Zeraxies' Tournament: Advanced Combat (nerds only edition)
8 years ago
This is an expansion to the simpler explanation of Combat in Zeraxies' Tournament. You can use this journal as an index to clarify how abilities behave in upcoming matches. If you have any questions or feel like this journal didn't cover something, feel free to add it as a comment to the journal.
Disclaimer: This is only for those who really like to get jiggy with the details! It is not required to participate or vote. Only bother reading this if you find this kind of stuff fun!
How does combat work?
As before, you have two champions that attack each other in an attempt to knock the opponent out. They each have a set of abilities and stats that determine their choices and damage.
What is an "Act"?
An "Act" is a keyword for anything that a Champion does in combat, whether they choose to Attack or use an Ability. Attacks deal the Champion's damage to the opponent, while Abilities can have a large variety of effects such as reducing damage taken.
What are the stats?
- Damage: Determines how many points Attacks and Abilities subtract from the opponent's Health.
- Health: Determines how many points of damage a Champion can take before suffering defeat. Once Health reaches 0, the Champion loses the fight.
- Mana: Determines how many times a Champion can use an Ability. A resource. Some abilities cost several poitns of Mana. When a Champion has no more Mana or an insufficient amount of points, they can only Attack and not use Abilities.
- Speed: Determines how often a Champion can Act. More Speed allows the Champion to Act more frequently.
How does "Speed" work?
Speed uses the "action turn bar" system. A basic time system where everything is divided into rounds. By default, all champions have a Speed of 0% which is the same as having 1.00 rounds in-between their actions. If the percentage increases, that's how much faster they will Act. For example, at 20% Speed they will have 0.80 rounds in-between each Act (because 20% of 1.00 is 0.20, so if the Champion Acts 0.20 faster than you subtract 0.20 from 1.00 and end up with 0.80).
As such, combat logs as following:
0.80 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 460 health remaining).
1.00 Slower Champion used an attack! It hurt and dealt 60 damage (Faster Champion has 440 health remaining).
1.60 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 420 health remaining).
2.00 Slower Champion used an attack! It hurt and dealt 60 damage (Faster Champion has 380 health remaining).
2.40 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 380 health remaining).
3.00 Slower Champion used an attack! It hurt and dealt 60 damage (Faster Champion has 320 health remaining).
3.20 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 340 health remaining).
4.00 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 300 health remaining).
4.00 Slower Champion used an attack! It hurt and dealt 60 damage (Faster Champion has 260 health remaining).As the highlighted section shows, faster champions usually get an extra Act off as their Speed eventually allows them to Act twice within a single round. Speed is capped at 75% for Acts, meaning a Champion cannot Act more than 4 times a turn. The Speed bonus can still go past 75%, the extra Speed will however only benefit Abilities that scale off Speed at that point.
Who goes first if both Champions Attack each other at the same time?
Neither! They Act at the exact same time.
But what if both Champions knock each other out at the same time?!
Then it's a draw! (And the tie-breaker is always decided by the fans' votes!)
How do Champions choose to fight?
Champions will always behave the most beneficial way they can in the fight, such as choosing to use Abilities at the right time. However, Champions must always Act whenever they can (even if they take damage from it---such as reflective damage).
What Abilities are there?
Note: If an Ability costs (0) Mana, it's a passive Ability that always stays in effect!
(1) Block: Reduces damage taken by 60% for 2 rounds.
Block works immediately. If both Champions Act at the same time, Block reduces the damage dealt by the opponent in that moment. Blocks wears off exactly after 2.00 rounds, so if it was used at round 3.20 it will no longer have any effect at round 5.20.
(0) Building Rage: Gain 5 damage after every 3rd round.
Building Rage is an "end of round" effect, which means the damage bonus is applied at a unique time period called "end of round." For example, after 3.99 would come the end of round 3 and the Champion would gain +5 damage going into round 4.00.
(3) Chomp: Deals 2.5x damage and restores Health equal to 20% of damage dealt. Counts as an Attack.
Chomp isn't an Attack, but merely counts as one for other Abilities such as Critical Strike and Poisoned Attack. It can also get Parried because of that. If the user runs out of Health in the same moment as he uses Chomp, the healing still takes effect and can put him back above 0 Health.
(0) Critical Hit: Every third Attack deals double damage.
Critical Hit's counter will also include abilities like Chomp that counts as an Attack and also doubles the damage of said abilities.
(2) Dark Curse: Steals Health equal to 3% of the opponent's max Health whenever he Acts. Lasts 3 rounds. Non-stacking.
Dark Curse works immediately. If both Champions Act at the same time, Dark Curse immediately steals Health. Dark Curse wears off exactly after 3.00 rounds, so if it was used at round 3.20 it will no longer have any effect at round 6.20. Dark Curse does not "stack," so using the Ability while it is already active will only refresh the duration.
(2) Enchant: Increases the damage of the next 3 Attacks by 40%.
Enchant also affects abilities that counts as an Attack like Chomp or passively enhances it like Critical Strike or Poisoned Attack. The charges are still consumed if the Attack fails to deal any damage such as with Parry.
(0) Focus: Not spending any Mana during a round restores 2 Mana at the end of it.
Focus is an "end of round" effect, which means the Mana restore is gained at a unique time period called "end of round." For example, after 3.99 would come the end of round 3 and the Champion would regain 2 Mana going into round 4.00 if no Abilities that used Mana was used during the entire duration of round 3.00 to 3.99.
(2) Frostbolt: Deals 2x damage and slows the opponent's Speed by -40% on his next Act.
Frostbolt does not affect any immediate Acts, but only the next Act and simply delays it by 0.40 rounds. If the next Act would have come at 3.20, it will be delayed to 3.60 instead.
(2) Haste: Gain 40% Speed for the next 3 Acts.
Haste does not affect any immediate Acts, but only the following Acts and simply speeds them up by 0.40 rounds. If the next Act would have come at 3.20, it will be sped up to 2.80 and so on.
(1) Incinerate: Deals 0.4x damage to the opponent at the end of each round for 3 rounds. Stacks and refreshes.
Incinerate is an "end of round" effect, which means the damage is dealt at a unique time period called "end of round." For example, after 3.99 would come the end of round 3 and the opponent would take the damage going into round 4.00. The damage amount is determined by the number of "stacks" current on the Champion, ergo the more times Incinerate is used the more damage will be dealt. If ever Incinerate expires, the stacks will reset.
(0) Mana Barrier: The first time Health drops below 30%, regain all Mana and reduce damage taken by 50% for 2 rounds.
Mana Barrier works immediately, even if the damage that triggered it wouldn't put the Champion below 30% Health after being reduced. Mana Barrier wears off exactly after 2.00 rounds, so if it was activated at round 3.20 it will no longer have any effect at round 5.20.
(2) Parry: Deals 1.5x damage and blocks the damage from the opponent's next Attack.
Parry works immediately. If Parry is used at the same time as an Attack or an Ability that counts as one, it will block it immediately.
(0) Poisoned Attack: Attacks deal bonus damage equal to 2.5% of your opponent's max Health.
Poisoned Attack's damage bonus counts as part of your Attack for abilities like Chomp, Enchant or Parry.
(3) Pummel: Deals damage equal to 6% of max Health and causes the opponent's next Ability to cost 2 more Mana.
Pummel does not affect Abilities that do not cost Mana. As Pummel has no duration, it lasts infinitely and also stacks up. As Pummel is scaled off the total Health amount and not current Health, damage dealt to the user does not reduce its damage.
(0) Reflect: Returns 10% of damage taken to the damage dealer. (Except for reflected damage!)
Reflect reduces damage taken by 10%, and that 10% damage reduced is returned to the opponent immediately as "reflected damage." Reflect cannot reflect reflected damage. (Say that 10 times in a row. ;P)
(0) Regenerate: Regain 10% max Health at the end of each round for 3 rounds. Non-stacking.
Regenerate is an "end of round" effect, which means the Health is restored in a unique time period called "end of round." For example, after 3.99 would come the end of round 3 and the user would then be healed for 10% of their max Health going into round 4.00. As the Ability does not stack, multiple uses in a row doesn't increase the healing but merely refreshes the duration.
(4) Spiked Earth: Deals 1.5x damage to the opponent whenever he Acts. Lasts 3 rounds.
Spiked Earth works immediately. If both Champions Act at the same time, Spiked Earth immediately deals damage. Spiked Earth wears off exactly after 3.00 rounds, so if it was used at round 3.20 it will no longer have any effect at round 6.20. Spiked Earth does not "stack," so using the Ability while it is already active will only refresh the duration.
(2) Storm Blast: Deals 2x damage. Speed bonus increases damage dealt. (20% Speed = 20% bonus damage.)
Storm Blast's damage is increased or decreases by the Champion's total Speed bonus. If the Champion has 40 damage and 40% Speed, the total damage output would be: 40x2x1.4=112 damage. Negative Speed reduces the damage dealt by Storm Blast, such as the result of Frostbolt or Tornado.
(4) Tornado: Increases Speed by 20% and decreases enemy Speed by -20%. Lasts 4 rounds.
Tornado does not affect any immediate Acts, but only the following Acts and slows the opponent down while speeding your Acts up by 0.20 rounds. If Tornado is used at round 3.20 and the opponent's next Act would have been at round 3.40, it will get pushed back to round 3.60.
What is an Arena?
Arenas are a neutral constant effect that affects both Champions through the fight. There are up to 5 different types of Arenas. The chance for each Arena to appear is 20% and determined by the last number in the last match's submission number (the long number in the match's website url). For example, if the last number was 1, then the Boxing Ring would appear. To prevent repeating Arenas, if the same Arena would appear twice then the second number in the url will be used (and so on---until the number for another Arena).
(1-2) Boxing Ring: Attacks deal 40% more damage.
This bonus only applies to Attacks, not Abilities. This bonus however also applies to Abilities that counts as Attacks, as well as passive abilities such as Critical Strike and Poisoned Attack.
(3-4) Castle Courtyard: Champions stats have been increased by 30%.
All these changes will be displayed on the match, so no calculations are needed! (Designer's note: This is intended to be the "neutral" battleground.)
(5-6) Frozen Wastes: All Abilities with a duration now lasts twice as many rounds.
This affects all abilities that states "lasts x rounds" and doubles the value of x.
(7-8) Science Lab: Champions regenerate 1 Mana at the start of each round.
"The start of each round" is a unique time period called "start of round." For example, after 3.99 would come the start of round 4 and the user would then regain 1 Mana going into the round. This happens after "end of round" effects for the previous round.
(9-0) Wonder Tree Lake: Max Health has been increased by 100%.
This change will be displayed on the match, so no calculations are needed!
Disclaimer: This is only for those who really like to get jiggy with the details! It is not required to participate or vote. Only bother reading this if you find this kind of stuff fun!
How does combat work?
As before, you have two champions that attack each other in an attempt to knock the opponent out. They each have a set of abilities and stats that determine their choices and damage.
What is an "Act"?
An "Act" is a keyword for anything that a Champion does in combat, whether they choose to Attack or use an Ability. Attacks deal the Champion's damage to the opponent, while Abilities can have a large variety of effects such as reducing damage taken.
What are the stats?
- Damage: Determines how many points Attacks and Abilities subtract from the opponent's Health.
- Health: Determines how many points of damage a Champion can take before suffering defeat. Once Health reaches 0, the Champion loses the fight.
- Mana: Determines how many times a Champion can use an Ability. A resource. Some abilities cost several poitns of Mana. When a Champion has no more Mana or an insufficient amount of points, they can only Attack and not use Abilities.
- Speed: Determines how often a Champion can Act. More Speed allows the Champion to Act more frequently.
How does "Speed" work?
Speed uses the "action turn bar" system. A basic time system where everything is divided into rounds. By default, all champions have a Speed of 0% which is the same as having 1.00 rounds in-between their actions. If the percentage increases, that's how much faster they will Act. For example, at 20% Speed they will have 0.80 rounds in-between each Act (because 20% of 1.00 is 0.20, so if the Champion Acts 0.20 faster than you subtract 0.20 from 1.00 and end up with 0.80).
As such, combat logs as following:
0.80 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 460 health remaining).
1.00 Slower Champion used an attack! It hurt and dealt 60 damage (Faster Champion has 440 health remaining).
1.60 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 420 health remaining).
2.00 Slower Champion used an attack! It hurt and dealt 60 damage (Faster Champion has 380 health remaining).
2.40 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 380 health remaining).
3.00 Slower Champion used an attack! It hurt and dealt 60 damage (Faster Champion has 320 health remaining).
3.20 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 340 health remaining).
4.00 Faster Champion used an attack! It hurt and dealt 40 damage (Slower Champion has 300 health remaining).
4.00 Slower Champion used an attack! It hurt and dealt 60 damage (Faster Champion has 260 health remaining).As the highlighted section shows, faster champions usually get an extra Act off as their Speed eventually allows them to Act twice within a single round. Speed is capped at 75% for Acts, meaning a Champion cannot Act more than 4 times a turn. The Speed bonus can still go past 75%, the extra Speed will however only benefit Abilities that scale off Speed at that point.
Who goes first if both Champions Attack each other at the same time?
Neither! They Act at the exact same time.
But what if both Champions knock each other out at the same time?!
Then it's a draw! (And the tie-breaker is always decided by the fans' votes!)
How do Champions choose to fight?
Champions will always behave the most beneficial way they can in the fight, such as choosing to use Abilities at the right time. However, Champions must always Act whenever they can (even if they take damage from it---such as reflective damage).
What Abilities are there?
Note: If an Ability costs (0) Mana, it's a passive Ability that always stays in effect!
(1) Block: Reduces damage taken by 60% for 2 rounds.
Block works immediately. If both Champions Act at the same time, Block reduces the damage dealt by the opponent in that moment. Blocks wears off exactly after 2.00 rounds, so if it was used at round 3.20 it will no longer have any effect at round 5.20.
(0) Building Rage: Gain 5 damage after every 3rd round.
Building Rage is an "end of round" effect, which means the damage bonus is applied at a unique time period called "end of round." For example, after 3.99 would come the end of round 3 and the Champion would gain +5 damage going into round 4.00.
(3) Chomp: Deals 2.5x damage and restores Health equal to 20% of damage dealt. Counts as an Attack.
Chomp isn't an Attack, but merely counts as one for other Abilities such as Critical Strike and Poisoned Attack. It can also get Parried because of that. If the user runs out of Health in the same moment as he uses Chomp, the healing still takes effect and can put him back above 0 Health.
(0) Critical Hit: Every third Attack deals double damage.
Critical Hit's counter will also include abilities like Chomp that counts as an Attack and also doubles the damage of said abilities.
(2) Dark Curse: Steals Health equal to 3% of the opponent's max Health whenever he Acts. Lasts 3 rounds. Non-stacking.
Dark Curse works immediately. If both Champions Act at the same time, Dark Curse immediately steals Health. Dark Curse wears off exactly after 3.00 rounds, so if it was used at round 3.20 it will no longer have any effect at round 6.20. Dark Curse does not "stack," so using the Ability while it is already active will only refresh the duration.
(2) Enchant: Increases the damage of the next 3 Attacks by 40%.
Enchant also affects abilities that counts as an Attack like Chomp or passively enhances it like Critical Strike or Poisoned Attack. The charges are still consumed if the Attack fails to deal any damage such as with Parry.
(0) Focus: Not spending any Mana during a round restores 2 Mana at the end of it.
Focus is an "end of round" effect, which means the Mana restore is gained at a unique time period called "end of round." For example, after 3.99 would come the end of round 3 and the Champion would regain 2 Mana going into round 4.00 if no Abilities that used Mana was used during the entire duration of round 3.00 to 3.99.
(2) Frostbolt: Deals 2x damage and slows the opponent's Speed by -40% on his next Act.
Frostbolt does not affect any immediate Acts, but only the next Act and simply delays it by 0.40 rounds. If the next Act would have come at 3.20, it will be delayed to 3.60 instead.
(2) Haste: Gain 40% Speed for the next 3 Acts.
Haste does not affect any immediate Acts, but only the following Acts and simply speeds them up by 0.40 rounds. If the next Act would have come at 3.20, it will be sped up to 2.80 and so on.
(1) Incinerate: Deals 0.4x damage to the opponent at the end of each round for 3 rounds. Stacks and refreshes.
Incinerate is an "end of round" effect, which means the damage is dealt at a unique time period called "end of round." For example, after 3.99 would come the end of round 3 and the opponent would take the damage going into round 4.00. The damage amount is determined by the number of "stacks" current on the Champion, ergo the more times Incinerate is used the more damage will be dealt. If ever Incinerate expires, the stacks will reset.
(0) Mana Barrier: The first time Health drops below 30%, regain all Mana and reduce damage taken by 50% for 2 rounds.
Mana Barrier works immediately, even if the damage that triggered it wouldn't put the Champion below 30% Health after being reduced. Mana Barrier wears off exactly after 2.00 rounds, so if it was activated at round 3.20 it will no longer have any effect at round 5.20.
(2) Parry: Deals 1.5x damage and blocks the damage from the opponent's next Attack.
Parry works immediately. If Parry is used at the same time as an Attack or an Ability that counts as one, it will block it immediately.
(0) Poisoned Attack: Attacks deal bonus damage equal to 2.5% of your opponent's max Health.
Poisoned Attack's damage bonus counts as part of your Attack for abilities like Chomp, Enchant or Parry.
(3) Pummel: Deals damage equal to 6% of max Health and causes the opponent's next Ability to cost 2 more Mana.
Pummel does not affect Abilities that do not cost Mana. As Pummel has no duration, it lasts infinitely and also stacks up. As Pummel is scaled off the total Health amount and not current Health, damage dealt to the user does not reduce its damage.
(0) Reflect: Returns 10% of damage taken to the damage dealer. (Except for reflected damage!)
Reflect reduces damage taken by 10%, and that 10% damage reduced is returned to the opponent immediately as "reflected damage." Reflect cannot reflect reflected damage. (Say that 10 times in a row. ;P)
(0) Regenerate: Regain 10% max Health at the end of each round for 3 rounds. Non-stacking.
Regenerate is an "end of round" effect, which means the Health is restored in a unique time period called "end of round." For example, after 3.99 would come the end of round 3 and the user would then be healed for 10% of their max Health going into round 4.00. As the Ability does not stack, multiple uses in a row doesn't increase the healing but merely refreshes the duration.
(4) Spiked Earth: Deals 1.5x damage to the opponent whenever he Acts. Lasts 3 rounds.
Spiked Earth works immediately. If both Champions Act at the same time, Spiked Earth immediately deals damage. Spiked Earth wears off exactly after 3.00 rounds, so if it was used at round 3.20 it will no longer have any effect at round 6.20. Spiked Earth does not "stack," so using the Ability while it is already active will only refresh the duration.
(2) Storm Blast: Deals 2x damage. Speed bonus increases damage dealt. (20% Speed = 20% bonus damage.)
Storm Blast's damage is increased or decreases by the Champion's total Speed bonus. If the Champion has 40 damage and 40% Speed, the total damage output would be: 40x2x1.4=112 damage. Negative Speed reduces the damage dealt by Storm Blast, such as the result of Frostbolt or Tornado.
(4) Tornado: Increases Speed by 20% and decreases enemy Speed by -20%. Lasts 4 rounds.
Tornado does not affect any immediate Acts, but only the following Acts and slows the opponent down while speeding your Acts up by 0.20 rounds. If Tornado is used at round 3.20 and the opponent's next Act would have been at round 3.40, it will get pushed back to round 3.60.
What is an Arena?
Arenas are a neutral constant effect that affects both Champions through the fight. There are up to 5 different types of Arenas. The chance for each Arena to appear is 20% and determined by the last number in the last match's submission number (the long number in the match's website url). For example, if the last number was 1, then the Boxing Ring would appear. To prevent repeating Arenas, if the same Arena would appear twice then the second number in the url will be used (and so on---until the number for another Arena).
(1-2) Boxing Ring: Attacks deal 40% more damage.
This bonus only applies to Attacks, not Abilities. This bonus however also applies to Abilities that counts as Attacks, as well as passive abilities such as Critical Strike and Poisoned Attack.
(3-4) Castle Courtyard: Champions stats have been increased by 30%.
All these changes will be displayed on the match, so no calculations are needed! (Designer's note: This is intended to be the "neutral" battleground.)
(5-6) Frozen Wastes: All Abilities with a duration now lasts twice as many rounds.
This affects all abilities that states "lasts x rounds" and doubles the value of x.
(7-8) Science Lab: Champions regenerate 1 Mana at the start of each round.
"The start of each round" is a unique time period called "start of round." For example, after 3.99 would come the start of round 4 and the user would then regain 1 Mana going into the round. This happens after "end of round" effects for the previous round.
(9-0) Wonder Tree Lake: Max Health has been increased by 100%.
This change will be displayed on the match, so no calculations are needed!
Looking forward to how this new tourney plays out~
but it sounds interesting.
Somehow I expected Reflect let the full damage come through. So if someone with Reflect takes an attack for, say, 32, they only take 28.8 damage, rather than taking to full 32 and just forcing the opponent to take 3.2 for the effort?
The Boxing Ring states that the fighter can attack and use an ability at the same time, not that they do, so if it'd be more advantageous for a fighter to only use an ability without attacking (such as when their opponent has Spiked Earth in effect), they may choose to do so rather than take advantage of Boxing Ring's ability, correct?
You state that Frozen Wastes affects anything with "lasts X rounds." Does that mean it wouldn't cause Haste to last 6 acts, Frostbolt to last for 2 acts, or Enchant to last 6 attacks?
When triggering "end of round" effects, would I tag them as happening at round X.99 after any other things that'd happen at that point, or at Y before any other things that happen? For example, a fighter with Focus only attacks during the fourth round, so do i write Focus triggering as "4.99 - X regained 2 mana!" or "5 - X regained 2 mana!"
It's a good thing that you mentioned the possibility of skipping attacks because that's the one thing I forgot to include, how champions behave. I may as well type it up in my response to you and then copy it into the journal:
How do Champions choose to fight?
Champions will always behave the most beneficial way they can in the fight, such as choosing to use Abilities at the right time. However, Champions must always Act whenever they can (even if they take damage from it---such as reflective damage).
I will be rephrasing the Boxing Ring to "Champions now get an extra instant Attack after using an Ability" which should make it less complicated and still preserve the original design.
Yes, Frozen Wastes does not double the number of charges on those abilities. I will be updating the description to "twice as many rounds" to clarify this. I did consider changing it the other way since you pointed it out, but Frozen Wastes is intended to buff abilities like Tornado, Regenerate or Block---things that don't scale with Speed.
End of round effects should be triggered in a special time phase. You could write it as 4.9999999999999999999999999 to avoid any confusion, but how I imagined it was just "End of Round 4 - (Triggered Effects)." You could of course shorten it to any phrase you want, like "R4 End." But it is in-between 4.99 and 5.00 that both "Round End" and "Round Start" effects trigger. I designed it this way because I wanted to enable stacking buffs, debuffs and regeneration effects that didn't just because automatically better by getting a bunch of speed. I designed speed-favored builds to be more a Rogue or Assassin where you act quickly but you're more vulnerable in the long run.
Boxing Ring does provide a choice, but not a favorable one. Either you use an ability and take twice as much Spiked Earth damage in the round, or you're locked out of using your abilities in a situation where your normal battle strategy would require you to.
Castle Courtyard not only increases the user's base attack (and in doing so increases Spiked Earth's damage) but also doubles the opponent's base Speed, making them take Spiked Earth's damage more often.
Frozen Wastes doubles Spiked Earth's duration, making it impossible for Speed-based characters to attempt to wait it out.
Science Lab recovers mana per round, and assuming you can use Spiked Earth twice in a round, you'll have a third use of it by the time the duration of your second Spiked Earth runs out.
Now I'm not at all saying it's an insurmountable ability, it's just that it's incredibly powerful, and so requires very specific combinations of abilities to overcome.
1. Boxing Ring will increase the damage of attacks by 40% instead.
2. Castle Courtyard increases all stats by 30% instead.
3. Wonder Tree Lake will increase max Health by 100%.
This will be the last round of changes before the event begins. And hopefully they will make the matches more diverse.
When I did my initial test run of Adam vs Azar, it actually was fairly close with my initial assumption that the ability and its additional attack would count as a single action. Granted, I didn't test what might happen should Azar skip using Tornado, and I'm not sure if he would have been able to pull ahead, but it was close enough for me to feel it's an interesting battle to analyze. I don't mean to be a constant whiner here, and I realize my own complaints were part of why you changed this, but IMO, having all three of these be flat stat increases is just kinda boring to analyze.
This also raises a bit of a question. Does the new Boxing Ring mean, if I have 50 Power, my attacks would be dealing 70 and my Chomp would deal 175, but my Spiked Earth would still be dealing 75 and my Incinerate would do 20 per stack? If THAT'S the case, then perhaps it is a little more interesting since it would strongly favor Chompers and those reliant on Critical Hit.
Also I'm impressed that you've gone as far as to deduce their class choices from their stats. But the whole point of auto-calculating it in the UI is to not make you have to go to such extremes. ;P