can be increased or decreased by food buffs for example.

Stamina regeneration

http://www.transformice.com/images/x_deadmeat/x_interfaces/buffs/81.jpg


Time to recover all the stamina bar, which is 10 stamina per second.

Dernière modification le 1739210880000
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