// Complete damage calculation system
fn calculate_final_damage(attacker: &Gladiator, defender: &Gladiator) -> DamageResult {
let base_attack = attacker.attack + attacker.equipment.weapon_rating;
let base_defence = defender.defence + defender.equipment.armor_rating;
// Accuracy vs Dodge calculation
let hit_chance = calculate_hit_chance(attacker, defender);
if !roll_hit(hit_chance) {
return DamageResult::Miss;
}
// Critical hit calculation
let crit_chance = calculate_crit_chance(attacker);
let is_critical = roll_crit(crit_chance);
// Base damage calculation
let mut damage = base_attack as f32;
// Apply critical multiplier
if is_critical {
damage *= 1.5;
// Legendary weapons have enhanced crits
if attacker.equipment.weapon_rating > 750 {
damage *= 1.2; // Additional 20% for legendary weapons
}
}
// Armor reduction (diminishing returns)
let armor_effectiveness = calculate_armor_effectiveness(base_defence);
damage *= (1.0 - armor_effectiveness);
// Minimum damage threshold
let final_damage = damage.max(1.0) as u16;
DamageResult::Hit {
damage: final_damage,
is_critical,
armor_reduced: (damage - final_damage as f32) as u16,
}
}
fn calculate_armor_effectiveness(armor: u16) -> f32 {
// Armor has diminishing returns to prevent invincibility
let armor_f = armor as f32;
armor_f / (armor_f + 1000.0) * 0.75 // Max 75% reduction
}
fn calculate_hit_chance(attacker: &Gladiator, defender: &Gladiator) -> f32 {
let accuracy = attacker.dexterity + attacker.equipment.helmet_rating;
let evasion = defender.speed + defender.equipment.boots_rating;
let base_hit = 0.85; // 85% base hit chance
let accuracy_bonus = (accuracy as f32 / 1000.0) * 0.15; // Up to 15% from accuracy
let evasion_penalty = (evasion as f32 / 1000.0) * 0.10; // Up to 10% dodge
(base_hit + accuracy_bonus - evasion_penalty).clamp(0.05, 0.95)
}
Balance Note: All formulas are subject to balancing. Current values represent theoretical maximums.
Real battle outcomes depend on RNG, equipment synergies, and meta-game factors.
🏆 Rating Tier System
Common (1-250)
Basic equipment and stats. Starting tier for new gladiators.
Drop Rate: 60% | Synergy Bonus: +5%
Rare (251-500)
Enhanced equipment with notable stat bonuses.
Drop Rate: 30% | Synergy Bonus: +10%
Epic (501-750)
High-tier equipment with special properties.
Drop Rate: 9% | Synergy Bonus: +15%
Legendary (751-1000)
Ultimate equipment with unique abilities and maximum stats.
Drop Rate: 1% | Synergy Bonus: +25%
Equipment Rating Distribution
// AI generation weights for equipment ratings
const RATING_WEIGHTS: [(u16, u16, f32); 4] = [
(1, 250, 0.60), // Common: 60%
(251, 500, 0.30), // Rare: 30%
(501, 750, 0.09), // Epic: 9%
(751, 1000, 0.01), // Legendary: 1%
];
fn generate_equipment_rating() -> u16 {
let mut rng = rand::thread_rng();
let roll: f32 = rng.gen();
let mut cumulative = 0.0;
for (min, max, weight) in RATING_WEIGHTS.iter() {
cumulative += weight;
if roll <= cumulative {
return rng.gen_range(*min..=*max);
}
}
// Fallback to common
rng.gen_range(1..=250)
}
// Special legendary equipment has named bonuses
fn apply_legendary_bonus(rating: u16) -> Equipment {
match rating {
900..=1000 => Equipment::with_mythic_properties(),
850..=899 => Equipment::with_legendary_properties(),
800..=849 => Equipment::with_epic_plus_properties(),
751..=799 => Equipment::with_standard_legendary(),
_ => Equipment::standard(),
}
}
🏛️ Arena Battle Mechanics
Tournament Structure
Tournament Type
Participants
Format
Duration
Rewards
Daily Skirmish
32 gladiators
Single Elimination
24 hours
Glory Points + XP
Weekly Championship
128 gladiators
Double Elimination
7 days
Legendary Equipment
Monthly Grand Prix
512 gladiators
Swiss + Top 8
30 days
Exclusive Titles
Seasonal Colosseum
2048 gladiators
League Format
90 days
Hall of Fame
Battle Outcome Probabilities
// Monte Carlo simulation for battle predictions
fn predict_battle_outcome(fighter1: &Gladiator, fighter2: &Gladiator, simulations: u32) -> BattlePrediction {
let mut fighter1_wins = 0;
let mut total_rounds = 0;
for _ in 0..simulations {
let result = simulate_battle(fighter1.clone(), fighter2.clone());
if result.winner == 1 {
fighter1_wins += 1;
}
total_rounds += result.rounds;
}
let win_rate = fighter1_wins as f32 / simulations as f32;
let avg_rounds = total_rounds as f32 / simulations as f32;
BattlePrediction {
fighter1_win_rate: win_rate,
fighter2_win_rate: 1.0 - win_rate,
expected_rounds: avg_rounds,
confidence_interval: calculate_confidence_interval(win_rate, simulations),
}
}
// Elo rating system for gladiator rankings
fn update_elo_ratings(winner: &mut Gladiator, loser: &mut Gladiator) {
const K_FACTOR: f32 = 32.0;
let winner_expected = 1.0 / (1.0 + 10_f32.powf((loser.elo - winner.elo) / 400.0));
let loser_expected = 1.0 - winner_expected;
winner.elo += (K_FACTOR * (1.0 - winner_expected)) as i16;
loser.elo += (K_FACTOR * (0.0 - loser_expected)) as i16;
// Prevent negative Elo
winner.elo = winner.elo.max(100);
loser.elo = loser.elo.max(100);
}
Power Rating Formula
Power = (ATK + SPD + DEX + DEF) ÷ 4
Equipment Bonus = Total Equipment Rating ÷ 5 Final Power = Power + Equipment Bonus
Matchmaking Algorithm
Power difference < 100: Fair Match
Power difference 100-200: Slight Advantage
Power difference 200+: Major Upset Potential Elo ±50 preferred matching
Victory Conditions
Standard: Reduce opponent HP to 0
Timeout: Higher % HP wins after 100 rounds
Perfect: Win without taking damage (+Bonus) Legendary equipment increases perfect chance
Experience & Progression
Win XP = 50 + (Opponent Power ÷ 10)
Loss XP = 25 + (Own Power ÷ 20)
Perfect Win = 2x XP Championship wins = 5x XP multiplier
// Global leaderboard calculation system
#[derive(Debug, Serialize)]
struct LeaderboardEntry {
gladiator_id: String,
name: String,
elo: i16,
wins: u32,
losses: u32,
win_rate: f32,
glory_points: u32,
highest_streak: u16,
tournament_wins: u16,
power_rating: u16,
rank: u32,
tier: RankTier,
}
#[derive(Debug)]
enum RankTier {
Bronze, // 0-1199 Elo
Silver, // 1200-1499 Elo
Gold, // 1500-1799 Elo
Platinum, // 1800-2099 Elo
Diamond, // 2100-2399 Elo
Master, // 2400-2699 Elo
Grandmaster, // 2700+ Elo
}
impl LeaderboardEntry {
fn calculate_comprehensive_score(&self) -> f32 {
let elo_weight = 0.4;
let winrate_weight = 0.25;
let glory_weight = 0.2;
let tournament_weight = 0.15;
let normalized_elo = (self.elo as f32 / 3000.0).min(1.0);
let winrate_bonus = if self.wins + self.losses > 10 {
self.win_rate
} else {
0.5 // Default for new players
};
let normalized_glory = (self.glory_points as f32 / 10000.0).min(1.0);
let tournament_bonus = (self.tournament_wins as f32 / 10.0).min(1.0);
(normalized_elo * elo_weight) +
(winrate_bonus * winrate_weight) +
(normalized_glory * glory_weight) +
(tournament_bonus * tournament_weight)
}
fn get_rank_tier(&self) -> RankTier {
match self.elo {
0..=1199 => RankTier::Bronze,
1200..=1499 => RankTier::Silver,
1500..=1799 => RankTier::Gold,
1800..=2099 => RankTier::Platinum,
2100..=2399 => RankTier::Diamond,
2400..=2699 => RankTier::Master,
_ => RankTier::Grandmaster,
}
}
}
// Seasonal reset mechanism
fn apply_seasonal_reset(leaderboard: &mut Vec<LeaderboardEntry>) {
for entry in leaderboard.iter_mut() {
let decay_factor = match entry.get_rank_tier() {
RankTier::Bronze | RankTier::Silver => 0.9,
RankTier::Gold | RankTier::Platinum => 0.8,
RankTier::Diamond | RankTier::Master => 0.7,
RankTier::Grandmaster => 0.6,
};
entry.elo = ((entry.elo as f32 * decay_factor) as i16).max(1000);
entry.glory_points = (entry.glory_points as f32 * 0.5) as u32;
// Preserve some tournament achievements
if entry.tournament_wins > 5 {
entry.elo += 100; // Legacy bonus
}
}
}
Anti-Exploitation Measures: The system includes safeguards against win-trading,
statistical anomaly detection, and automated battle verification to maintain competitive integrity.
📈 Meta Analysis & Strategy
Current Meta Trends
Speed Meta (35% of top 100)
High Speed + High Dex builds
Focus: First strike advantage
Counter: High Defence tanks Win Rate: 67% vs balanced builds
Glass Cannon (25% of top 100)
Max Attack + Dex, minimal Defence
Focus: Quick decisive victories
Counter: Speed builds, armor penetration High risk, high reward strategy
Balanced Builds (40% of top 100)
Even stat distribution
Focus: Adaptability and consistency
Counter: Specialized builds Stable 55% overall win rate
// Latest balance changes and system updates
Version 1.2.3 - "Arena Overhaul" (Current)
========================================
+ Added equipment synergy bonuses
+ Implemented advanced matchmaking algorithm
+ New legendary equipment with unique abilities
+ Tournament bracket seeding improvements
* Balanced armor effectiveness (max reduced to 75%)
* Critical hit chance cap increased to 20%
* Speed now affects dodge calculation
- Fixed infinite battle loop bug
- Removed temporary invincibility exploit
Version 1.2.2 - "The Great Rebalancing"
=====================================
* Attack scaling reduced by 10%
* Defence effectiveness curve adjusted
* Equipment rating distribution rebalanced
+ Added battle prediction system
+ Implemented Elo decay for inactive accounts
Version 1.2.1 - "Critical Strike Update"
======================================
+ New critical hit system implementation
+ Enhanced damage calculation formulas
* Dexterity now affects accuracy vs evasion
* Equipment tier thresholds adjusted
- Fixed equipment duplication bug
Version 1.2.0 - "Foundation Release"
==================================
+ Core battle system implemented
+ Basic tournament structure
+ Equipment generation system
+ Initial balance framework
Development Roadmap: Upcoming features include guild systems,
cross-chain battles, equipment trading, and advanced AI opponents.
All mechanics subject to community feedback and competitive balance.