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Chains

Started by R0ck3t_Gh0ul [2676033] on in Questions & Answers.

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Guruchild [2200621]
A chain is an activity partook in by a faction where an attack is made every 5 minutes or less by someone in your faction, keeping a chain alive, usually for the purpose of added respect for the faction through cumulative bonuses as the chain progresses, and usually upon inactive targets as to not gain unwanted attention. Many merits can be had by chaining, whether its specific chain merits or specific weapon merits,and many others. Chaining is a big part of the game by many factions and you will learn more as you participate. Ask your faction for more info!
fatty [2657401]

Chaining starts with an initial 5 minute 'warm up' period, where 10 successful attacks must be made. Once the chain reaches 10 each subsequent hit must be made within 5 minutes - if a successful hit is made, the timer will reset and the chain counter will increase by 1. A successful attack may be made against anyone in Torn, and you may leave, mug or hospitalise them to build your chain.




Every time a member of the faction makes an attack (on users not in our own faction) they will earn respect. The amount of respect earned varies quite a bit depending on the target due to a number of different multipliers that are applied under certain conditions.

“Leaving” the opponent gains the most respect and should be used in almost all circumstances!


Only members who are in the faction at the beginning of a chain may contribute hits - and you may not leave and rejoin.


If the chain breaks (i.e. no one in the faction makes a hit for 5 minutes) it will begin to cooldown at a rate of 10 seconds per hit made. So if you reach a chain of 100, it will take 1,000 seconds to reach zero and be fully 'cooled down'. You may attack during the cooldown period, however it will have no effect on the cooling chain.

The purpose of building a chain is to reach 13 designated bonuses at 10, 25, 50, 100, 250, 500, 1000, 2500, 5000, 10000, 25000, 50000, and 100000 attacks. Each bonus provides a huge flat bonus amount of respect.

Maximizing your chain


The most important thing to remember if you want to maximize the respect gained from your chain - appropriate target selection. A fair fight is the highest multiplier and so you should ensure that hits made between bonuses every member participating is picking targets that they are relatively close to in stats. 50% or more of your own total battle stats. Example: Say you have 100mil total stats. For a fair fight, the target must have battle stats 50mil and up. This gives you a multiplier 3.00x
Other multipliers:
Overseas attacks
Hitting a target overseas gives a nice little boost of 1.25x.
Warring attacks
Attacking someone you are at war with, be it Territorial*, Competitive or Destructive, will yield a multiplier of 2x.
*You must knock someone off the wall for both the 2x war multiplier. Wall hits are automatically fair fights.


Killtype


You should be generally looking to Leave an opponent. Mugging applies a 0.75x bonus (in other words, a 25% reduction). While Hosping gives you the same respect leaving would, if you find a target that gives good experience or respect gains, you want them to be out of the hospital as soon as possible, as the respect earned from hitting the same target multiple times does not depreciate.


Retaliations


Retaliations are when you HOSPITALISE someone who has just made an attack on one of your faction members. These must be completed within 5 minutes, and provide a bonus of 1.5x. Only one retaliation hit will credit this multiplier. If you are hit twice or more within 5 minutes, a retaliation will not be credited, even if the first hit was not retaliation.
Group attacks
Group attacks provide a bonus of up to 1.5x depending on the number of additional attackers in the fight. The first additional attacker provides a bonus of 25%, the second 12.5%, the third 6.25% - so on and so forth. These percentages are added together and this figure is then applied as the multiplier. This can be expressed as:
Group Multiplier = 1.5 - 0.25 * (0.5^(x - 1))
where x is the number of additional attackers.
The multipliers on these incremental bonuses only stack with the base respect and kill type multipliers about to be discussed.


The Multipliers


In Chaining 2.0 respect earned per hit is calculated as the product of a number of different multipliers that are applied under different conditions. These I will be referring to as base respect, chain scale, kill type, retal, group, war, fair fight, and overseas. These may all stack, except at the incremental bonuses mentioned above. Icons will now appear on the chain dropdown hitlist and show a summary of the multipliers applied.
Formula: basic respect(lvl based) * killtyp(hosp/mug/leave) * bonusmultiplier(fairfight (max 3)+ overseas (1,25)+ warhit (wall hits 2,00) + retail (hosped needed 1,5)+ group (max 1,5))




To get a fair fight bonus of 3* you need to fight someone with e above 50% of your total stats.
For example: if you have 100k total stats you need to hit targets above 50k total stats to get a good fair fight bonus targets above 3bil total are always fair fight 3*
Mission targets are a very great target for chaining just add them to your blacklist so you can always find them. You can even write in description how much respect they gain.


NOTE: refresh your list now and then as you train and inactive accounts don't.


But always leave, no mug they give way less respect if you mug them. Hospitalizing means you have to wait longer before you can attack them again

Overseas attacking





Attacking a target that is currently in another country will apply a multiplier of 1.25x.

Chaining Merits





There are numerous Awards than can be achieved through chaining:
  • Chaining 1, 2, 3, 4 and 5 for contributing toward chains of 10, 100, 1,000, 10,000 and 100,000, respectively.
  • Carnage, Massacre and Genocide for making a single hit that gains your faction 10+, 100+ and 1000+ respect, respectively.