Conquest Dashboard

Quick Scenarios

Low: unequipped attacker vs. best-in-slot defender. Mid: rare-tier gear both sides, mid strength/evasion level. High: best-in-slot attacker vs. unequipped defender.

Loadout & Outcome

Success% and Dodge% reuse Rob's base config values — AttackService.getSuccessChance delegates straight to RobService, and CombatService.getDodgeChance is shared across every activity. Attack has no dedicated base success/dodge config of its own.
Attacker
Weapon
Strength Booster
→
Defender Defense
Armor
Shield
Defense Booster
→
Defender Counter
Weapon
Strength Booster
→
Outcome
-
Success
-
Dodge
-
Block
-
Effective Success

Outcomes

On Success

On Fail

Every fail outcome (Failed/Dodged/Shield) deals the defender's own attack damage back to the attacker as a counter-hit — it's computed before the roll happens. A Shield outcome also breaks and unequips the defender's shield.

Cooldowns

A target must have used a command within the last s to be attackable (anti-offline-farming check) — not modeled numerically here since it depends on real activity, not gear.