Normal Encounters: Difference between revisions

From Outlaw Troopers Wiki
Jump to navigation Jump to search
No edit summary
mNo edit summary
Line 3: Line 3:


<h2>Encounter Rules</h2>
<h2>Encounter Rules</h2>
[[Ships]] (either virtual or NFTs) and [[Troopers]], preferably ones with <html><img src='https://play.outlawtroopers.io/images/tactician.png'/></html>[[Tactician]] and <html><img src='https://play.outlawtroopers.io/images/power.png'/></html>[[Power]] slots, are required to enter a normal encounter. You can only equip <html><img src='https://play.outlawtroopers.io/images/tactician.png'/></html>[[Tactician]] [[Gears]], <html><img src='https://play.outlawtroopers.io/images/power.png'/></html>[[Power]] [[Gears]], and <html><img src='https://cdn.cosmicclash.io/troopers/wiki/limited.png'/></html>[[Limited Gears]] before you enter an encounter. Once you've entered an encounter, you can no longer change your [[Gears]]
[[Ships]] (either virtual or NFTs) and [[Troopers]] are required to enter a [[Normal Encounter]]. You can only equip <html><img src='https://play.outlawtroopers.io/images/tactician.png'/></html>[[Tactician]] [[Gears]], <html><img src='https://play.outlawtroopers.io/images/power.png'/></html>[[Power]] [[Gears]], and <html><img src='https://cdn.cosmicclash.io/troopers/wiki/limited.png'/></html>[[Limited Gears]] before you enter an encounter. Once you've entered an encounter, you can no longer change your [[Gears]]


The amount of [[Gears]] you can equip is decided by your [[Gear Score Limit]].  
The amount of [[Gears]] you can equip is decided by your [[Gear Score Limit]].  


[[Encounters]] will end when you defeat the Crown Node or when you're defeated by an enemy. You will still keep all rewards you have won up until this point should you have been defeated.
[[Normal Encounter]] will end when you clear the Crown Node or when you're defeated by an enemy. You will still keep all rewards you have won up until this point should you have been defeated.


Clear the Crown node to unlock next tier.<br \><br \>
Clear the Crown node to unlock next tier.<br \><br \>
Line 15: Line 15:
Tiers are also known as Levels. There are unlimited tiers. First 4 tiers of [[Normal Encounters]] are free of charge, but they do not give you any [[Credits]] or [[Reputation]].
Tiers are also known as Levels. There are unlimited tiers. First 4 tiers of [[Normal Encounters]] are free of charge, but they do not give you any [[Credits]] or [[Reputation]].


After the fourth tier, you'll need a [[Normal Access Key]] + [[eFGL Token]] in order to start an encounter.
After the fourth tier, you'll need [[Normal Access Keys]], [[Discount Access Key]], [[Credits]] or [[eFGL Token]] in order to start an encounter.


[[Normal Access Key]] cost, regardless of its amount, can be replaced by a single [[Discount Access Key]].
A single [[Discount Access Key]] can replace any number of [[Normal Access Keys]] in a Cleared Tier.  


Entry fees scale according to tiers, higher tiers require more keys and token to enter.
Entry fees increase with higher tiers, but the [[eFGL Token]] cost is capped at 300 eFGL.


[[eFGL Token]] cost is capped at 300 eFGL.
<h2>Cleared and Uncleared Tiers</h2>


<h2>Planet Types</h2>
<h3>Cleared Tiers</h3>
Different planets have a specific set of enemies that you may face. Visit the Level Selection screen and click on the "Enemy Type" button to check and see what enemies are available on that planet.
"Cleared Tiers" means you have successfully defeated the Crown Node at this tier before.
<h2>Enemy Types</h2>
 
Veteran: Deals 3x [[Damage]] against summoned targets such as [[Wingman]], [[Minions]] and [[Converter]]<br/>
<h3>Uncleared Tiers</h3>
Support: Regenerate and repair nearby allies' [[Armor]] and [[Shield]]<br/>
"Uncleared Tiers" means you have not yet defeated the Crown Node at this tier.
Pyro: Their [[Basic Attacks]] can apply [[Burn]] for 3 seconds<br/>
 
Sentinel: High [[Armor]] and [[Shield]], their [[Basic Attacks]] can [[Stun]] and [[Slow]]<br/>
Uncleared Tiers only have Gear Nodes, Ocurium Nodes, and Crown Nodes.
Bomber: Their [[Basic Attacks]] hit up to 2 nearby targets<br/>
 
Overseer: High [[Armor]], [[Shield]], [[Damage]] and attack range. Hits 2 additional targets. Immune to [[Stun]]. Take 4 times lesser damage from [[Burn]]. <br/>
Uncleared Tiers cannot be rerolled and have fixed map layouts for all players.
Logistic: Fast moving units that [[Slow]] you when they come in range<br/>
 
Berserker: Deals more [[Damage]] when they have less [[Armor]] and [[Shield]]<br/>
Each uncleared tier has 4 random mods, regardless of its tier.
Engineer: Increases nearby allies' [[Basic Attacks]] [[Damage]] and [[Movement Speed]]<br/>
 
Cloner: Summon a random ally to assist them whenever you use a summoning skill<br/>
Radiation Nodes cannot be entered on Uncleared Tiers.
Recon: Passively stealthed, stuns you on next stealth hit, only appears when attacking<br/>
 
Sniper: Long range attacker<br/>
It costs Credits and Normal Access Keys to enter.
Lancer: Their [[Basic Attacks]] ignore [[Shield]]<br/>
 
Thorner: Whenever a thorner is hit, its attacker will take [[Damage]] to both [[Shield]] and [[Armor]]<br/>
<h2>Rerolling</h2>
Protector: Give 'protective shield' buff to maximum 3 nearby allies, 'protective shield' reduced all incoming [[Damage]]<br/>
Only Cleared Tiers can be rerolled. Players can reroll an encounter's Map Layouts and mods before starting a [[Normal Encounter]].
Tanker: These units are extremely tanky, they can only be summoned by Cloners<br/>
 
Warper: Can instantly warp to your position<br/>
Cost of reroll: 2 x [[Normal Access Key]]
[[Dominators]]: Difficult to defeat with special abilities. <br/>
 
[[Corruptor]]: Extremely difficult to defeat. Can only be found in [[Radiation Nodes]]
<h2>Map Layouts</h2>
 
Minimum Map Size: 4 x 4
 
Maximum Map Size: 6 x 5
 
Map width and height are rolled seperately with the following odds:
 
Size 4: 70%
 
Size 5: 15%
 
Size 6: 15%


<h2>Nodes</h2>
<h2>Nodes</h2>
Line 51: Line 63:


No single encounter will remain the same forever. Each level will be different from every other level, as rewards and the node path are all randomly generated for every new instance.
No single encounter will remain the same forever. Each level will be different from every other level, as rewards and the node path are all randomly generated for every new instance.
<h3>Node Rerolling</h3>
With the introduction of [[Layout Rerolling]] in [[Season]] 5, reward nodes and map size can now be rerolled by paying additional [[Normal Access Key]].


<h3>Type of Nodes</h3>
<h3>Type of Nodes</h3>
Line 66: Line 75:
<h3>Node Reward Multiplier</h3>
<h3>Node Reward Multiplier</h3>
Every time you clear a node, the next node's difficulty (Enemy's [[Damage]], [[Armor]] and [[Shield]]) will increase by roughly 25% and rewards during that encounter will increase by 10%.
Every time you clear a node, the next node's difficulty (Enemy's [[Damage]], [[Armor]] and [[Shield]]) will increase by roughly 25% and rewards during that encounter will increase by 10%.
<h2>Credit Cap</h2>
Credit Cap scales according to the encounter tier, with higher tiers having higher cap limits. The cap starts at 1:15 million at Tier 5 and increases by 0.1 million per tier.
If you run an encounter and obtain credit higher than this cap, then the extra credits are "burned", you do not receive them.


<h2>Radiation Nodes</h2>
<h2>Radiation Nodes</h2>
Line 72: Line 86:
Only [[Utility Troopers]] can enter radiation node.
Only [[Utility Troopers]] can enter radiation node.


However, you cannot enter a radiation node on an [[Uncleared Map]].
However, you cannot enter a radiation node on an [[Uncleared Tier]].


<h2>Encounter Mods</h2>
<h2>Encounter Mods</h2>
With the introduction of [[Encounter Mods]] in [[Season]] 5, players can now customize the game's difficulty and also reward.
Each credit node will grant two mods to your encounter.


<h2>Credit Cap</h2>
<h2>List of Mods</h2>
Credit Cap scales according to the encounter tier, with higher tiers having higher cap limits. The cap starts at 1:15 million at Tier 5 and increases by 0.1 million per tier.
 
<table class='standardTable' width='900'>
<tr class='tableTitle'>
<td>
Penalty/Mod Name
</td>
<td>
Bonus
</td>
</tr>
 
<tr>
<td>
+50% enemy attack range
</td>
<td>
+5% [[Credits]]
</td>
</tr>
 
<tr>
<td>
+30% enemy armor and shield
</td>
<td>
+5% [[Credits]]
</td>
</tr>
 
<tr>
<td>
+20% enemy movement speed
</td>
<td>
+5% [[Credits]]
</td>
</tr>
 
<tr>
<td>
Take 3% maximum shield and armor as damage on skill use
</td>
<td>
+5% [[Credits]]
</td>
</tr>
 
<tr>
<td>
+30% enemy basic attack damage
</td>
<td>
+10% [[Credits]]
</td>
</tr>
 
<tr>
<td>
Player has -20% maximum armor and shield
</td>
<td>
+10% [[Credits]]
</td>
</tr>
 
<tr>
<td>
Player has +30% active skill cooldown time
</td>
<td>
+10% [[Credits]]
</td>
</tr>
 
<tr>
<td>
Player movement speed -20%
</td>
<td>
+10% [[Reputation]]
</td>
</tr>
 
<tr>
<td>
Player takes +30% damage from enemies
</td>
<td>
+10% [[Reputation]]
</td>
</tr>
 
<tr>
<td>
Player loses 2% of their maximum armor and shield when moving
</td>
<td>
+10% [[Reputation]]
</td>
</tr>
 
<tr>
<td>
Player takes 2% of their maximum armor and shield as damage each time an enemy is defeated
</td>
<td>
+10% [[Reputation]]
</td>
</tr>
 
<tr>
<td>
Player has -30% basic attack damage
</td>
<td>
+10% [[Reputation]]
</td>
</tr>
 
<tr>
<td>
Player has 50% less skill duration
</td>
<td>
+5% [[Credits]]
</td>
</tr>
 
<tr>
<td>
Player healing effect reduced by 25%
</td>
<td>
+5% [[Credits]]
</td>
</tr>
 
</table>
 
<h2>Planet Types</h2>
Different planets have a specific set of enemies that you may face. Visit the Level Selection screen and click on the "Enemy Type" button to check and see what enemies are available on that planet.


If you run an encounter and obtain credit higher than this cap, then the extra credits are "burned", you do not receive them.
<h2>Enemy Types</h2>
Veteran: Deals 3x [[Damage]] against summoned targets such as [[Wingman]], [[Minions]] and [[Converter]]<br/>
Support: Regenerate and repair nearby allies' [[Armor]] and [[Shield]]<br/>
Pyro: Their [[Basic Attacks]] can apply [[Burn]] for 3 seconds<br/>
Sentinel: High [[Armor]] and [[Shield]], their [[Basic Attacks]] can [[Stun]] and [[Slow]]<br/>
Bomber: Their [[Basic Attacks]] hit up to 2 nearby targets<br/>
Overseer: High [[Armor]], [[Shield]], [[Damage]] and attack range. Hits 2 additional targets. Immune to [[Stun]]. Take 4 times lesser damage from [[Burn]]. <br/>
Logistic: Fast moving units that [[Slow]] you when they come in range<br/>
Berserker: Deals more [[Damage]] when they have less [[Armor]] and [[Shield]]<br/>
Engineer: Increases nearby allies' [[Basic Attacks]] [[Damage]] and [[Movement Speed]]<br/>
Cloner: Summon a random ally to assist them whenever you use a summoning skill<br/>
Recon: Passively stealthed, stuns you on next stealth hit, only appears when attacking<br/>
Sniper: Long range attacker<br/>
Lancer: Their [[Basic Attacks]] ignore [[Shield]]<br/>
Thorner: Whenever a thorner is hit, its attacker will take [[Damage]] to both [[Shield]] and [[Armor]]<br/>
Protector: Give 'protective shield' buff to maximum 3 nearby allies, 'protective shield' reduced all incoming [[Damage]]<br/>
Tanker: These units are extremely tanky, they can only be summoned by Cloners<br/>
Warper: Can instantly warp to your position<br/>
[[Dominators]]: Difficult to defeat with special abilities. Each different Dominator has a minimum tier level which they can spawn<br/>
[[Corruptor]]: Extremely difficult to defeat. Can only be found in [[Radiation Nodes]]

Revision as of 07:29, 7 July 2024

Entering a Normal Encounter

Click on Combat Related -> Encounter tab and select Normal Encounters.

Encounter Rules

Ships (either virtual or NFTs) and Troopers are required to enter a Normal Encounter. You can only equip Tactician Gears, Power Gears, and Limited Gears before you enter an encounter. Once you've entered an encounter, you can no longer change your Gears

The amount of Gears you can equip is decided by your Gear Score Limit.

Normal Encounter will end when you clear the Crown Node or when you're defeated by an enemy. You will still keep all rewards you have won up until this point should you have been defeated.

Clear the Crown node to unlock next tier.

Note: whenever a ship (friendly or enemy) has at least 1 remaining shields they will receive 30% less basic attack damage from their enemies

Tiers

Tiers are also known as Levels. There are unlimited tiers. First 4 tiers of Normal Encounters are free of charge, but they do not give you any Credits or Reputation.

After the fourth tier, you'll need Normal Access Keys, Discount Access Key, Credits or eFGL Token in order to start an encounter.

A single Discount Access Key can replace any number of Normal Access Keys in a Cleared Tier.

Entry fees increase with higher tiers, but the eFGL Token cost is capped at 300 eFGL.

Cleared and Uncleared Tiers

Cleared Tiers

"Cleared Tiers" means you have successfully defeated the Crown Node at this tier before.

Uncleared Tiers

"Uncleared Tiers" means you have not yet defeated the Crown Node at this tier.

Uncleared Tiers only have Gear Nodes, Ocurium Nodes, and Crown Nodes.

Uncleared Tiers cannot be rerolled and have fixed map layouts for all players.

Each uncleared tier has 4 random mods, regardless of its tier.

Radiation Nodes cannot be entered on Uncleared Tiers.

It costs Credits and Normal Access Keys to enter.

Rerolling

Only Cleared Tiers can be rerolled. Players can reroll an encounter's Map Layouts and mods before starting a Normal Encounter.

Cost of reroll: 2 x Normal Access Key

Map Layouts

Minimum Map Size: 4 x 4

Maximum Map Size: 6 x 5

Map width and height are rolled seperately with the following odds:

Size 4: 70%

Size 5: 15%

Size 6: 15%

Nodes

What are Nodes?

Each encounter consists of a varying number of nodes. Nodes represent the paths through the encounter, and each node may offer a random node reward.

No single encounter will remain the same forever. Each level will be different from every other level, as rewards and the node path are all randomly generated for every new instance.

Type of Nodes

Different Nodes have different icons indicating their reward type. Reward scales according to the eFGL Token entry fee, higher paid fees increases your overall reward. There are a total of 6 different type of nodes in a normal encounter:
Credits nodes
Virtual Mechas nodes
Ocuriums nodes
Gears nodes
Crown nodes

Node Reward Multiplier

Every time you clear a node, the next node's difficulty (Enemy's Damage, Armor and Shield) will increase by roughly 25% and rewards during that encounter will increase by 10%.

Credit Cap

Credit Cap scales according to the encounter tier, with higher tiers having higher cap limits. The cap starts at 1:15 million at Tier 5 and increases by 0.1 million per tier.

If you run an encounter and obtain credit higher than this cap, then the extra credits are "burned", you do not receive them.

Radiation Nodes

Radiation Nodes are blocked on default. Players cannot travel through a blocked path.

Only Utility Troopers can enter radiation node.

However, you cannot enter a radiation node on an Uncleared Tier.

Encounter Mods

Each credit node will grant two mods to your encounter.

List of Mods

Penalty/Mod Name

Bonus

+50% enemy attack range

+5% Credits

+30% enemy armor and shield

+5% Credits

+20% enemy movement speed

+5% Credits

Take 3% maximum shield and armor as damage on skill use

+5% Credits

+30% enemy basic attack damage

+10% Credits

Player has -20% maximum armor and shield

+10% Credits

Player has +30% active skill cooldown time

+10% Credits

Player movement speed -20%

+10% Reputation

Player takes +30% damage from enemies

+10% Reputation

Player loses 2% of their maximum armor and shield when moving

+10% Reputation

Player takes 2% of their maximum armor and shield as damage each time an enemy is defeated

+10% Reputation

Player has -30% basic attack damage

+10% Reputation

Player has 50% less skill duration

+5% Credits

Player healing effect reduced by 25%

+5% Credits

Planet Types

Different planets have a specific set of enemies that you may face. Visit the Level Selection screen and click on the "Enemy Type" button to check and see what enemies are available on that planet.

Enemy Types

Veteran: Deals 3x Damage against summoned targets such as Wingman, Minions and Converter
Support: Regenerate and repair nearby allies' Armor and Shield
Pyro: Their Basic Attacks can apply Burn for 3 seconds
Sentinel: High Armor and Shield, their Basic Attacks can Stun and Slow
Bomber: Their Basic Attacks hit up to 2 nearby targets
Overseer: High Armor, Shield, Damage and attack range. Hits 2 additional targets. Immune to Stun. Take 4 times lesser damage from Burn.
Logistic: Fast moving units that Slow you when they come in range
Berserker: Deals more Damage when they have less Armor and Shield
Engineer: Increases nearby allies' Basic Attacks Damage and Movement Speed
Cloner: Summon a random ally to assist them whenever you use a summoning skill
Recon: Passively stealthed, stuns you on next stealth hit, only appears when attacking
Sniper: Long range attacker
Lancer: Their Basic Attacks ignore Shield
Thorner: Whenever a thorner is hit, its attacker will take Damage to both Shield and Armor
Protector: Give 'protective shield' buff to maximum 3 nearby allies, 'protective shield' reduced all incoming Damage
Tanker: These units are extremely tanky, they can only be summoned by Cloners
Warper: Can instantly warp to your position
Dominators: Difficult to defeat with special abilities. Each different Dominator has a minimum tier level which they can spawn
Corruptor: Extremely difficult to defeat. Can only be found in Radiation Nodes