---
description: >-
  The following subsection of this wiki will cover the logic behind fights and
  how the clone's stats can influence the outcome of a fight.
---

# Fight and stats

Many of the first pioneers who explored the Arcadian caves were convinced that these large networks of tunnels were home to vast deposits of resources. However, they never made it back to the surface.&#x20;

After a few explorations, the Arcadian Council quickly understood that these caves were not uninhabited. Thus, every Corporate Leader prepared to battle some of the weirdest creatures mankind had ever witnessed.

In NBM Shadow Depths, players can expect to frequently encounter enemies. Each fight follows a specific logic that depends on two main components: the clone's stats and the intrinsic rules of Arcadian fights.

{% tabs %}
{% tab title="Clone stats" %}
The clone stats are numerical values that reflect the clone's overall strengths and capabilities. Each clone bears 10 different stats that directly influence its performance in combat:

* **HEALTH:** corresponds to the amount of life points the clone has. The more life points a clone has, the longer it can survive.
* **ACCURACY:** corresponds to the ability of the clone to reach its target. A lower accuracy is often synonymous with a clone missing its target when attacking.
* **EVASION:** reflects the capacity of the clone to dodge its opponent's attacks.
* **SPEED:** corresponds to i) the capacity of the clone to engage first during a battle, ii) the capacity of the clone to attack twice in a row and iii) decrease mission duration: Minimum reachable length = \~107 seconds (Hunt mode + speed skill tree max out).
* **DEFENSE:** corresponds to the capacity of the clone to reduce the damage inflicted by the enemies.&#x20;
* **HP REGEN:** reflects the capacity of the clone to recover its life. The value corresponds to the % of life points that the clone will recover after every event (happening \~10 seconds). E.g. 2 HP REGEN means that a clone will recover 2% of its life after each single event.
* **DAMAGE:** corresponds to the potential damage a clone can deal. Higher damage stats often mean that a clone will be able to kill its enemies more easily.
* **CRITICAL DAMAGE:** corresponds to the damage that the clone is dealing when performing a critical hit. This value is expressed as a percentage of the standard damage. E.g. A clone having a CRITICAL DAMAGE of 220% means that each critical hit will deal 2.2 times more damage compared to a standard hit.
* **CRITICAL CHANCE**: reflects the probability of dealing CRITICAL DAMAGE when the clone is attacking.&#x20;
* **RANGE:** corresponds to the distance from which the clone can attack. This value allows clones to attack from further away and eventually avoid melee attacks.

All those stats are linked to the clone's level which is an overall representation of the clone's strength and the aforementioned stats.&#x20;
{% endtab %}

{% tab title="Fight rules" %}
A fight is defined as an encounter between a clone and an enemy. When starting and being carried on, each fight follows a given set of rules:

* When the fight starts, a given distance (range) separates the 2 opponents.
* The opponent having the highest range determines the initial distance between the 2 fighters.
* At the beginning of the fight, the battler having the highest speed gets the first move.
* Fights are turn-based meaning that every turn, each fighter gets a chance to perform an action.
* At the beginning of combat, the fighter with the highest speed can perform two actions in a row since they get the first move and then their first turn.
* Each fighter has the choice between 2 different actions: attack or get closer to his enemy.&#x20;
* The action that a fighter will perform is based on the range.
* If the distance between the attacking fighter and its enemy is too large (meaning that the enemy has a greater range), the fighter will use their turn to get closer to the enemy.
* If the distance between the attacking fighter and its enemy is sufficient (meaning that the enemy has a shorter range), the fighter will use their turn to attack the enemy.
* When an enemy attacks the clone, it targets one of the six possible positions: head, chest, arms, hands, legs, or feet.
* During a fight, each battler has a chance to dodge the opponent's attack. This probability is calculated by subtracting the evasion of the target from the accuracy of the attacker.
* For instance: If a clone has an accuracy of 90% and its opponent has an evasion of 20%, it means that the clone has a 70% chance of hitting its target when attacking (90% - 20%). Thus, the enemy has a 30% chance of dodging the clone's attacks. The same logic applies when the enemy is attacking the clone. If a clone has a high evasion stat, it is more likely to dodge the enemy's attacks.
* Accuracy and evasion are capped. The cap applies after the logic from the previous point as been calculated. See the 'CAP' tab for more information.
* Therefore, it is important to boost a clone's accuracy to avoid failed attacks, while also increasing its evasion to dodge enemies' attacks.
* When attacking, a battler has a chance to perform a critical hit (based his %).&#x20;
* When attacking, the battler with the highest speed has a probability of attacking twice in a row. This probability is equal to the difference between the speeds of the two battlers.&#x20;
* For example, if a clone has a speed of 15, and its enemy has a speed of 5, when attacking, the clone has a 10% chance of attacking twice in a row (15 - 5 = 10).
* A fight can last up to 100 rounds
* Consumables can be used to temporarily boost a clone's stats during fights.
* Consumables are used before the fight does not count as an action.
* HP Regen does not work while a clone is fighting. HP is given back after the fight.

In general, a fight ends when one of the two parties no longer has enough life points. But, a fight has three possible outcomes:

* **Victory:** This scenario occurs if a clone manages to drain its enemy's life points before the enemy drains theirs. In this case, i) The enemy dies, ii) The clone earns experience points, iii) The clone can potentially collect extra loot, and iv) The clone can resume its mission.
*   **Defeat:** This scenario occurs when a clone loses too much life and is on the verge of dying. In this case, i) The clone withdraws from the fight, ii) Finds a way to escape and hide, and iii) Waits and recovers.

    When retreating, the clone doesn't earn any experience and will have to hide for several minutes to recover, impairing and slowing down its mission. Once fully recovered, the clone will eventually resume its journey depending on the parameters selected before starting the mission. In some cases (e.g., when the clone's equipment is severely damaged), the clone will retreat to its closest camp.
* **Draw:** If after 100 rounds both opponents still have enough life, one of the battlers escapes. The fight ends in a tie, and the clone can continue its exploration. This scenario mostly happens when both opponents have a lot of evasion.

{% hint style="info" %}
If you are victorious after a fight, you have X% chance to loot the specific monster material (e.g. 4% Hydra Scale for Hydra) or 30% chance something else available in the mine you are in.  &#x20;
{% endhint %}
{% endtab %}

{% tab title="Damage and defense" %}
During a fight, the attack of the clone interacts in a particular way with the defense of the enemy to determine the damage a clone will deal. The same logic applies for enemies.

* The attack of the clone is multiplied by a random number between 0.8 and 1.2
* The total defense of an enemy is multiplied by a random number between 0.8 and 1.2
* The defense of the enemy is divided by the attack of the clone. Then, +1.5 is added to this number.
* Finally, the attack of the clone is divided by the value calculated above and rounded up.

**Example:**

* A clone has a damage value of 90. A random number between 0.8-1.2 is chosen, 0.98. The damage of the clone then equals 88.2 (90 x 0.98)
* An enemy has a defense value of 80. The same logic applies and the random number 1.02 is drawn. The final defense of the enemy is 81.6 (80 x 1.02)
* The defense of the enemy (81.6) is divided by the attack of the clone (88.2). The result is then: 0.925
* +1.5 is added to this value: 2.425
* The final attack of the clone is then calculated by taking the theoretical damage of the clone (90) and by dividing it by the value calculated above (2.425). Thus, the clone will virtually deal 37.11 points of damage
* This value is rounded up to the superior value: 38. The clone will thus give 38 damage.

This system ensures that attack and defense interact in a logical way.
{% endtab %}

{% tab title="Accuracy" %}
Accuracy corresponds to the ability of the clone to reach its target. In Shadow depths, the clone has its own accuracy and each weapon also bears a specific accuracy.

The final accuracy of a clone is calculated by doing the sum of the clone's accuracy and the main weapon equipped. Evasion is also capped, see [Cap](#clones-caps) section

For instance:

* A clone has 10 points in accuracy
* Its main weapon has an accuracy of 85
* The clone's final accuracy is equal to 95%

{% hint style="info" %}
**Reminder:** the monster's evasion will be subtracted from this number to determine the clone's probability to hit its target.
{% endhint %}
{% endtab %}

{% tab title="Caps" %}
Both final accuracy and evasion are capped. This mechanism ensures that an attacker always has a chance to miss, while their opponent always has a chance to dodge. The cap is applied to the final value calculated for an attack.&#x20;

This cap is specific for every fight and relies on the difference between the stats of the clone and the stats of its opponent.

### Clones Caps

Accuracy : from 85% to 95%(+2% with [Quantum Tuning](quantum-tuning), +1% with [BioClass](bioclass))\
Evasion : from 80% to 90%(+2% with [Quantum Tuning](quantum-tuning), +1% with [BioClass](bioclass))

### **Monsters Caps**

Accuracy :&#x20;

* Monsters LVL 1 = 85%
* From LVL 20 = 90%
* From LVL 40 = 95%

Evasion :

* Monsters LVL 1 = 80%
* From LVL 10 = 85%
* From LVL 30 = 90%
* With Blurred motion skill = 99%

### Scenarios

#### **Example 1**

* A clone has 80% Accuracy
* An enemy has 70% Evasion
* Therefore, the clone has a 10% chance of hitting the enemy (80-70 = 10)
* The accuracy cap is at 85%
* The accuracy cap has no effect since the final accuracy of the clone (10%) is below the cap 85%

#### **Example 2**

* A clone has 200% Accuracy
* An enemy has 70% Evasion
* Therefore, the clone has a 130% chance of hitting the enemy (200-70 = 130)
* The accuracy cap is at 85%
* The final accuracy of the clone is equal to 85% since the accuracy (130%) is above the cap

#### **Example 3**

* A clone has 1000% Accuracy
* An enemy has 950% Evasion
* Therefore, the clone has a 50% chance of hitting the enemy (1000-950 = 50)
* The accuracy cap is at 85%
* The accuracy cap has no effect since the final accuracy of the clone (50%) is below the cap 85%
{% endtab %}
{% endtabs %}

Therefore, it is important for each Corporate Leader to closely monitor their clone's performance to better optimize their explorations.&#x20;
