Difference between revisions of "ZvZ Mechanics"

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(Better intro to ZvZ, bit about shotcalling, bit about positioning, will add more once i take some screenshots)
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ZvZ is short for '<nowiki/>'''Zerg vs Zerg'''', meaning two large groups of players (10+ - 20+) fighting against each other.
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== Introduction to ZvZ ==
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In Albion, much of the open world content requires you to group up. For some content, Guilds and Alliances like to gather large masses of players (10++ per side) to have large scale fights over content.
  
In Albion Online certain scaling mechanics apply when a player is damaging or being damaged by multiple enemies at once. As a general rule, the more people attack you at the same time (aka. focus fire) the less damage you take from each hit. A player that is being attacked by three or more ranged attackers will receive a flat % damage reduction bonus.  
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Some of the most common forms of Zerg activity include [[Siphoning Mages|Mage Raiding]], [[Dungeon Diving]], [[Castle|Castle Sieges]], [[City|City Sieges]] and Large Group Dungeons.  
  
This mechanic is intended to help reduce the effectiveness of directing all damage onto one player.  
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ZvZ, short for '''Zerg vs Zerg''' is when two or more of these large groups collide.  
  
There is also something called escalation damage or [[Focus Fire|focus fire]]. The more players you hit, the more damage you will do.
 
  
Victory in ZvZ is about positioning, cooldown rotation, and skilled damage trading.
 
  
== Damage Reduction ==
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Positioning, Cooldown Rotation, Damage Trading, Team Composition and Skill are what make ZvZing such intensive activities.
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== Damage Scaling ==
 
Albion has a built-in protection system for players who are outnumbered. This protection comes in the form of '''''Focus Fire''''' - a damage-reduction factor that kicks in when you are attacked by multiple opponents, based on:
 
Albion has a built-in protection system for players who are outnumbered. This protection comes in the form of '''''Focus Fire''''' - a damage-reduction factor that kicks in when you are attacked by multiple opponents, based on:
 
* the number of players attacking you, and
 
* the number of players attacking you, and
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== Damage Escalation ==
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== Shotcaller ==
(Please add more information in regards to the the current ZvZ Mechanics.)
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Most Guilds and Alliances have designated shotcallers, whom, over voice chat, will direct the entire fight. Calling where to move, when to engage, when to disengage, and the overall positioning of the fight. It is incredibly important to listen to the shotcaller, 10 players united can be much stronger than 20-man chaos.  
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Typically the shotcaller(s) and the healers will do all the talking during a fight.
  
== Healing Reduction ==
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== Positioning ==
(Please add more information in regards to the the current ZvZ Mechanics.)
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One of the most important factors when working with such large groups, is how they are positioned. Because players typically bring lots of AoE equipment to these encounters, battles tend to be fought around choke points, higher ground and obstacles. It is always important not to clump up and be susceptible to AoE hitting to many of you, putting strain on the healers.

Revision as of 05:23, 20 January 2019

Introduction to ZvZ

In Albion, much of the open world content requires you to group up. For some content, Guilds and Alliances like to gather large masses of players (10++ per side) to have large scale fights over content.

Some of the most common forms of Zerg activity include Mage Raiding, Dungeon Diving, Castle Sieges, City Sieges and Large Group Dungeons.

ZvZ, short for Zerg vs Zerg is when two or more of these large groups collide.


Positioning, Cooldown Rotation, Damage Trading, Team Composition and Skill are what make ZvZing such intensive activities.

Damage Scaling

Albion has a built-in protection system for players who are outnumbered. This protection comes in the form of Focus Fire - a damage-reduction factor that kicks in when you are attacked by multiple opponents, based on:

  • the number of players attacking you, and
  • whether they are attacking with melee or ranged weapons

When two melee opponents are attacking you, the damage you receive is reduced by 14%. If you are attacked by three melee players, the damage is reduced by 25%. The progression continues as shown in the chart below.

The same mechanic is applied when you are attacked by ranged opponents, however, the damage reduction isn’t as severe. You can see the full damage reduction values below.

Amount of Players Melee Damage Reduction Ranged Damage Reduction
1 0 0
2 14 8
3 25 16
4 34 22
5 41 28
5 48 34
6 53 38
7 58 42
8 61 46
9 65 50
10 67 53
11 70 56
12 72 58
13 74 60
14 76 63
15 76 65
16 76 66
17 76 68
18 76 69
19 76 69
20 76 71
21 76 72
22 76 73
23 76 74
24 76 75
25 76 76
26 76 77
27 76 78
28 76 79
29 76 79
30 76 80

Shotcaller

Most Guilds and Alliances have designated shotcallers, whom, over voice chat, will direct the entire fight. Calling where to move, when to engage, when to disengage, and the overall positioning of the fight. It is incredibly important to listen to the shotcaller, 10 players united can be much stronger than 20-man chaos.

Typically the shotcaller(s) and the healers will do all the talking during a fight.

Positioning

One of the most important factors when working with such large groups, is how they are positioned. Because players typically bring lots of AoE equipment to these encounters, battles tend to be fought around choke points, higher ground and obstacles. It is always important not to clump up and be susceptible to AoE hitting to many of you, putting strain on the healers.