Game Mechanics
ATLYSS has several aspects to its gameplay that are smaller than others, yet are all the same important. Listed below are examples of these, ranging from multiplayer to combat mechanics.
Multiplayer
Lobby Hosting
Players can either host or join lobbies with up to 16 players.
Lobby hosts, on lobby creation, have the option to turn on streamer mode, disabling chat for the duration of the hosted lobby. The host also has the ability to kick or ban any player in their lobby using the /kick
or /ban
commands via the Host Console.
The Host Console can be opened with the Host Console (`) key. Typing simple text into the console will send a server message. Furthermore, the following commands exist:
/shutdown <countdown>
: Shuts down the server. Optionally, supplying a number adds a countdown in seconds before shutdown./cancelsd
: Cancels a pending server shutdown if a countdown was provided./starthost
: Starts the server instance. Server must be shut down initially to use this command./kick <connection ID>
: Kicks the connected client using this connection ID./ban <connection ID>
: Bans the connected client and their address using this connection ID./clearbanlist
: Clears the banlist saved in the host settings profile.
Players and hosts have the ability to mute other players using the chat window. (put mute command here) Muted and banned players are saved locally, persisting between play sessions.
Party Play
While in a multiplayer lobby, parties can be formed by pressing Open Who Menu (O) , selecting a player, and then pressing "Invite to Party". The player who initiates the invites is the party leader. Parties can have up to 4 players.
Parties are required to participate in dungeons with multiple players. Dungeons are single party instances, meaning only those in the same party can be in the same dungeon. Only the party leader can initiate a dungeon instance.
Combat
Damage Scaling
Weapon damage scales with a particular stat depending on the weapon type. Strength weapons (Melee, Heavy Melee, Polearm) scale with the user's Attack Power, Dexterity weapons (Katar, Ranged) scale with Dex Power, and Mind weapons (Scepter, Bell) scale with Magic Power. Damage scaling is linear with no diminishing returns, meaning that each additional point in the scaling stat will affect damage to the same degree. A weapon's damage cannot be increased past the max damage range for that weapon.
The exact formulas for weapon damage scaling are as follows:
Weapon Type | Damage Floor | Damage Ceiling |
---|---|---|
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Base Damage Floor + ( Attack Power * 0.128) | Base Damage Ceiling + (Attack Power * 0.32) |
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Base Damage Floor + ( Dex Power * 0.128) | Base Damage Ceiling + (Dex Power * 0.32) |
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Base Damage Floor + ( Magic Power * 0.128) | Base Damage Ceiling + (Magic Power * 0.32) |
The max weapon damage that can be achieved through scaling is the same for all weapon types, and is given by the formula below:
- Weapon Max Damage
- Max Damage Floor = Base Damage Floor * (1.15 + (Equipment Level * 0.048))
- Max Damage Ceiling = Base Damage Ceiling * (1.15 + (Equipment Level * 0.062))
- Weapon Max Damage
If the Equipment Level of the weapon is 4 or below, the following formula is used instead:
- Weapon Max Damage (Low-Level Weapons)
- Max Damage Floor = Base Damage Floor * 1.85
- Max Damage Ceiling = Base Damage Ceiling * 1.25
- Weapon Max Damage (Low-Level Weapons)
Note that for both sets of formulas (weapon scaling and max damage), any decimal values are always rounded down to the nearest integer to give you your final value.
Power Threshold
The maximum Attack, Dexterity, or Magic Power stat limit at which a weapon's outgoing damage, both floor and ceiling, will yield no further growth.
You will know a weapon has reached its max damage as indicated by yellow numbers on the weapon details window.
Weapon Masteries
Weapons can be further enhanced through Mastery skills, which become available through Guardian quests starting at level 10. Investing skill points into a weapon's Mastery skill will unlock a special charge attack that is unique to that weapon. Some weapons also gain further benefits through Mastery, such as increased attack speed, or an alternate jumping attack.
A description of the charged attack for each weapon type can be found at the top of the list of weapons for that type.
Elements
Many weapons and creeps in ATLYSS also make use of elements. These range from Normal, Shadow, Water, Fire, Earth, and Air.
At this time, elemental weaknesses are not implemented, therefore elements currently serve no purpose aside from unique Scepter attack animations. This is planned for a future update, however.
Threat
Threat is a basic part of every Creep's AI, dictating which player it will target. The higher an individual player's threat on a creep is, the more likely it is to attack them.
Increasing Threat
How much Threat a player has on an individual creep is generally determined by how much damage the player has dealt to said creep. In turn, creeps are prone to targeting whichever player has done the most harm to them.
Some skills are specially designed to generate high threat and draw the enemy's aggression by artificially generating far higher Threat than other attacks and abilities. With the exception of (which is immediately available to all), these abilities are (currently) only available to all characters of the Fighter class. These Threat-generating skills include:
Blocking
Blocking is an essential part to Atlyss combat, allowing the player to negate incoming damage at the cost of stamina.
Damage equal or greater than 50% of your max HP will always lead to Fatigue, regardless of max stamina. Damage will not be dealt in this situation, however the player remains open for subsequent attacks.
Attacks that hit while the player's guard is up will not deal any damage or effects.
Continuously holding the block button will drain stamina on its own.
Parrying
By blocking right as the attack is about to hit, the player triggers a Parry.
Just like blocking, a Parrying an attack will negate all damage and effects that would be inflicted by an attack.
(note:You cannot parry attacks from an enemy that is 3 or more levels above you.)
Performing a parry also stuns the attacking enemy, allowing for more time to attack or do other actions.
(note: some enemies will not be stunned by parrying, such as Colossus.)
The game also rewards precise timing by immediately refunding any stamina that would be spent by blocking the attack, allowing the player to continue Parrying potentially indefinitely.
(note: Parrying an enemy that has a higher level still consumes stamina.)
Dodging
If an attack connects as the player is dashing, the attack will be Dodged.
As with Parrying or Blocking, all damage and effects that would come with the attack are negated. However, dodging does not stun the enemy, and it does not cost stamina to perform.
(note: while it does not decrease stamina, the player cannot dodge while exhausted. The player also cannot dodge level hazards.)