1. Jousting is an event where a player can joust with another player’s champion. Winning and
losing solely depends on the champion equipment’s at the time of jousting
“Jousting”
2. Jousting Basics
Jousting is an event where a player can joust with another player’s
champion. Winning and losing solely depends on the champion equipment’s
at the time of jousting. If the opponent has better equipment’s and stats,
then they will have a better chance to win.
The player should appoint a champion during the registration phase for the
jousting event. Once appointed, that champion cannot be changed. However
equipment’s can be changed throughout the event.
The players can appoint different champions from different servers. The
final global leaderboard will have all champions listed.
3. Tier Allocation
Jousting champions will be classified into five tiers during the event:
- Diamond
- Platinum
- Gold
- Silver
- Bronze
- The registered champion will be allotted into one of the above tiers.
Top tier, Diamond will hold high level champions and the Bronze will
hold low level champions. Once the tier is defined, the champion will
joust only within the tiers and cannot move to a different tier.
- Each tier will hold a leaderboard and exclusive rewards for the top
winners. Higher tiers hold better rewards.
4. Different Phases
Jousting event will happen in three phases Registration, Vespers
Tourney and Grand Joust.
Registration:
Players need to register a champion for this event during this phase. Once
registered they cannot change the champion. However the players can
change the equipment’s for that champion throughout the event. Players can
appoint different champions from different domains for the event.
Once registered, the players have to wait until the registration phase is over.
• Shows timer in game near Jousting Symbol
5. Vespers Tourney:
After the registration Jousting starts in the Vespers Tourney phase. This is a
FREE event where the players can joust each other and move up the
leaderboard in the tier. Players can joust only within their allotted tiers and
based on the number of wins the players will be placed on the leaderboard.
- Top players in a tier will receive rewards once the Vespers Tourney
phase is over.
-
- Once the Vespers Tourney phase is over, the players will move to the
Grand Joust.
Free No Tokens Needed! When Token symbol is absent
6. Grand Joust:
This is the final phase of the jousting event. Unlike the Vespers Tourney,
here the players will have to use the tokens for each jousting session.
Top players in the leaderboard will win exclusive rewards.
Rewards
Ranking Phase:
Top players in the leaderboard will receive rewards once the ranking phase
is completed.
Final event:
For every Joust the players will receive rewards throughout the event. Final
exclusive rewards will be paid out to all the winners after the event closure.
• Prizes for Vesper’s Tourney will be based on leaderboard ranking
• Prizes for Grand Joust will be both leaderboard ranking and duel
reward.
• These are just Test Prizes, to test the
mini game add-on
7. Tokens
Players will require Joust token or Token of Chivalry to part in the
Grand Joust.
Use a token to joust with any champion and win rewards!
These tokens are only for the final phase and will be available at the shop
when the event is active.
8. Premium Jousting
Players will have a Premium option to enter the Grand Joust.
By opting the Premium registration, players can directly play the Grand
Joust by skipping the Vespers Tourney.
This option will be available for the players once the normal registration is
over.
9. How To Play (with Tokens)
- You have registered your champ.
- You are either playing Vespers (without tokens) or Grand Joust (with Tokens)
- You have been assigned to your Tier.
- Click Joust (purple button) to commence.
10. - You will now be presented with options of players and their Champions
+Stats to Joust against.
- If You do not want that player, click the blue button to “Match again” to find
another player / Match.
- If you agree to “Joust” that player, then click the green Joust button. (at the
cost of 1 token)
- The Jousting will start and will present you the outcome after the animation
stops.
11. - You were victorious.
- Your Prize is awarded straight away.
- You can check Champion stats both sides, including the debuffs
In the report.
- You can click OK if you want to move on to the next Battle / Player.
12. - Click Joust Button(s) to select a (different) player for the next Battle.
- Or click Button “Match Again” to be presented new opponents from your
Tier.
13. - In case you get presented with below message. Keep clicking the Match
Again button again (and again) till you have opponents again.
14. - Of course you can be defeated also in the Jousting.
- You may have to adjust the Champ Pieces in order to be victorious again.
- Go to your Champ room and adjust the pieces needed to be victorious.
15. - You can check your progress on the leader board in your Tier and the
corresponding Prize(s).
- To play is not the hardest part of Jousting, it is pretty self-explanatory.
- You can change/adjust Champ pieces as many times as you need.
- The skill will be in adjusting the Champions based upon the players you will
Joust against in your Tier(s)
Pay attention to all of your opponent’s stats. The Champion may have
several stats that are high, so multiple counters and strategies could be
needed.
When facing a Champion with stats higher than yours, you can either focus
on equipping gear that raises your stats to match theirs and lessen their
advantage or equip gear that raises stats that counter the enemy’s highest
values.
16. If you’re facing a Champion with high:
Damage - Equip high Armor gear to reduce the Damage, raise your Health so you can
take more damage without being downed, equip high Block to negate the damage,
and raise your Dexterity to lower their Hit
Dexterity - Raise your defensive stats to survive their attacks or raise Dexterity and
Health to reduce their buff to Crit
Hit - Raise your defensive stats so that you reduce the Damage from a successful
attack, and raise your Dexterity to lower the effectiveness of their Hit
Crit - Raise your defensive stats so that you reduce the Damage from the attack, raise
your Dexterity to attack them before they attack you, raise your Block to try to prevent
them from hurting you at all, and raise your Health to reduce their Crit chance
Armor - Raise your Damage, Crit, and Strength to inflict as much Damage as
possible.
A Critical Hit is more likely to overcome an enemy’s Armor value
Health - Raise your Damage and Strength to inflict as much Damage as possible
Block - Raise your Strength to reduce their chance to block or your Dexterity to attack
more and have more chances to land a successful hit
Strength - Raise your Armor and Health to withstand their attacks
17. If you’re facing a Champion with low:
Damage - Raise your Armor to negate what little damage they do
Dexterity - Raise your Dexterity to go first and equip your High-Damage and Hit gear
to make a killing blow before they can attack
Hit - Raise your Dexterity and Crit to land stronger attacks
Crit - Equip your high Armor gear to make their hits do as little damage as possible
Armor - Raise your Damage and Strength buffs to do as much damage as you can to
kill them quickly
Health - Equip Crit and Damage sets to kill them before they can do damage
Block - Equip Damage gear so that your attacks count the most when they’re hitting
Strength - Raise your Block or Armor to negate damage
18. Stats For The Attack Turn
Base Damage - Increases the damage dealt by a successful attack, similar to troops’
Attack values. You won’t see Base Damage in many slots since it’s intended to be that
weapon’s core damage stat.
Bonus Damage - Increase your Damage to take away more of the enemy’s Health on
each hit. Bonus Damage is smaller than Base Damage, but you can have Bonus
Damage multiple times on a piece of equipment.
Strength – Adds to the damage dealt and reduces the enemy’s chance to Block.
Dexterity - Adds to your chance to do a Critical Hit.
Hit - The likelihood your attack will successfully connect.
Crit - Increases your chance to do a Critical Hit, which deals significantly more
damage than regular attacks.
Stats For The Defend Turn
Armor – Lowers the amount of damage an enemy attack does, similar to your troops’
Defense rating.
Dexterity - Reduces the attacker’s chance to land a successful Hit. A missed attack
does no damage.
Health - How much damage you can take before your Champion is defeated, reduces
the attacker’s chance to do a Critical Hit.
Block - Increases the chance that your Champion will block an attacker’s strike. A
blocked attack does no damage.
19. Health - Pretty self-explanatory. Think of this as the life your Champion has. As
the enemy's Champion successfully hits yours, your champion's health is decreased.
Obviously the higher his health, the more damage he can absorb making hit an
important stat.
• Health is the total life of the Champion, and reduces enemy Critical
Strike Chance.
• Health taken away from the enemy= (Damage + (Strength * .1) -
Armor)
• On a Critical hit, this becomes= ((Damage * 2) + (Strength * 0.2) -
Armor)
Damage - How much damage your champion will inflict with a successful hit on
the enemy's champion. The more damage you can do the better. Think of it in these
terms: would you rather equip your champion with a small knife or a big sword. Other
attributes on cards will increase the amount of damage you do including items with
"Bonus Damage" on them. Also the amount of Strength your Champ has will also
allow your Champion to deal additional damage if his attack is successful.
• Damage and Bonus Damage increase the damage dealt by a
successful attack.
Armor - Reduces the amount of damage your Champion suffers when the
enemy's champ delivers a successful hit. Although we do not know the exact
equation used think of it in these terms: If the attacking Champ inflicts a successful hit
and his Damage is 200 but you have Armor of 50 then you will reduce the amount of
damage done to your champ to 150. (200 Damage - 50 Armor = 150). This is also a
useful stat but is hard to get high enough to absorb a lot of damage without losing
some of the other important attributes.
• Armor decreases the damage an enemy attack deals.
• Q: What happens when armor stat is more than damage and strength
effect combined? Is there any minimum damage that still comes into play?
• A: If you can get your Armor stat that high and the opponent can't get over
it even with a Critical Hit, they'll do 0 damage to you.
• Armor is a constant.
20. Strength - Allows you to do additional damage when your champion
successfully hits the other player's champion. The exact bonus is not known but
most likely it is an added percentage based on how high your Champs strength is
compared to your opponent's. Also Strength reduces the enemy's chance of
blocking your attack.
• Strength adds to damage dealt and reduces enemy Block Chance.
Dexterity - Higher dexterity champions are less likely to be hit by the enemy.
According to Kabam "Dexterity adds to Critical Strike chance, increases attack rate,
and reduces enemy Hit Chance". We are unsure what the "attack rate" is. It is
possible that higher Dexterity Champions attack first or perhaps attack more times but
this has not been confirmed. What we can tell you is Dexterity is important and
however Kabam has formulated the math equations, Dexterity is included in more than
one of them so make sure your Champion has decent Dexterity.
• Dexterity adds to Critical Strike chance, increases attack rate, and
reduces enemy Hit Chance.
• Dexterity determines turn order, so a high Dexterity is always useful.
Raising your Dexterity allows you to attack earlier and more often. If you
can kill the opposing Champion before it has a chance to attack, you’re
safe and can apply your full Troop bonuses.
• Dexterity is first swing and attack frequency
• It isn't strictly a turn-based battle if there's enough disparity between
players' stats. So if my Dex is a lot higher (300) than yours, I could get two
attacks in before you attack (Extra turn).
Landing a successful Hit is determined by your Hit, your opponent's Hit,
and your opponent's Dex.
Critical hits are affected by your Crit, your Dex, and your opponent's
Health.
21. Hit - This is one of the most important attributes your champion has. It doesn't
matter how strong your champion is, how big his sword is or how much Health he has
if he cannot hit the target himself. The higher the Hit stat the more likely your
champion is to hit the enemy, and inflict damage so make sure your Champion has a
lot of Hit Chance.
• Hit increases the chance an attack will succeed.
• Chance to do a Critical Hit = ( (Dex*0.1) + Crit ) / opp_Health
• Hit chance is (50+hit)/opp_dext
• Yes, 50 is the modifier. Everybody gets an extra 50 added to their
normal Hit stat.
You land a successful hit by having your calculation come in lower than the skill check.
For example:
Your Hit is 200 and the opponent's Dex is 1000.
Calculation= (50+200)/1000 = .25
As long as the skill check comes in at .25 or lower, you successfully landed an attack
(assuming it wasn't blocked and your Damage is greater than their Armor).
Crit - This is the chance your Champion has of delivering critical damage. Critical
damage is usually double damage. Also as mentioned your champion's Dexterity can
also increase this chance. However, remember that your Champion must hit the
enemy first and then is given a second "roll" to determine if the successful attack dealt
Critical damage. Therefore, we recommend having Higher Hit Chance over Higher
Critical Chance if given the choice.
• Crit increases the chance an attack will Critically Strike. Critical
Strikes do greatly increased damage.
22. Block - If your Champion can block the other Champions attack he will not take
any damage. However, according to Kabam this chance to block can be reduced by
your opponent's strength and is therefore not a sure thing.
• Block increases the chance your champion will block an enemy
attack. Blocked attacks deal no damage.
• As for Block, it's not a 1:1 counter against Strength, but yes, when
running the equation to check if the Champion blocks an attack, the stats
used in the equation are only Block and Strength versus the skill check
roll.
Block = opp_Block / Strength
The second part of this is related to the "skill check". It's a phrase from pen and paper
RPGs like Dungeons and Dragons (the designer that did the Champion system was a
fan of D&D). You calculate the player's stats and then compare those stats against a
roll. If your stats clear the roll, it's a success, if the stats are under the roll, it's a failure.
For blocking, here are some examples:
Opponent's block is 80, your strength is 20
Block= 80/20
Block= 4
Now you roll your die and if it comes back 4 or under, the opponent blocked, but if it
comes back higher then 4, the opponent doesn't block.
If you reverse that:
Opponent's block is 20, your strength is 80
Block= 20/80
Block= .25
Now roll the die and the only way the opponent can block is if it gets a 1. Anything
higher than that is a hit.
So the system has some randomness in the skill check roll, but the higher your stats and
the lower the opponent's, the easier the skill check is. Hit and Block are the only two
stats with the skill check.
23. Sharing is knowledge, and a lot of players are not sharing. Yes, it gives you and edge, or advantage, but
it leaves also many people clueless. The objective of these tutorials, is to teach, learn, educate players so ALL players have
a better under understanding of the game. The more players participate, the better the overall experience is for all players.
More attacking and defending means “lively” domains full of activity.
http://www.slideshare.net/Aderik/documents