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.

Mathematical Integrity and Scaling
0/5Stat Overflow Verification
criticalCalculate 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
criticalScan 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
recommendedVerify 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
recommendedTest 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
recommendedConfirm that critical multipliers are applied after base weapon damage but before flat damage reduction modifiers are subtracted.
Round Timing and Action Queuing
0/5Combat Pulse Consistency
criticalMeasure 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
criticalVerify 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
criticalTest that players in a 'stunned' or 'bashed' state cannot execute movement, spellcasting, or item-use commands until the state expires.
Flee Success Logic
recommendedValidate 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
criticalEnsure 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
0/5Stun-Lock Diminishing Returns
criticalImplement and verify a 'post-stun' immunity window of at least one round to prevent players or NPCs from being permanently immobilized.
Buff Stacking Logic
criticalVerify 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
criticalConfirm 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
recommendedVerify 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
recommendedTest that elemental resistances (Fire, Cold, etc.) cannot exceed 95% to ensure that specialized NPCs remain a threat.
Targeting and AI Logic
0/5Aggro List Persistence
recommendedVerify 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
recommendedTest that NPCs flagged as 'social' correctly join combat when an ally within the same room is attacked.
Target Ambiguity Resolution
criticalConfirm 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
criticalVerify that the administrative 'peace' command immediately clears the 'fighting' pointer for every entity in the room.
Pet/Follower Death Logic
recommendedEnsure that pets or summoned creatures immediately cease combat if their owner dies or is removed from the game world.
Interface and Feedback
0/5Combat Brief Mode Toggle
recommendedVerify that the 'brief' command successfully toggles off flavor text and only displays numeric damage and health status.
Real-time Prompt Updates
criticalEnsure the player's prompt (HP/Mana/MV) refreshes immediately after every combat round where a change in resources occurred.
Color-Coded Damage Thresholds
optionalConfirm that damage messages use distinct ANSI colors to differentiate between 'misses', 'normal hits', and 'critical hits'.
Skill Failure Clarity
recommendedVerify 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
recommendedConfirm that NPCs provide a visual health status (e.g., 'is in excellent condition') at the end of every round.
Resource Management
0/5Mana/Stamina Depletion Check
criticalVerify that skills cannot be initiated if the current resource pool is lower than the required cost.
Health Sync Verification
criticalCross-reference the health value stored in the character object with the value displayed in the prompt to ensure no desynchronization occurs.
Experience Distribution Math
recommendedTest 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
optionalIf durability is implemented, verify that weapon and armor condition decrements only on successful hits or blocks.
Inventory Weight Impact
recommendedVerify that being 'overburdened' applies the correct penalty to hit-chance or dodge-rate in the combat loop.