Table of ContentsDuel Circle Positions
- First Position - Second Position - Third Position - Fourth Position Enemy AI Aggression - Rules - Joining a Duel Late - Examples |
Duel Circle PositionsWhen you enter a duel with an enemy for the first time, you'll notice that the duel circle provides three other spaces for other players to occupy. Players occupy each position in order of right to left, and enemies occupy the oppositional positions, i.e. from left to right. The order of spellcasting (i.e. a player's turn) also follows these rules, moving clockwise through each occupied position, and starting at either First position, or the enemy's first position. Certain positions are more optimal than others for the role a player wants to fulfill. These positions are:
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First position, or Sun, is the most common position a player will occupy. It is the first position to be occupied when a duel begins. This position is optimal for tanking; the tank is able to start the duel alone and take the enemies' aggro. Bosses often occupy the opposing space, which means that they will target the first position by default, and for a tank, this is ideal. The tank also carries the group's Feints, so having high Resist effectively nullifies the Feint's self-trap. |
Third position, or Star, is optimal for healing; it is the second safest position, thereby keeping the healer healthy so that they can focus on healing others. In addition, the healer will be able to Blade or Cleanse the hitter during the same turn the hitter attacks. |
Fourth position, or Moon, is optimal for hitting; it is the last position in the order of spellcasting, and the safest position, as the first two positions hold a majority of the aggro, and weaker enemies often occupy the third and fourth opposing positions. The primary reason for this positioning is so that first, second, and third position can Blade or Trap during the same turn the hitter attacks. |
The Enemy AI Aggression System
Aggro is an invisible variable that tracks how much the enemies don't like you. All players have aggro. It is very important to keep track of who the enemies are targeting so that you can anticipate potential consequences and know how to respond to them. An example is if your hitter attacks but doesn't kill; they are now a target, and will need potential healing and cleansing of negative charms.
Below are some brief rules that the aggro system has been shown to follow:
Below are some brief rules that the aggro system has been shown to follow:
Rule 1: All players that join before the duel commences begin with equal aggro.
Rule 2: If a player joins after the duel commences, they will have no aggro until they attack or heal.
Rule 3: With two players, the enemies alternate targets. The fourth enemy will always target first position in the case of three players.
Rule 4: Attacking or healing increases your aggro. The bigger the numbers, the more you put yourself at risk.
Rule 5: If your aggro is higher than that of the players on your team, the enemies will attack you instead of them.
Joining a Duel Late
A player is late if they join a duel after it commences. A duel commences once the 30 second timer first appears on the screen. From outside the duel, you can tell the duel has commenced when first position's pips and HP (health) ring show up. Just because you can immediately join the duel during the first round after it has commenced does not mean you aren't late.