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Luchadores.io is a blockchain auto-battler in the Lucha Libre style created by Luchador in May 2021. Luchadores are designed to exist forever on the Ethereum blockchain with 100% on-chain art + metadata. Chainlink VRF was used to randomly generate each Luchador at mint to ensure provable randomness and rarity. Game mechanics, wearables and others stuff will also be 100% on-chain to ensure fair and tamper-proof gameplay with a custom ERC20 token : $LUCHA. | Luchadores.io is a blockchain auto-battler in the Lucha Libre style created by Luchador in May 2021. Luchadores are designed to exist forever on the Ethereum blockchain with 100% on-chain art + metadata. Chainlink VRF was used to randomly generate each Luchador at mint to ensure provable randomness and rarity. Game mechanics, wearables and others stuff will also be 100% on-chain to ensure fair and tamper-proof gameplay with a custom ERC20 token : $LUCHA. | ||
The Luchador #1 was minted on May 17, 2021, the generation of the Luchadores lasted 3 months and was a fully on-chain process thanks to the use of Chainlink’s VRF. | The Luchador #1 was minted on May 17, 2021, the generation of the Luchadores lasted 3 months and was a fully on-chain process thanks to the use of Chainlink’s VRF. | ||
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===Gameplay=== | ===Gameplay=== | ||
Luchadores.io is a 8 bits auto-battler, where Luchadores compete against other players in an arena to gain experience and levels. As the Luchador progresses through the levels, his characteristics increase and he can unlock trigger and passive skills. | Luchadores.io is a 8 bits auto-battler, where Luchadores compete against other players in an arena to gain experience and levels. As the Luchador progresses through the levels, his characteristics increase and he can unlock trigger and passive skills. | ||
Luchadores attack each other in turn and each successful attack loads their Mojo Gauge. Once charged to 100, the Mojo Gauge empties to trigger Skill 1. | |||
Skills follow each other in chronological order until one of two Luchadores is knocked down (HP = 0) | |||
Besides being an autobattler, Luchadores.io is a strategic game where the player's job is to find a balanced build and choose the opponent against whom they have the best chance of winning (via the [[matchmaking]]) | |||
Wearables and trainings but especially the skills/passive synergizing with the statistics, the whole sprinkled of random trustless with the Chainlink VRF make the fights exciting and the outcome sometimes surprising | |||
===Statistics=== | ===Statistics=== | ||
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* Strength - ''increases max damage a Luchador can deal'' | * Strength - ''increases max damage a Luchador can deal'' | ||
* | * Endurance - ''reduces damage taken and increases max HP'' | ||
* | * Dexterity - ''increases minimum damage, critical chance and the loading of special bar'' | ||
* | * Agility - ''determines attacking order and chance to confuse and dodge attacks'' | ||
===Skills=== | ===Skills=== | ||
Depending on his level, a Luchador can equip up to 3 | Depending on his level, a Luchador can equip up to 3 skills and 1 passive. Once your Mojo Gauge up to 100, your skills are triggered in chronological order : your special bar fills up with each successful attack. Once at max it empties to trigger Skill1. When your special bar will load again it will trigger Skill2, and finally Skill3. | ||
Strategically combining and ordering your skills will greatly impact the outcome of the fight. | Strategically combining and ordering your skills will greatly impact the outcome of the fight. | ||
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!Description | !Description | ||
|- | |- | ||
|2x | |[[File:2x.png|frameless|20x20px]] 2X | ||
|2x damage + gain 20 | |2x damage + gain 20 pts Mojo Gauge | ||
|- | |- | ||
|Double | |[[File:Double.png|border|19x19px]] Double | ||
|2 basic attacks + 20% | |2 basic attacks + 20% AGI bonus damage | ||
|- | |- | ||
|Ace | |[[File:Ace.png|border|19x19px]] Ace | ||
|Ignores opponents | |Ignores opponents END + 40% AGI bonus damage | ||
|- | |- | ||
|Slam | |[[File:Slam.png|border|20x20px]] Slam | ||
|50% chance to stun + 20% | |50% chance to stun + 20% END bonus damage | ||
|- | |- | ||
|Leech | |[[File:Leech.png|20x20px]] Leech | ||
|Heal damage dealt | |Heal damage dealt | ||
|- | |- | ||
| | |[[File:Focus.png|border|20x20px]] Focus | ||
| | | +8% all stats and skip turn (stacks) | ||
|- | |- | ||
| | |[[File:Heal.png|border|20x20px]] Heal | ||
| | |Heal 20% of max HP and skip turn | ||
|- | |- | ||
|Neutralise | |[[File:Neutralise.png|border|20x20px]] Neutralise | ||
|Half opponents | |Half opponents Mojo Gauge progress + 30% damage | ||
|- | |- | ||
|Flurry | |[[File:Flurry.png|border|20x20px]] Flurry | ||
|100% chance hits. 20% chance 3 hits. 5% chance 4 hits | |100% chance hits. 20% chance 3 hits. 5% chance 4 hits | ||
|- | |- | ||
|Comeback | |[[File:Comeback.png|border|20x20px]] Comeback | ||
|Deal 20% of missing HP as bonus Damage | |Deal 20% of missing HP as bonus Damage | ||
|- | |- | ||
|Stinger | |[[File:Stinger.png|border|20x20px]] Stinger | ||
|Opponent takes | |Opponent takes 1% of max HP every time their turn ends (stacks) | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
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|- | |- | ||
|Brute | |Brute | ||
| +8% bonus | | +8% bonus STR | ||
|- | |- | ||
|Tough | |Tough | ||
| +8% bonus | | +8% bonus END | ||
|- | |- | ||
|Prowess | |Prowess | ||
| +8% bonus | | +8% bonus DEX | ||
|- | |- | ||
|Rhythm | |Rhythm | ||
| +8% bonus | | +8% bonus AGI | ||
|- | |||
|Last Stand | |||
|You can't be defeated by a skill | |||
|} | |} | ||
===Matchmaking=== | ===Matchmaking=== | ||
Matchmaking is a system that presents the player with a bunch of fighters. The player must use his experience and knowledge in theorycrafting to select the best opponent for him to take on | Matchmaking is a system that presents the player with a bunch of fighters. The player must use his experience and knowledge in theorycrafting to select the best opponent for him to take on ! | ||
===Theorycrafting=== | ===Theorycrafting=== | ||
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|Formula | |Formula | ||
|- | |- | ||
|Health Point | |Health Point (HP) | ||
|Max damage a Luchador can take | |Max damage a Luchador can take | ||
|<nowiki>1 | |<nowiki>1 END = 3 HP | </nowiki>''323 HP minimum with 1point in END'' | ||
|- | |- | ||
|Strength | |Mojo Gauge (MG) | ||
|The Mojo Gauge starts at 0/100 and gains '''25 per successful attack''' + AGI * 0.25. | |||
Once full, a skill is activated and the gauge resets to 0. | |||
|Gain = 25 + (DEX*0.25) ''point per attack successful'' | |||
Trigger = Skill 1 > Skill > Skill 3 > Skill 1 ... ''in chronological order'' | |||
|- | |||
|Strength (STR) | |||
|Increases max damage a Luchador can deal | |Increases max damage a Luchador can deal | ||
|Damage = A random number is chosen between min & max | |Damage = A random number is chosen between min & max | ||
Max damage = 10 + (strength * 0.8) | ''rounded down'' | Max damage = 10 + (strength * 0.8) | ''rounded down'' | ||
|- | |- | ||
| | |Endurance (END) | ||
|Reduces damage taken and increases max HP | |Reduces damage taken and increases max HP | ||
|1 | |1 END = 3 HP | ||
Actual damage = Damage * (100 / (100 + (opponents | Actual damage = Damage * (100 / (100 + (opponents END * 1.2))) | ''rounded up'' | ||
|- | |- | ||
| | |Dexterity (DEX) | ||
|Increases minimum damage, critical chance and the loading of | |Increases minimum damage, critical chance and the loading of Mojo Gauge. | ||
Critical : 1,5x multiplier attack | |||
Critical chance = ( | Gain = per attack successful only and scale on your MG | ||
|<nowiki>Min damage = DEX / 2 | </nowiki>''rounded up'' | |||
Mojo Gauge (100pts) = 25 + (DEX * 0.25) | ''rounded up'' | ''each successful attack'' | |||
Critical chance = (DEX / 2) / '''80''' * 100 | ''rounded down | '''80 = max stats cap''''' | |||
|- | |- | ||
| | |Agility (AGI) | ||
|Determines attacking order | |Determines attacking order, chance to confuse and dodge attacks. | ||
The Luchador with the most Agility attacks first | |||
Confuse | Confuse : you attack 2 times in a row | ||
'' | Dodge : you don't suffer any damage by avoiding your opponent's attack | ||
|<nowiki>Dodge = (your AGI - opponents AGI) / 2 + 1 | </nowiki>''rounded up'' | |||
''If you have less AGI than your opponent your minimum dodge chance is 3%'' | |||
Confuse = (your AGI - opponents AGI) / 3 | ''rounded up'' | |||
''If you have less AGI than your opponent your minimum confuse chance is 1%'' | |||
|} | |} | ||
[[File:GIF stats - EN-3.gif|center|frameless|601x601px|Statistics explain by Igor the Theorycraftoooooor !]] | |||
Statistics distribution and skills will be the most important factors in deciding which Luchador is victorious. | Statistics distribution and skills will be the most important factors in deciding which Luchador is victorious. | ||
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LUCHA<ref>https://polygonscan.com/token/0x6749441Fdc8650b5b5a854ed255C82EF361f1596</ref> is the governance and economic token of the game Luchadores.io. No LUCHA have been vested or reserved for the team, 100% of the supply minted is redistributed to players and owners. | LUCHA<ref>https://polygonscan.com/token/0x6749441Fdc8650b5b5a854ed255C82EF361f1596</ref> is the governance and economic token of the game Luchadores.io. No LUCHA have been vested or reserved for the team, 100% of the supply minted is redistributed to players and owners. | ||
LUCHA allows players to access in-game services like naming your Luchador, | LUCHA allows players to access in-game services like naming your Luchador, change skills, change stat, buying wearable ... | ||
Up to 100,000,000 LUCHA can be minted in the coming years. Since December 24, 2021 and for the first year, 6.18% of the total supply will be minted and redistributed to the owners of Luchador. The remaining 93.82% will be redistributed to players and Luchadores owners. | Up to 100,000,000 LUCHA can be minted in the coming years. Since December 24, 2021 and for the first year, 6.18% of the total supply will be minted and redistributed to the owners of Luchador. The remaining 93.82% will be redistributed to players and Luchadores owners. |
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