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EpicDuel PVP Game Design Notes

Behind the scenes information about EpicDuel's development and releases, a real-time PVP MMO that you can play online in your web browser.
Nightwraith

October 02, 2026

Talk Like A Pirate 2026 Finale

Added to Thalyssa

  • SteamTech Arsenal P
  • SteamTech Arsenal E
  • SteamTech Bazooka P
  • SteamTech Bazooka E
  • SteamTech Artillery P
    • SteamTech Cannon P: Rain down physical attacks from a hovering airship; 20% defense ignore.
    • SteamTech Blast P: Deal more damage based on how much EP you have left, up to 120% for 0 EP.
  • SteamTech Artillery E
    • SteamTech Cannon E: Rain down energy attacks from a hovering airship; 20% defense ignore.
    • SteamTech Blast E: Deal more damage based on how much EP you have left, up to 120% for 0 EP.

 

Added to Alonzo Harris

New!

  • Ghoul Cannon 2018 CC 2026
  • Ghoul Cannon 2018 2026
  • Spectral Blaster 2018 CC 2026
  • Spectral Blaster 2018 2026

Returning!

  • Stun Cannon CC 2026
  • Stun Blaster CC 2026
  • Stun Cannon 2026
  • Stun Blaster 2026
  • Ghoul Cannon 2019 CC 2026
  • Spectral Blaster 2019 CC 2026
  • Ghoul Cannon 2019 2026
  • Spectral Blaster 2019 2026

 

Balance Changes

  • Revenant's Wall (Armor): Increase Resistance by 65% for 3 -> 4 turns.
  • Hardened Armor: Damage Reduction 35% -> 30%; Added 30% damage reflection.
  • Anubis Incantation: Warmup 1 -> 0; Detonates for 67% of targets current energy
  • Energy Harvest
    Deal 85% -> 100% damage, stealing 20% HP and 50% Energy, disabling melee attacks for 1 turn.
  • Hunters' Eradication: Remove target's armor (1 turn), target's sidearm (2 turns) and auxiliary (3 turns).
  • Saw Strike P/E: Rip through 25% -> 30% of your target's defense with a 20% crit chance.
  • Underclock: Attack for 85% -> 100% damage and increase target's cooldowns by 1.
  • Whiteout: Deals 100% -> 110% damage
  • Titan's Shroud / Titan's Shroud (NPC) / Force's Shroud: Now only increases the chance you will block an incoming attack and no longer affects your opponent's chance to block your attack. Removed Damage Reflection.

 

Critical Change

Critical strike formula reverted to remove to the defense-ignore cap, but reverting entirely to the formula earlier in the year is not idea as it contained many blind spots that produced inaccurate results. People were mostly used to the old formula since it was in use for so long that nobody thought anything of it. I'll share some simulated scenarios below to clarify the differences between the old and new formulas.

Classic early 2026 formula: damagePostCrit = grossDamage − critAdjustedDefense, no clamp on ignorePercent.
Current new formula: damagePostCrit = damage + defenseIgnored, ignorePercent clamped to 0–100.

Simulated Scenarios: grossDamage = 1000, target Defense = 500, base ignorePercent = 30% (no crit-ignore gear unless noted), attacker level = 40 → critMinIncrease = 56.


Results:

1. Identical. In most cases, you will never notice the change (100% damage, nothing else going on).
2. This is the NPC Defense core bug that was fixed by the new formula. The core is worth 400 damage reduction on a normal hit (500→100), but Classic's crit comes out exactly the same as #1's (650), totally ignoring the core. Current correctly shows a 400-point difference (650→250), matching the core's actual value.
3. / 4. — Classic's crit damage is the same 650 in every scenario, regardless of the skill's own damage%. Classic's crit output never changes unless grossDamage or Defense change. It's blind to everything else in the pipeline. Current scales appropriately: a 130%-damage skill crits harder (950) than a 70%-damage skill (350), proportional to their actual power.
5. Combining the core and a 130% skill, Classic still lands on 650 (same constant as every other scenario) as it ignores both modifiers. Current shows 550, correctly reflecting both.
6. With enough crit-ignore gear stacked to push raw ignorePercent to 120%, Classic's critAdjustedDefense goes negative ((1-1.2)×500 = -100), which flips the subtraction into an addition, and the crit does more than full gross damage (1100, exceeding the 1000 raw hit entirely). Current's clamp caps ignorePercent at 100%, so the worst case is "crit ignores all Defense" (1000). It can never exceed the hit's own gross damage.

Net Result: Classic's crit number is structurally disconnected from key elements that comprise a hit's damage, and only reacts to grossDamage and Defense. The current formula's crit number tracks the actual hit including modifiers. Classic may have "felt" correct due to familiarity, but by ignoring key modifiers it was actually inaccurate.

 

Other Changes

  • Battle engine now supports limits for core uses beyond 1. Skill button tooltips will also show remaining uses for skills with multiple uses in battle.
  • Rage start bonus: 30% in 2v2 → 35%, 20% in all other modes → 25%,
  • NPC Rage enabled only for 1v1 and 2v2 battles. To prevent change from overpowering NPCs, their Rage rates will be 50% less than human rates. This change was made because NPCs have extremely low win rates against humans in 1v1 and 2v2 (only 5% in 2v2) and even worse outcomes with a human partner in a 2v2 with 2 humans vs 1 human, 1 NPC. This change should help human players who pair with NPC partners as well as making battles less predictable.
  • Formula information including base values, max values, and divisors added for Block, Deflection, Critical, and Stun tool tips.

Tags: Nightwraith

 

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