Hero Equipment and Attributes

Overview

The Hero Combat System integrates hero attributes, weapons, armor, and ammunition into the battle royale combat mechanics. This system provides meaningful character progression and strategic depth while maintaining the fast-paced nature of SoulWars battles.

Core Mechanics

Hero Attributes

Each hero has six primary attributes that affect combat performance:

  • Strength (Red): Affects melee damage output and health bonus

  • Endurance (Green): Affects maximum health, stamina, and armor requirements

  • Coordination (Blue): Affects ranged weapon accuracy, defense, and finesse weapons

  • Quickness (Purple): Affects movement speed and attack speed

  • Focus (Yellow): Affects mana and magic damage (future use)

  • Self (Cyan): Affects mana and magic defense (future use)

Combat Formulas

Health Calculation

Health = 200 + (Endurance × 2) + (Strength × 1)

Movement Speed

Move Speed = 20 + (Quickness × 0.5)

Melee Damage

Damage = (Weapon Min to Weapon Max) × (1 + (Strength - 10) × 0.5%) + Flat Bonuses

Damage Reduction

Reduction = (Coordination - 10) × 0.5% + Armor Defense + Defense Bonuses
Final Damage = Incoming Damage × (1 - Reduction) [capped at 75% reduction]

Attack Speed

Cooldown = (1000ms / Weapon Speed) × (1 - ((Quickness - 10) × 0.5% + Speed Bonuses))
[Speed reduction capped at 50%]

Equipment System

Weapons

Weapons are categorized by type and have different stat requirements:

Melee Weapons

  • Swords: Require Strength, balanced damage and speed

  • Daggers: Require Coordination, high speed, lower damage

  • Axes: Require Strength, high damage, slower speed

Ranged Weapons

  • Bows: Require Coordination, use arrows as ammunition

  • Crossbows: Require Coordination + Strength, use bolts as ammunition

Armor

Armor provides flat defense bonuses and may have speed penalties:

Armor Types

  • Leather: Low defense, no speed penalty, low endurance requirement

  • Iron: Medium defense, small speed penalty, medium endurance requirement

  • Plate: High defense, significant speed penalty, high endurance requirement

Armor Slots

  • Head: Helmet protection

  • Chest: Chestplate protection (highest defense)

  • Legs: Greaves protection

Ammunition

Ranged weapons require compatible ammunition:

  • Arrows: For bows, various materials (wood, iron, steel)

  • Bolts: For crossbows, various materials (iron, steel)

  • Damage Modifiers: Higher quality ammunition adds flat damage

Stat Modifiers

The system supports temporary stat modifications from:

  • Potions: Temporary attribute boosts

  • Equipment: Permanent stat bonuses

  • Effects: Environmental or magical effects

Modifier Management

  • Modifiers stack additively

  • Temporary modifiers have duration timers

  • All modifiers are cleared on player death

Inventory System

Database Schema

User Inventory

  • Shared items not equipped to any hero

  • Slot-based system for UI management

  • Supports stackable items (ammunition, consumables)

Hero Inventory

  • Items equipped to specific heroes

  • Equipment slots: mainhand, offhand, head, chest, legs, ammo

  • Durability tracking for equipment

Equipment Slots

  • mainhand: Primary weapon

  • offhand: Secondary weapon or shield (future)

  • head: Helmet

  • chest: Chestplate

  • legs: Greaves

  • ammo: Ammunition (can stack multiple types)

Implementation Details

Player Object Extensions

// Hero attributes
this.strength = 10;
this.endurance = 10;
this.coordination = 10;
this.quickness = 10;
this.focus = 10;
this.self = 10;

// Equipment
this.equippedWeapon = null;
this.equippedArmor = { head: null, chest: null, legs: null };

// Stat modifiers
this.statModifiers = {
  strength: 0, endurance: 0, coordination: 0,
  quickness: 0, focus: 0, self: 0,
  damage: 0, defense: 0, attackSpeed: 0
};

Combat Integration

1

Calculates damage based on weapon stats and strength

Damage calculation uses weapon min/max and scales with Strength per the Melee Damage formula.

2

Applies damage reduction from coordination and armor

Damage taken is reduced using Coordination, armor defense, and any defense bonuses per the Damage Reduction formula.

3

Adjusts attack speed based on weapon and quickness

Attack cooldowns are adjusted using Weapon Speed and Quickness per the Attack Speed formula.

4

Tracks actual damage dealt for battle statistics

The system records actual damage dealt for post-battle statistics and analytics.

Balance Considerations

Attribute Scaling

  • Each attribute point provides meaningful but not overwhelming benefits

  • Diminishing returns prevent single-attribute dominance

  • Caps on damage reduction and speed bonuses maintain balance

Equipment Progression

  • Higher-tier equipment requires significant attribute investment

  • Speed penalties on heavy armor create meaningful trade-offs

  • Weapon requirements encourage diverse builds

Build Diversity

  • Tank: High Endurance + Coordination, heavy armor

  • Glass Cannon: High Strength + Quickness, light armor

  • Ranger: High Coordination, ranged weapons

  • Balanced: Moderate investment in multiple attributes

Future Enhancements

Planned Features
  • Magic System: Focus and Self attributes for spellcasting

  • Shields: Offhand equipment for additional defense

  • Enchantments: Equipment with magical properties

  • Set Bonuses: Wearing multiple pieces of the same armor set

Ranged Combat
  • Projectile physics and collision detection

  • Ammunition consumption and management

  • Range-based damage falloff

  • Cover and line-of-sight mechanics

Testing Guidelines

Base Case Testing

  • Heroes with all attributes at 10 should match original combat behavior

  • Basic sword should provide standard damage range

Attribute Testing

  • High strength heroes should deal significantly more damage

  • High coordination heroes should take less damage

  • High quickness heroes should attack faster

Equipment Testing

  • Weapon stats should properly affect damage and attack speed

  • Armor should provide appropriate defense bonuses

  • Speed penalties should be noticeable but not crippling

Integration Testing

  • Stat modifiers should stack correctly

  • Temporary effects should expire properly

  • Equipment changes should immediately affect combat stats