Checklists

Combat Systems checklist for MUDs

This checklist provides a technical framework for validating MUD combat systems. It covers mathematical stability, round-based timing, state management, and user interface feedback to ensure a balanced and exploit-free player experience.

Combat Systems checklist for MUDs hero illustration
Progress0 / 30 complete (0%)

Mathematical Integrity and Scaling

0/5
  • Stat Overflow Verification

    critical

    Calculate maximum possible damage using peak level stats, gear modifiers, and buffs to ensure the value does not exceed the variable type limit (e.g., 32,767 for 16-bit signed integers).

  • Division by Zero Audit

    critical

    Scan all damage, hit-chance, and mitigation formulas for variables that can reach zero (such as Armor Class or Agility) and implement a minimum floor of 1 where they act as divisors.

  • Minimum Damage Floor

    recommended

    Verify that a successful hit against a target with high damage reduction (DR) or armor still deals at least 1 point of damage to prevent infinite combat loops.

  • Weapon Speed DPS Parity

    recommended

    Test that a fast weapon (1.0s delay) and a slow weapon (4.0s delay) yield identical damage-per-second results when normalized against base stats.

  • Critical Hit Calculation Order

    recommended

    Confirm that critical multipliers are applied after base weapon damage but before flat damage reduction modifiers are subtracted.

Round Timing and Action Queuing

0/5
  • Combat Pulse Consistency

    critical

    Measure the server tick rate under 50% CPU load to ensure the combat pulse (e.g., 2.0s rounds) does not drift or lag.

  • Global Cooldown (GCD) Enforcement

    critical

    Verify that executing a skill (e.g., 'kick') prevents the use of other active skills for the duration of the defined cooldown period.

  • Stun State Command Blocking

    critical

    Test that players in a 'stunned' or 'bashed' state cannot execute movement, spellcasting, or item-use commands until the state expires.

  • Flee Success Logic

    recommended

    Validate that the 'flee' command success rate is calculated using the relative level/dexterity of the combatants and consumes a movement/stamina penalty.

  • Multi-Attack Skill Caps

    critical

    Ensure that skills like 'Second Attack' or 'Dual Wield' have a hard cap on the number of swings per round to prevent CPU-exhaustion exploits.

Status Effects and Crowd Control

0/5
  • Stun-Lock Diminishing Returns

    critical

    Implement and verify a 'post-stun' immunity window of at least one round to prevent players or NPCs from being permanently immobilized.

  • Buff Stacking Logic

    critical

    Verify that casting the same spell (e.g., 'Armor') twice does not stack the bonus, but instead refreshes the duration of the existing effect.

  • Combat State Disconnect Persistence

    critical

    Confirm that if a player disconnects while in combat, their character remains in the world for a set 'link-dead' duration to prevent combat dodging.

  • DoT Attribution

    recommended

    Verify that Damage over Time (DoT) effects properly attribute the kill to the original caster for the purpose of experience gain and loot flags.

  • Resistance Hard-Caps

    recommended

    Test that elemental resistances (Fire, Cold, etc.) cannot exceed 95% to ensure that specialized NPCs remain a threat.

Targeting and AI Logic

0/5
  • Aggro List Persistence

    recommended

    Verify that an NPC maintains its threat list even if the primary target leaves the room and returns within a 30-second window.

  • Social Assist Radius

    recommended

    Test that NPCs flagged as 'social' correctly join combat when an ally within the same room is attacked.

  • Target Ambiguity Resolution

    critical

    Confirm the combat engine correctly differentiates between identical mob names (e.g., 'kill 2.guard') and does not default to the first index.

  • Peace Command Authority

    critical

    Verify that the administrative 'peace' command immediately clears the 'fighting' pointer for every entity in the room.

  • Pet/Follower Death Logic

    recommended

    Ensure that pets or summoned creatures immediately cease combat if their owner dies or is removed from the game world.

Interface and Feedback

0/5
  • Combat Brief Mode Toggle

    recommended

    Verify that the 'brief' command successfully toggles off flavor text and only displays numeric damage and health status.

  • Real-time Prompt Updates

    critical

    Ensure the player's prompt (HP/Mana/MV) refreshes immediately after every combat round where a change in resources occurred.

  • Color-Coded Damage Thresholds

    optional

    Confirm that damage messages use distinct ANSI colors to differentiate between 'misses', 'normal hits', and 'critical hits'.

  • Skill Failure Clarity

    recommended

    Verify that failing a skill provides a specific reason (e.g., 'Not enough mana', 'Target not in room') rather than a generic failure message.

  • Target Health Indicators

    recommended

    Confirm that NPCs provide a visual health status (e.g., 'is in excellent condition') at the end of every round.

Resource Management

0/5
  • Mana/Stamina Depletion Check

    critical

    Verify that skills cannot be initiated if the current resource pool is lower than the required cost.

  • Health Sync Verification

    critical

    Cross-reference the health value stored in the character object with the value displayed in the prompt to ensure no desynchronization occurs.

  • Experience Distribution Math

    recommended

    Test party experience splits to ensure that total XP awarded does not exceed 100% of the mob's value due to rounding errors.

  • Equipment Durability Loss

    optional

    If durability is implemented, verify that weapon and armor condition decrements only on successful hits or blocks.

  • Inventory Weight Impact

    recommended

    Verify that being 'overburdened' applies the correct penalty to hit-chance or dodge-rate in the combat loop.