# Difference between revisions of "Splash"

From The Infinite Black Wiki

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* R = Target's Splash Resist | * R = Target's Splash Resist | ||

* Chance to Splash = C / (100+R) | * Chance to Splash = C / (100+R) | ||

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==Splash Mechanic== | ==Splash Mechanic== |

## Revision as of 09:44, 16 January 2014

# Splash

Splash is Damage inflicted upon secondary hostile targets by an attacker.

- Splash Damage inflicted on the secondary target is half the damage inflicted on the prior target
- All types of Weapon damage can result in Splash. This includes:
- Splash can cause other Abilities to succeed against secondary targets. This includes:

## Splash Chance and Splash Resist

- Increasing your Splash Chance will cause your Ship to inflict damage upon and activate special abilities like Stun and Grapple against secondary targets more often
- Your Splash Chance increases by 0.05% per Level achieved
- A player at Level 10 would receive +0.5% Splash Chance
- A player at Level 100 would receive +5% Splash Chance

- Increasing your Splash Resist will cause enemy attacks on your allies to inflict Splash Damage against you and other allied ships less often

The Chance to Splash formula is defined as:

- C = Attacker's Splash Chance
- R = Target's Splash Resist
- Chance to Splash = C / (100+R)

## Splash Mechanic

- When a player attacks a target, a random secondary target is selected
- A dice roll takes place
- Roll: Range from 1 to the secondary target's (Splash Resist + 100)

- The Roll is compared to the Attacker's Splash Chance
- If the Roll is less than the attacker's Splash Chance, then the secondary target will be Splashed
- If splash is successful, Damage inflicted on the secondary target will be equal to half the damage inflicted on the primary target
- If splash is successful, a random third target is selected
- A dice roll takes place to determine whether Splash is successful against the third target
- If successful, Damage inflicted on the third target will be one-fourth the damage inflicted on the primary target
- The process repeats until any of the following happens:
- The dice roll is greater than the attacker's Splash Chance
- All the targets were attacked or Splashed
- The amount of Splash Damage falls below 50

An Example of the Splash Mechanic

- Attacker A attacks Target Z for 500 Damage
- Attacker A Splash Chance = 25
- Attacker A Stun Chance = 25
- Target Z Splash Resist = 100
- Target Z is the
**Primary**target. Target Z's Splash Resist has no effect

- Target Z is the
- Target Y is randomly selected to be Splashed
- Target Y Splash Resist = 10
- Target Y is the
**Secondary**target

- Target Y is the
- A Dice Roll occurs from 1 to 110
- Dice Roll: 13. 13 < 25, so splash is successful

- Target Y is splashed for 250 Damage
- Target Y may be Stunned
- If Target Y is equipped with a Deflector and Stun is successful, Attacker A will be Stunned

- Target X is randomly selected to be Splashed
- Target X Splash Resist = 5
- Target X is the
**Third**target

- Target X is the
- A Dice Roll occurs from 1 to 105
- Dice Roll: 19. 19 < 25, so splash is successful

- Target X is splashed for 125 Damage
- Target X may be Stunned
- If Target X is equipped with a Deflector and Stun is successful, Attacker A will be Stunned

- Target W is randomly selected to be Splashed
- Target W Splash Resist = 0
- Target W is the
**Fourth**target

- Target W is the
- A Dice Roll occurs from 1 to 100
- Dice Roll: 73. 73 > 25, so splash is NOT successful

- Target W is not splashed with any Damage
- No further targets are selected for splash because splash was not successful against Target W.

The resulting events log might look like this

- Attacker A attacks Target Z for 500
- Attacker A SPLASHES Target Y for 250
- Target Y DEFLECTS 15 Damage to Attacker A
- Attacker A was STUNNED by Target Y for 20 seconds!
- Attacker A SPLASHES Target X for 125
- Target X was STUNNED by Attacker A for 20 seconds!