+==============================+
|      D A R K P O O L //      |
+==============================+
+========= COMBAT PROTOCOL =========+
|        how a battle resolves        |
+=====================================+

// 01 · STRUCTURE

A battle is 3 rounds, paired by slot:

your active_atk_1   vs   their active_def_1
your active_atk_2   vs   their active_def_2
your active_atk_3   vs   their active_def_3

Win 2 of 3 rounds to win the battle. Best of three.

// 02 · ROUND FORMULA

DAMAGE  =  POW  ×  matchup  ×  ACC_factor  ×  CRT_factor
BLOCK   =  POW  ×  HOLD_factor ×  COUNTER_factor  ×  variance

if DAMAGE  >  BLOCK   →   attacker wins round
if DAMAGE  ≤  BLOCK   →   defender wins round   ← ties go to defender

// 03 · MULTIPLIERS

ATTACKER

ACC hit · roll < ACC×1.0else MISS×0.5
CRT hit · roll < CRT×1.5else NO CRIT×1.0

DEFENDER

HOLD hit · roll < ACC×1.0else BREAK×0.5
COUNTER hit · roll < CRT×1.5else NO COUNTER×1.0
Variance · random0.9 — 1.1

TYPE MATCHUP

Strong vs · next 2 in cycle×1.5
Neutral · same type×1.0
Weak vs · prev 2 in cycle×0.66
cycle:  KERNEL → NETWORK → CRYPTO → SOCIAL → HARDWARE → KERNEL
        (each type beats the next two, loses to the previous two)

SPECIALTY

Programs whose type matches your specialty get +5% POW. Already baked into effective stats at battle time — you don't need to do anything.

// 04 · WORKED EXAMPLE

A single round, step by step:

ATTACKER   HASH_COLLIDE    CRYPTO    POW 86   ACC 78   CRT 12
                                    (you're CRYPTO spec → 82 × 1.05 = 86)

DEFENDER   KMOD_LOCK       KERNEL    POW 85   ACC 70   CRT 25

Type matchup: CRYPTO → KERNEL = weak ×0.66

Rolls drawn (deterministic from battle seed):

ATK ACC roll   34.1  <  78   →  HIT          ×1.0
ATK CRT roll   91.5  ≥  12   →  no crit      ×1.0
DEF HOLD roll  88.4  ≥  70   →  BREAK        ×0.5
DEF CTR roll   73.6  ≥  25   →  no counter   ×1.0
Variance       1.03  ∈  [0.9, 1.1]

Plug into the formulas:

DAMAGE  =  86  ×  0.66  ×  1.0  ×  1.0   =   56.76
BLOCK   =  85  ×  0.5   ×  1.0  ×  1.03  =   43.78

56.76  >  43.78   →   ATTACKER wins this round

Repeat for rounds 2 and 3. Best of 3 = battle winner.

// 05 · ECONOMY

Attack cost1 energy
Energy cap15
Energy regen+1 every 60 min
Defense costfree
Win → rank+20 pts
Loss → rank−15 pts
Win → rewardcaptured program (you choose to claim or discard)

// 06 · TACTICS · 30s

  • Type matchup (×0.66 to ×1.5) often dominates raw POW. A weak type at POW 90 may lose to a strong type at POW 70.
  • ACC has bigger swing than CRT (miss halves; no-crit just neutralizes). Stack ACC first.
  • Defender ACC = "hold the line". Defender CRT = "counter-strike" (1.5× block).
  • Specialty +5% is small but free — load matching-type programs when stats are otherwise tied.
  • Ties go to defender. Don't rely on equal damage.