If I play a game, I try to understand its basic mechanics. Any game has some mathematics and types of effects behind them. I like to know the exact numbers: how much can I hit, how much can I get hit, etc. MCOC just left me flabbergasted. A non-exhaustive list:
- Some Cosmic champions can deal Direct Damage i.e. damage ignoring armor and resistances, according to the ability icon. Such Cosmic champions are Captain Marvel, Thor, Ronan the Accuser and Thanos. However, in the actual description the same ability is called "True Damage". So what is it: Direct Damage or True Damage? Are they the same? Presumably, but why having two names for the same thing?
- Talking about armor, Direct/True Damage is not the only way to bypass it. Besides the traditional Armor Break, some champions can Armor Pierce. Armor Pierce is even a stat you can look. But all champions have that stat on zero (redundant) but worse, Armor Pierce does not work consistently. Winter Soldier and Old Man Logan can both Armor Pierce with (one of) their specials. Their specials are percentage-based, they ignore 100% armor. But the Armor Pierce of Thor, however, is a fixed number. I presume you need to subtract this number from the Armor Score, but Kabam doesn't explain how it works and why some champions have a number while others a percentage.
- If talking about armor, I cannot evade the mechanics of critical hits. Critical hits are supposed to exploit weaknesses in armors. Some of your hits can be critical, and have a higher damage output. However, what relation do the numbers of Critical Hit Score and Critical Damage Score have with Armor Score? No idea. Kabam gives some numbers and we should accept it that it makes sense. I would pass it if it wasn't for the mastery Pierce, which states that "Critical Hits from your Champions ignore an additional 5/10/15% Armor". Yeah, no idea how this works out.
- The stat table didn't brought the clarity it should. Besides the redundant Armor Pierce, Critical Hit Resistance and Block Pierce, it misses two of the important stats in the game: Physical and Energy Resistance. Again, a lot of numbers which presumably reduces damage but what would adding like 40 Energy Resistance (Mastery lvl 1) or 80 Energy Resistance (Mastery lvl 2) to damage reduction? I don't know, do you? And what is the relation with Armor Score?
- Don't get me started on Armor Score. We know it supposes to reduce all damage and it is according to a certain percentage. But these percentages are based on facing a 4* rank 5. Does this means the same Armor Score would be more effective against a 1* than a 6*? It certainly hints to it. But it is very cryptic. Worse, if I get an Armor Up of like 2000 Armor Score, how much damage would I reduce? I can only guess. If you wonder why defensive champions aren't so well-liked, well this is one. The reverse, Armor Break, presumes Armor Score can become negative but again, how much extra damage would you get? Is it comparable with a Fury?
- Finally, the very mechanics of hitting is cryptic. We have Light, Medium, Heavy and Special Attacks, but what damage modifiers Kabam uses is a big mystery. Does charging a Heavy Attack yield more damage? I simply don't know. It is nowhere explained.
You might know some of the answers, please help as Kabam won't.
Also, wouldn't the mechanics of some of the things mentioned be changed? Like scrap armor in "critical hits find weaknesses in armor" or give an exact number of base damage subtracted by armor instead fumbling around with these scores. Armor Break would reduce that (or boost your damage, if you look at it differently). Same thing with Resistance.