The Damage Pipeline
Attacks, Attackers, and Damage
Modes of (Physical) Attacks
Categories of Attackers
Basher
Shooter
Multi-attacker
Non-combatant
Types of Damage
Pipelines
The Apply Damage Pipeline
The Takes Damage Pipeline
Spells that Munge Damage
How could my minion get damaged by a deals
no damage attacker?
Which spells can benefit from dealing a 0-point
hit?
What spell combos can really benefit from
dealing a 0-point hit?
What spell combos can benefit from taking
damage?
Attacks, Attackers, and Damage
Modes of (Physical) Attacks.
There are 2 modes of physical attacks in Sanctum. They determine how quickly
you can (re)engage enemy minions in combat, and whether you can force an enemy
minion to pair up with you in a duel. Combat in Sanctum is presumed
to be a strenuous physical activity.
Attack Type
|
Combat Rounds
|
Description
|
hand attack
|
|
A hand attack is a close-combat attack using any hand-held weapon,
or weapon-like hand.
- Swordsmen, and
most monsters that use natural bodily weapons, have hand attacks.
- Hand attacks always deal hand damage.
|
missile attack
|
|
A missile attack is a long-range attack using a projectile-launching
weapon, such as a bow.
|
Categories of Attackers.
Minions in combat are further categorized according to the (number and) types
of attacks they have. Some spells grant extra attacks. Some spells enable
a minion to have both hand and missile attacks.
Basher. A
minion with only hand attacks is called
a basher.
- Bashers don't attack in combat round
1. They are still rushing into battle.
- Bashers always pair up
with enemy bashers in 1-vs-1 duels. Analogy: Gridiron football, offensive
line vs. defensive line.
- Any unpaired bashers (from the side who has more of them) use wise
targeting. Analogy: Gridiron football, blitzing linebacker vs. quarterback.
- If a basher is idle (e.g. its victim
already died), it retaliates
if possible, else it forfeits all
of its remaining attacks that round. It must chase down another victim.
- Bashers usually have higher armor
than non-bashers. They need it!
Shooter. A
minion with only missile attacks, or
with both hand and missile attacks, is called a shooter.
- Shooters get an opening volley (missile attack) in combat
round 1, but with a small damage penalty.
- Shooters always use wise targeting.
They never pair up with anybody. For game balance, we permit
shooters to continue to shoot wisely even when many bashers
are bashing on them!
- If a shooter is idle, it immediately
chooses a new victim. A shooter
never forfeits any attacks!
Multi-attacker.
A minion with 2 or more attacks per round (regardless of type) is also called
a multi-attacker.
- A multi-attacker is a basher if all
of its attacks are hand attacks. Otherwise, it is a shooter
(even if it alternates attack types).
- A multi-attacker always uses random targeting
for its 2nd and additional attacks in the same round. This is necessary
for game balance.
Non-combatant.
A minion with zero attacks per round is a non-combatant.
- Non-combatants never pair up with anybody.
- Non-combatants are always chosen last by the wise
targeting tiebreakers.
Types of Damage.
There are 4 types of damage in Sanctum. Some spells give, and some monsters
have, resistances to some damage types.
Damage Type
|
Effect
|
Physical damage types
|
hand damage
|
Hand attacks always
deal hand damage.
|
missile damage
|
Missile attacks
always deal missile damage.
|
Damage modifiers
These can be combined with a physical damage type.
|
ignores armor
|
This damage does not reduce, and is not
reduced by, the opponent's armor.
|
magical
|
This damage has the ignores
armor effect. Also, it is not blocked by any immunities or spells.
Example: A spell that protects against missile
damage doesn't protect against magical missile damage.
Most spell and monster effects deal magical damage.
|
Pipelines
The Apply Damage
Pipeline. This pipeline is used for all spell effects that cause
damage, including direct damage and terrain effects outside of combat, and monster
abilities, defensive spells, and weapon-like spells in combat. For damage
caused by a physical attack in combat, see the Pipeline
for One Attack instead.
The game engine calls this pipeline with these parameters:
- Quantity. The damage quantity is always non-negative; it may be 0.
- Type. The damage type is usually magical,
with no other modifiers.
- Spell: The spell that caused the damage.
- Wielder: If the spell is a defensive or weapon-like individual
spell, then the wielder is the spell's host minion.
Note that the wielder is not passed as the attacker; hence, there is
nobody to blame for any damage caused by this pipeline, and any
deaths resulting from it are always dies
deaths.
#
|
Step
|
Explanation
|
G1
|
Sanity checks
|
If the victim is already dead,
halt.
|
If the victim is off the
board, halt.
|
G2
|
Victim takes damage
|
The victim goes through the Takes
Damage Pipeline with the damage quantity, magical
damage type, and no attacker. Since magical
damage bypasses most events in step D1 and
step D3, this usually reduces to step
D4 only, and returns either damaged or killed.
|
G3
|
Handle dying
|
If the result of step G2 is killed, the
victim goes through the Minion Death Pipeline.
The victim will either cancel this dying, or be buried.
|
The Takes Damage
Pipeline. This pipeline is called from two higher pipelines, the
Apply Damage Pipeline
and the Pipeline for One Attack. It is
called with these parameters:
- Quantity. The damage quantity is always non-negative; it may be 0.
A 0-point hit can still be significant by triggering other effects.
- Type. All combinations of damage types
are possible.
- Attacker: The attacker to blame for the damage, if any.
If specified, then any death caused by this damage will be a kills
death (which triggers all anti-attacker responses); otherwise, it will be
a dies death. All attacks in combat
specify the attacker; all spell damage never specifies an attacker.
#
|
Step
|
Explanation
|
D1
|
Before armor
|
All before checking armor
effects happen. The victim is permitted to increase the damage
it receives, even if the attacker has a deals no damage effect!
Note: Most spells with this phrase explicitly ignore magical
damage.
|
If there is an attacker, all is hit by
or is hit in combat effects happen.
|
If the damage ignores armor
or is magical, skip to D3.
|
D2
|
Armor soak
|
The remaining damage and this minion's remaining
current armor reduce each other, 1 point for 1 point, until either
quantity reaches 0. (This is called soaking
off.)
|
If the damage is reduced to 0, halt with result = bounced.
|
Otherwise, this minion's current armor must have been reduced to 0. Proceed
to D3.
|
D3
|
After armor
|
Remaining damage is capped to this minion's
current hit points. (If the damage was higher, it is lowered to be equal.)
|
All after checking armor effects happen. Note:
Most spells with this phrase explicitly ignore magical
damage.
|
If this cancels the damage, halt with result = bounced.
|
If this minion died, halt with result = killed.
|
D4
|
Apply damage
|
This minion's current hit points are reduced
by the remaining amount of damage.
|
If this minion is still alive and still has positive hit points,
halt with result = damaged.
|
Otherwise, halt with result = killed.
Note: The minion is technically still alive, even with
zero hit points!
|
Spells that Munge Damage
How could my minion
get damaged by a deals no damage attacker? Briefly, the
victim himself can always volunteer to receive more damage
than the attacker gave him. That sidesteps the restriction on the attacker.
An alert player will exploit spells that volunteer the opponents'
minions in this way!
Example: Diomesia and two Satyr archers, with Despond
on their group, fight a group of 3 Shadow swordsmen who have initiative.
Diomesia and her comrades still receive 1 damage per Shadow attack (not 2).
Fortunately, with their archer wise targeting,
and Diomesia's level 2, the Satyrs overwhelm the Shadows, and win, taking 4,
0, and 6 damage, respectively. But why did they take damage at all?
- The Shadow swordsmen deal no damage, as stated in Diomesia's
text. Indeed, for this entire combat, the Shadows' minion
tiles do show them at 0 hand damage for every swing!
- In step A2 of the Pipeline for One Attack,
each Shadow sets its damage quantity to 0.
- In step A3, we jump into the Takes Damage
Pipeline, with damage type = hand and quantity
= 0.
- In step D1, all before checking
armor effects happen.
- Despond's text has a match for this phrase! The game engine cheks
that the attacker is a Shadow. It applies the text effect, which increases
the damage received quantity by +1. From here on, the damage
quantity = 1!
- Since neither Diomesia nor her archers have any armor, they eventually
take the 1 damage. You can conclude that they took a total of 10 hits,
which explains their 10 total damage. Diomesia's basher
pair-up behavior and level
ducking was just enough of a distraction for her comrades to win the
fight!
This example generalizes to any other deals no damage effect
vs. any before checking armor effect that adjusts the incoming
damage quantity.
Which spells can benefit
from dealing a 0-point hit? First, let's consider the most common
case. An unassisted (non-magical) 0-point hit in combat will simply
bounce off armor in step D2, and return a bounced result to step A3 of
the Pipeline for One Attack (which see).
That will fall through to step A7, which halts. Hence, you could exploit the
effects that are guaranteed to happen before then.
- Step D1: before checking armor. Almost all of these are
defensive spells that help the victim. Two that do help the attacker instead
are Despond and Treacherous Armor.
- Step D1: is hit by / is hit by. These also
usually help the victim.
- Step A4: when ... hits
/ hits give. Here, the attacker has some decent options: Gorgon's
Head (if you can get one), Shattering Blow, Shield of Vela,
Thermites, Arhwazna (from Yeoman) vs. a Keeper.
What spell combos can
really benefit from dealing a 0-point hit? Study both pipelines
again, and consider a 0-point hit that ignores armor. In step D1,
you skip to D3! In step D4, your victim probably shrugs off 0 damage. But D4
shall return a result of damaged even if the victim is still
at full health! So you also get these effects:
- Step D3: after checking armor. Most spells with this
phrase are defensive, and won't help you. You want to avoid (fighting against
minions who have) the spells that say receives no damage, since
these will return a result of bounced from step D3, which spoils your
fun. You really want to avoid your victim's Retribution!
- Step A5: when ... damages.
This effect is the payoff for your deck-building efforts! Dire Portent
vs. an Elf, Dragon Slayer / Eagle Spirit vs. a monster, Flail of
Sa'rul, Iron Shillelagh, Karillian Arrows, Soul Eater, Touch of Death. Of
course, you could also achieve these benefits by actually damaging the victim
for 1 point or more. But as we've seen, sometimes
an attacker doesn't have that luxury.
- Combine with an ignores armor spell: Deva's Quiver, Dwarven
Arrows (from Master Fletcher), Spirit Sword, Thermites
vs. Gargoyles. Or, a magical damage spell: Yeoman.
After getting some healing, Diomesia and 7 Satyr archers return to the wild
woods, where they encounter Khobai + Spirit Sword + Touch of
Death. He has enough hit points stockpiled to survive all their archery.
With each attack, he hits for 0 damage past armor, which triggers his
Touch of Death, and kills one Satyr. He slaughters them all in 8 rounds!
What spell combos can
benefit from taking damage? Here's a combo of unsurpassed
puissance (and a mana cost to match it). If you can pull this off
in a ranked game, you deserve it! Let's build this combo on a swordsman
named Fred.
- Ogi's Armor + Treacherous Armor + Deflection (in any sequence)
+ Unholy Aura (after Deflection).
- Fred gets +3 armor from Ogi's Armor, so he has A:4.
- Fred fights alone against 8 enemy recruits who have 7 hit points each,
and no enchantments.
- Abe, a recruit in the enemy group, hits Fred for quantity = 2 damage.
Suppose Fred is already out of armor for this round.
- Step D1: Fred's Treacherous Armor responds before checking
armor. It finds Fred's max armor of 4, and adds twice that to the
incoming damage, per its text. Now quantity = 2 + (4 2) = 10! Normally,
this would be very bad news for Fred ...
- Step D3: Fred's Deflection responds after checking armor.
It sees quantity = 10, and redirects 10 magical damage back to
Abe, per its text. Abe is killed (by Fred)!
- Step D3: Fred's Unholy Aura responds after checking armor.
It sees that Abe is a recruit without enchantments. It applies its receives
no damage effect, which cancels the damage!
(Almost) every enemy recruit blows himself up just by hitting Fred! Fred could
have a no longer attacks effect, and he would still win! Fred
himself was always safe, because of his Unholy Aura.
In general, the first enemy attacker per round would take only 6 rebounding
damage because in step D2, Fred's armor would soak off half of his own
Treacherous damage, which reduces the damage that Deflection bounces back to
the attacker. How's that for irony Fred's armor reduced the damage
that the attacker took! After that, Fred would be out of armor
for the rest of the round (and loving it).
Let's pump Fred's armor a little more, to the point where even the first enemy
attacker dies. We behold an even more astonishing development:
- Let Fred be (of all things) a Bard, so he starts with A:3. With the
Ogi's Armor, Fred has A:6!
- The first enemy recruit must have 7 HP or less. The rest of them must have
14 HP or less.
- The enemy recruits may have any individual and group enchantments!
Fred's combo still works!
Now, even if the first enemy recruit's attack is a missile attack in combat
round 1 at -1 damage, it will do 1 damage, and bounce back as 1 + 6 = 7 damage
to that enemy, which exactly kills him. Every remaining recruit will see the
unpenalized and unsoaked damage of 2 + (6 2) = 14 damage, which kills
each of them as they attack.
- In step D3, as Fred's Deflection is in the process of killing off
the attacker ...
- In step E3 of the Minion Death pipeline,
as each enemy recruit is buried, it has all individual spells dispelled,
and it leaves the enemy group (which means it loses all of its group spells,
too).
- In step D3, when Fred's Unholy Aura checks the enemy recruit, it
sees a dead recruit who is already buried in the enemy player's graveyard.
Dead minions have no enchantments! So it cancels the damage
even though the enemy recruit was alive and enchanted at the moment
it made its attack! That's the subtle beauty of a pipeline.
Fred, a Bard with no attacks, could wade through a field of enemy
recruit groups of 8, right up to the enemy Sanctum, and eventually win the
game by himself! Having Fred survive monsters and instant-death spells
is up to you.
v2.20.00 Last updated 2009/03/27
|