Combat - Basics - October 14, 2018
The Demon Rush: Legends Corrupt is an action-RPG, and its combat basics revolve around attacking, blocking and dodging.
While attacking is basically done with the cross button, the 9 characters have some differences in how they unleash their basic attacks. Some characters move forward as they strike, some attack very quickly, some have their attacks based on their weapon swing (as opposed to hitting those directly in front of them) and some characters can attack multiple times in a row (basic attack combo).
A couple of notable exceptions to how basic attacking is handled:
Cook, while holding his ranged weapon (if not thrown with Far Shot), will deal an additional 50% damage with his basic melee attacks.
Brooks goes into an aiming mode (complete with crosshair) and can attack with an unlimited range hitscan shot once every second. He can move while attacking, and unlike all other playable characters and enemies, he cannot be staggered when attacking a target that is blocking.
Basic Attack Comparisons
The following lists the ways that each character differs. The column for average attack speed is from startup to end of attack frames, and subsequent combo attacks can be triggered while that basic attack's attack frames have finished. Rough DPS is calculated as though the next attack in a combo is triggered the frame it is available, that a full combo is done and that a new combo is started up immediately on basic attack cooldown end.
The Max Attack Stat is determined through the character's maximum Attack stat from their Soul Triad customization for both Story Mode and Endless Dungeon Mode. Their default weapons, which boost Attack, are not included, as all max level default weapons provide a flat 50% bonus to Attack and can be easily calculated otherwise. Active/Passive Abilities that boost Attack are not included in these calculations.
These values may also be subject to change over the course of development for character re-balancing, if needed:
While there are many Active and Passive Abilities that can enhance a character's basic attacks and their DPS, the above should be a strong indicator as to how differently each character handles their basic attacks and how much of an impact a high Attack stat can mean here. Though this should not be the only factor in customizing characters and teams, characters like Knight, Tara and Cook, who have high DPS with their max Attack stat, can contribute better to a battle offensively while their abilities are on cooldown.
Dodging is done by pressing the R/R1 button while moving. The character moves in the chosen direction at double their movement speed and are invincible for the duration of it. All enemies are capable of dodging, as well.
All characters can block while holding the R/R1 button (and the left stick for movement is neutral). While blocking, the user receives half damage and protection from Stagger, Stun, Knockdown and Knockback.
Why block rather than dodge, when dodging grants invinciblity and blocking only halves damage? Blocking an enemy's basic melee attack (but not an ability) will stagger the enemy when they hit a blocking character, preventing them from attacking or dodging.
Some of Cherry's Active and Passive Abilities also are triggered by or boost her blocking (most notably Stand Ground, which nullifies all damage while blocking).
Of the 16 monsters that appear in all modes, Force Fighters, Dark Knights, Demons, Adamant Golems and Icemen are able to block when they are at a high enough level to access their active abilities.
0 HP and Death
When an enemy reaches 0 HP, they are removed from the battlefield. When a party member reaches 0 HP, they fall to the ground unconscious.
Party members are revived under the following circumstances:
-The battle ends
-Cherry's Phantom Break or Alberto's Revive is used on the dead party member
-Their auto-revive timer (currently set to 45 seconds as of this point in development) expires and they return to the battle with 1 HP