Chain
A chain is a warring tool designed to supplement warring between Factions. Chaining begins with an initial five minute "warm up" period, in which ten successful attacks must be made. Once a chain reaches ten, each subsequent hit must be made within a timer of five minutes - if a successful hit is made this timer will reset, the chain counter will increase by one and the chain will continue.
How to Chain
A successful attack may be made against anyone Torn that is not in your own faction; after defeating a target any result (leaving, mugging, hospitalizing etc) will count. Only full members may contribute toward a chain; a member who joins after the chain begins must wait out the 72 hour Recruit status.
If your chain breaks (i.e. no one in your faction makes a hit for 5 minutes) it will begin to cooldown at a rate of 6 seconds per hit made. So if you reach a chain of 100, it will take 600 seconds to reach zero and be fully 'cooled down'. You may attack during the cooldown period, however it will have no effect on the cooling chain.
The purpose of building a chain is to reach 13 designated bonuses at 10, 25, 50, 100, 250, 500, 1000, 2500, 5000, 10000, 25000, 50000, and 100000 attacks. Each bonus provides a huge flat bonus amount of respect.
Notes:
- The Warlord Weapon Bonus is not applied on bonus hits.
Chain Cooldowns | ||
---|---|---|
Bonus | Respect | Cooldown |
Hit #10 | 10 | 60 seconds |
Hit #25 | 20 | 150 seconds |
Hit #50 | 40 | 5 minutes |
Hit #100 | 80 | 10 minutes |
Hit #250 | 160 | 25 minutes |
Hit #500 | 320 | 50 minutes |
Hit #1,000 | 640 | 1 hour, 40 minutes |
Hit #2,500 | 1280 | 4 hours, 10 minutes |
Hit #5,000 | 2560 | 8 hours, 20 minutes |
Hit #10,000 | 5120 | 16 hours, 40 minutes |
Hit #25,000 | 10,240 | 1 day, 17 hours, 40 minutes |
Hit #50,000 | 20,480 | 3 days, 11 hours, 20 minutes |
Hit #100,000 | 40,960 | 6 days, 22 hours, 40 minutes |
Unlocking chaining
In order to build chains, you must first unlock each bonus by completing a challenge and assigning a permanent respect cost.
If you have completed the challenge for your next chain upgrade and have enough respect available, upgrading mid-chain will not break the ongoing chain. For example, if you have completed a 5,000 chain before, have an active chain, and have 48,358 respect available, you can unlock and continue to complete a 10,000 chain.
Chain Costs | ||
---|---|---|
Maximum Chain Unlocked | Challenge | Respect Cost |
10 | No challenge | 1,412 |
25 | Achieve a chain of 10 | 2,173 |
50 | Achieve a chain of 25 | 3,067 |
100 | Achieve a chain of 50 | 4,719 |
250 | Achieve a chain of 100 | 6,662 |
500 | Achieve a chain of 250 | 10,251 |
1,000 | Achieve a chain of 500 | 15,773 |
2,500 | Achieve a chain of 1,000 | 22,265 |
5,000 | Achieve a chain of 2,500 | 34,258 |
10,000 | Achieve a chain of 5,000 | 48,358 |
25,000 | Achieve a chain of 10,000 | 74,404 |
50,000 | Achieve a chain of 25,000 | 105,027 |
100,000 | Achieve a chain of 50,000 | 161,596 |
Gaining respect
Every time a member of your faction makes an attack (on users not in your own faction) they will earn respect. The amount of respect earned varies quite a bit depending on the target due to a number of different multipliers that are applied under certain conditions.
Base respect
Base respect is level dependent. Very simply, the higher the level of your target, the more respect you will earn. The base respect is linear starting at 1.00 for level 1, and 1.50 a level 100. Base respect follows the equation:
- Base Respect = (1/198)x + (197/198)
where x is the level of the target. The value is then rounded to two decimal places.
For a simpler equation:
- Base Respect = (x/200) + 1
where x is the level of the target. The value is then rounded down to two decimal places.
Thanks to Reshula [2644462] for providing the equations and graphs
Chain scale
Beyond the 10th hit, a chain scale multiplier is applied to each hit's respect, that increases very slowly between 1x and 2x for chains between 10 and 100,000. This multiplier follows the equation:
- Chain Scale Multiplier = 0.25 * Log_10(x) + 0.75
where x is the # hit in the chain. For example, the 1,337th hit of a chain will apply a 1.53x multiplier to the respect earned. This multiplier is not applied at any bonus, instead the designated bonus multiplier described above is applied instead.
Attacking type
As mentioned previously, any type of attack counts toward a chain - although this comes with a single caveat: mugging someone applies a multiplier of 0.75x to the respect gained.
Retaliation
A retaliation hit is an attack (hospitalisation only) made on someone that has attacked one of your faction members within the last 5 minutes. Retaliations provide a multiplier of 1.5x, and can only be claimed once on a player until they attack your faction again.
Group attacks
Attacking as part of a group not only aids in defeating a target, but can substantially increase the respect gained too. Each additional friendly attacker will result in a depreciating bonus multiplier being applied to the respect earned, following this equation:
- Group Attack Multiplier = 1.5 - 0.25 * 0.5^(x-1)
where x is the number of additional friendly attackers in the same faction. For example, 3 additional attackers will apply a multiplier of 1.4375x.
Warring
Hitting an opponent you are in a war with - be it Territorial, Competitive or Destructive - will apply a multiplier of 2x to the respect earned. For a territory war, your opponent must be on their wall for you to receive this bonus.
Fair fights
The fair fight (FF) multiplier ranges between 1x and 3x and is applied for attacking a target with battle stats that are similar to your own. The simplified mechanics are as follows:
- Attacking someone with roughly 75% of your total battle stats or higher yields a FF of 3x
- The lower a target's battle stats are compared to yours, the more the FF multiplier tends toward 1x
- Players hitting anyone with a battle stat score higher than the player with the top 1000th battle stats will receive a full FF of 3x
For a more comprehensive understanding JTS (Journal of Torn Science)[1] derived the formulas behind the fair fight mechanic as follows:
- The Fair-Fight multiplier is solely contingent upon the battle stats of both you and your opponent. Each player has their own battle stat score (BS Score).
- The battle stat score for the attack and defender is therefore used in the calculation of the fair fight ratio (FF).
Overseas attacking
Attacking a target that is currently in another country will apply a multiplier of 1.25x.
Losing Respect
Your faction will lose 25% of the respect gained by an opposing faction if one of their members attacks yours. This can potentially be devastating at the higher bonuses, so watch out!
Chaining Merits
There are numerous Awards than can be achieved through chaining:
- Chaining 1, 2, 3, 4 and 5 for contributing toward chains of 10, 100, 1,000, 10,000 and 100,000, respectively.
- Carnage, Massacre and Genocide for making a single hit that gains your faction 10+, 100+ and 1000+ respect, respectively.
Patch History
- Base Respect adjusted. The change sees level 1's producing 1.00 base respect, increasing linearly up to 1.50 at level 100. Previously, level 1's only produced 0.25 base respect.
Previous equation: Base Respect = (Ln(x) + 1.0)/4.0
- Released 100,000 chain bonuses
- Improved attack join routine locking to prevent situation when opponent is hospitalized immediately after joining
- Improved retal detection to ensure they're always applied against any attack on your faction that gained respect
- Added public linking to Chain Reports from blue chain boxes in cooldown on faction profiles
- Removed Chain Scaling Bonus once a chain enters cooldown after being completed or broken
- Reduced Chain Cooldown time from 10 seconds per hit down to 6 seconds per hit
- Changed Fair Fight Bonuses to no longer default to x3 for war hits
- Changed Fair Fight Bonus stat score caps to be set to the player with the 1000th highest stats
- Changed chain reports to not include bonus hits in the 'average respect' column.
- Changed chain reports to automatically sort by attacks descending by default.
- Changed chain reports to highlight your row (if you appear on the table).
- Added a link on the chain panel to view the chain report prior to its completion.
- Added Recent Attacks link to the Chain Bar when active.
- Added Chain Report link to the Chain Bar when in cooldown.
- Changed Chain Bar timer logic in the sidebar to improve accuracy and consistency.
- Added link to chain report when clicking on the chain bar while chain is in cooldown.
- Added bonuses list to chain reports.
- Optimized chain reports to improve loading speed for large chains.
- Changed automated chain restoring system to be more reliable.
- Incremental bonus hits now provide a set amount of respect regardless of the target.
- No additional bonus can affect the respect gained during incremental bonus hits, it will always be the same.
- Respect loss has been increased from 10% to 25%.
- Changed chaining incremental bonus hits to apply fixed amounts of respect.
- Changed respect loss from 10% to 25%.
- Added inactive faction members to chain reports, highlighted by a red background color.
- Changed chain report order sort on the first click.
- Released 25,000 faction chains.
- Removed 5 minute timer from faction retaliation hits.
- Added individual attack chain bonus icons to hitlist.
- Added chain status to faction API.
- Changed incremental chain bonuses to no longer stack with other bonuses.
- Changed position of faction members on chain hitlist to always appear on the left side.
- Increased base respect gains to compensate for incremental bonus stacking change.
- Disabled retaliation respect bonus temporarily (will be enabled again today or tomorrow).
- Added default maximum 'fair fight bonus' for attacks between those with very high stats.
- Reduced requirements of maximum 'fair fight bonus'.
- Changed 'retaliation bonus' to trigger only on the first retaliation after initial hit.
- Released chain 10,000 faction tree upgrade.
- Changed chain cooldown style.
- Released chain 5,000 faction tree upgrade.
- Released chain 2,500 faction tree upgrade.
- Increased base respect gains to original x2 modifier.
- Added Chaining 2.0 compatibility with API.
- Changed base attacking respect gain increase from x2 to x1.66 to align with modifier fixes.
- Changed 'war bonus' to only provide multiplier if opponent is being knocked off of wall.
- Increased base attacking respect gain by x2 (initial increase).
- Released attacking respect gain for faction members
- Released Chaining 2.0 (chaining upgrades now available)
- Ranked warring and chains have been closed as of 12/09/17.
- For information on the previous chaining system, dubbed "Chaining 1.0", see here.
References
Part of a series on Factions | |||||||||
Respect | Chaining · Organized Crimes | ||||||||
Warring | Territory · Rackets · Raiding · Ranked Warring · Outside Hits | ||||||||
Management | Upgrades · Recruit Status | ||||||||