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Defending in Group Attacks

Started by Alexstrasza [1825532] on in Bugs & Issues.

8 replies · 278 views · thread synced · 10 days ago · View on torn.com
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Alexstrasza [1825532]

Hi There,

I was under the assumption that only when mutiple people actually used turns in a group attack, would it cause the defender to be 'busy'.

https://www.torn.com/loader.php?sid=attackLog&ID=b2a3c1b7b87d8fbcef0c0f05ea791937

Only one person was attacking out of the 2 in this attack, and yet I seem to have been 'busy' for at least 4 of the incoming attacks made by that one person.

Is this working as intended? I feel that I should have returned fire for all of these attacks, as the other player sat there doing nothing.
Scootaloo [1590427]

As far as I understand it, in a group attack, you get a chance to make a turn that is 1/number of attackers. So with two attackers you'd have a 50% chance to return fire on any turn. At least from the announcement



https://www.torn.com/forums.php#!p=threads&f=1&t=16011774&b=0&a=0



Reducing an opponent's aggression

The victim's ability to respond during turns depends on the amount of people who have made actions against them in the last 60 seconds. With just two attackers, the victim's ability to respond is cut in half, with several attackers their response rate will be rapidly reduced.

Two attackers: 1 in 2 (50%) chance.
Three attackers: 1 in 3 (33.3%) chance.
Four attackers: 1 in 4 (25.0%) chance.
Five attackers: 1 in 5 (20.0% chance.
Six attackers: 1 in 6 (16.6%) chance.
E.t.c.



EDIT



Apparently it's in the last 60 seconds.

Mentions: Group attacking changes

Scootaloo [1590427]

I would honestly think 60 seconds is too large for the debuff after seeing it in action through Scrooge, and this. It just never really crossed my mind. Potentially worth getting some feedback on the time it lasts, it seems irrationally long.
Chedburn [1] Admin Developer

That is correct, currently attackers need to have made an action within the last 60 seconds and still remain in the fight to count as a 'group attacker'. I don't think reducing the 60 seconds is a good idea, I don't want to promote the idea of just clicking as fast as possible.

A future idea might be to turn it more into a turn based system, each attacker in the group needs to make a turn one after another for maximum benefits. The 'busy' chance being determined by how many people hit the target before your last turn in the last 30 seconds.

Mike hits Tim : 0% busy chance
Jeff hits Tim : 50% busy chance
Bob hits Tim : 66% busy chance
Ben hits Tim : 75% busy chance
Mike hits Tim : 75% busy chance
Jeff hits Tim : 75% busy chance
Mike hits Tim : 50% busy chance
Mike hits Tim : 0% busy chance
Ben hits Tim : 66% busy chance
Mike hits Tim : 50% busy chance
Jeff hits Tim : 66% busy chance
Bob hits Tim : 75% busy chance
Sue hits Tim : 80% busy chance

I think that'd work great, very intuitive and promotes more cooperative / planned teamwork. Should make NPC boss fights much more interesting too.
Chedburn [1] Admin Developer

Passed the idea over to the committee but it was rejected.

Currently 'group attackers' are people who've attempted to hit you within the last 60 seconds, it'll remain that way for now.
Dekloren [900534]

I guess until their stats are a little bit higher and group attacks start affecting them, instead of helping them, then they wouldn't mind changing it to make it fair.