Combos and Scoring Explained

TimeMasterTimeMaster Member, Early Access
edited March 11 in Community Guides

Combos

Combos in Orcs Must Die! Unchained provide extra Score, extra Coins, extra XP and also fill the Unchained Meter. Each combo provides all the mentioned before and the higher the combo is, the higher the amount of them it gives.

Combos are obtained by killing Enemies that have been hit by different damage sources (Traps, Gear, Heroes Abilities, Environmental Traps) or affected by different debuffs/statuses (Slow, Damage over Time (DoT), Stun, Mesmerize, etc).

For combos to show on screen, they have to be atleast x3 Combo and you have to participate in the kill, either with some direct hit or effect from your Hero, Gear or Traps.


Each different source of damage or debuff adds a combo point to the enemy affected (being hit twice by the same type trap, e.g Floor Spikes only adds 1 combo point). Combo Points added by a direct hit have a duration of a few seconds (2-4), after that the combo point fades away.

Each different effect or debuff also adds 1 Combo Point but they only last as long as the effect/debuff does.

The Combo Point timers can be frozen by making Minions fly. While a minion is in the air/ragdolling, the combo point countdown timers that make them fade away will be frozen instead, allowing for applying extra combo points without losing previous ones.


Score by Combos

Minions give a base amount of points for being killed, when comboed, this score goes up by about 50% with each extra combo.

Without any combo, Minions killed give the following score depending on their type:

  • Small Minions: 20 base score
  • Large Minions: 30 base score
  • Bosses: 60 base score (Only Moneybags seems to be "combo-able")


Table of score by combo:

Combo 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
Small Minion 20 20 44 61 86 124 181 266 394 587 875 1,307 1,956 2,929 4,389 6,578 9,863 14,789 22,178 33,263 49,889 74,828 112,237 168,351 252,522 378,778 568,161 852,237 1,278,350 1,917,521 2,876,276 4,314,409 6,471,608 9,707,407 14,561,106 21,841,654 32,762,476 49,143,709 73,715,559 110,573,333 165,859,995 248,789,987 373,184,976 559,777,459 839,666,183 1,259,499,270 1,889,248,900 2,833,873,344 4,250,810,011 6,376,215,012
Big Minion 30 30 54 71 96 134 191 276 404 597 885 1,317 1,966 2,939 4,399 6,588 9,873 14,799 22,188 33,273 49,899 74,838 112,247 168,361 252,532 378,788 568,171 852,247 1,278,360 1,917,531 2,876,286 4,314,419 6,471,618 9,707,417 14,561,116 21,841,664 32,762,486 49,143,719 73,715,569 110,573,343 165,860,005 248,789,997 373,184,986 559,777,469 839,666,193 1,259,499,280 1,889,248,910 2,833,873,354 4,250,810,021 6,376,215,022
Boss Minion 60 60 84 101 126 164 221 306 434 627 915 1,347 1,996 2,969 4,429 6,618 9,903 14,829 22,218 33,303 49,929 74,868 112,277 168,391 252,562 378,818 568,201 852,277 1,278,390 1,917,561 2,876,316 4,314,449 6,471,648 9,707,447 14,561,146 21,841,694 32,762,516 49,143,749 73,715,599 110,573,373 165,860,035 248,790,027 373,185,016 559,777,499 839,666,223 1,259,499,310 1,889,248,940 2,833,873,384 4,250,810,051 6,376,215,052


Scoring

Every time a match of any mode except Sabotage is finished, players are shown their performance stats and their score.

Score is calculated using several variables and some of them are specific to different game modes:

The Base Score calculation (Kill and Combo Score) is calculated the same for all the modes, as shown before, each minion kill provides a base score that depends on their type (Kill Score) and a Combo Score that is calculated depending on how high the combo on that enemy was at the time of the kill. To calculate the total Kill and Combo Score of a match, the game simply adds up the score obtained from each minion kill.

To the Base Score, there are multipliers applied depending on your performance, the shared one across all modes is:

  • Hero Deaths: Multiplies your score for up to 8x, each death reduces this multiplier by 10% (minimum is 1x at 20 deaths).
Deaths 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
8 7.20 6.48 5.83 5.25 4.72 4.25 3.83 3.44 3.10 2.79 2.51 2.26 2.03 1.83 1.65 1.48 1.33 1.20 1.08 1.00


Score Calculator

For a Score Calculator visit: https://docs.google.com/spreadsheets/d/126A0XmDmxxp4CzALacbWFoy4edA5SDkcmNjLrAU9Snw/edit#gid=1717598881


Survival, Chaos Trials and Weekly Challenge

Survival and Weekly Challenges Battlegrounds score is calculated exactly the same way. Each battleground played of a Chaos Trials Key too, but the difference is that the total score of a Chaos Trials Key is the sum of the score obtained at each of the Battlegrounds (each Tier) completed.

Survival, Chaos Trials and Weekly Challenges have extra variables that multiply your score based on your performance:

  • Par Time: If you complete the match with exactly par time, it multiplies your score by 2x, completing the match faster means higher multiplier, slower means lower multiplier (minimum 1x).
Par time >25% +25% +20% +15% +10% +5% Par -5% -10% -15% -20% -25% -30% -35% -40% -45% -50%
1 1.02 1.16 1.32 1.50 1.73 2.00 2.33 2.74 3.26 3.91 4.74 5.83 7.28 9.26 12.02 16.00

This table only has a few of the values as a guide, values in-between can happen and the multiplier is calculated accordingly. The % indicates the difference from your completion time compared to the par time of the battleground. The calculation of this multiplier uses higher precision than just seconds (only up to seconds show in-game, but the multiplier seems to calculate upon miliseconds)


  • Rift Points: Points left multiply your score for up to 4x, each rift point lost reduces this multiplier by 5% (From 25 to 1 rift points).
Rift Points 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
4 3.80 3.61 3.43 3.26 3.10 2.94 2.79 2.65 2.52 2.39 2.28 2.16 2.05 1.95 1.85 1.76 1.67 1.59 1.51 1.43 1.36 1.29 1.23 1.17


Endless

Endless doesn't have par time and you are bound to lose at some point, so it doesn't make sense to use Rift Points to calculate the score.

Instead, Endless uses the amount of Waves Completed as a multiplier for the Base Score:

  • Waves cleared; Each wave cleared multiplies your score by 5% (for each wave cleared past Wave 5, included). It is exponential and there is no limit.
Waves Cleared 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
1.00 1.00 1.00 1.00 1.05 1.10 1.16 1.22 1.28 1.34 1.41 1.48 1.55 1.63 1.71 1.80 1.89 1.98 2.08 2.18 2.29 2.41 2.53 2.65 2.79 2.93 3.07 3.23 3.39 3.56 3.73 3.92 4.12 4.32 4.54 4.76 5.00 5.25 5.52 5.79 6.08 6.39 6.70 7.04 7.39 7.76 8.15 8.56 8.99 9.43

The table only shows up to wave 50 but there is no limit, the multiplier keeps going up


Score Calculation Example

I'll do a simplified example to show how score would be calculated on a Survival map


Say we killed 1.000 minion total with 5x combo or averaging 5x combo:

1.000 minions x 20 minion base score = 20.000 Kill Score

1.000 minions x (86) 5x Combo Score = 86.000 Combo Score

Base Score = Kill Score + Combo Score = 20.000 + 86.000 = 106.000


Once we have the Base score, we look into the multipliers:

  • 0 Hero Deaths -> 8x multiplier
  • 10% over Par (10:00 Par and 11:00 completion time) -> 1.5x multiplier
  • 25 Rift Points left -> 4x multiplier


Total Score = Base Score x Multipliers = 106.000 x 8 x 1.5 x 4 = 5.088.000

Post edited by TimeMaster on

Comments

  • This is incredible work! 


    Robot Entertainment | Former Community Manager
  • CruelerCrueler Member, War Mage Founder, Early Access
    Cool, now the 5 people who even look at the score will know how to do better.
  • TimeMasterTimeMaster Member, Early Access
    Thanks.

    My whole guild was quite interested in them or atleast curious about how it worked.
    Since it's a mechanic that happens every match regardless if you are interested and it wasn't explicitly explained anywhere, I found it interesting to investigate and I thought it would be worth to share and let the community know how it works too.

    I don't think it will help anyone do much better, since it was widely known that combos have the most weight in it. 
  • Awesome work.

    I did my own test and you miss something.
    There is 100 bonus points if the kill is done by a trap. (no gear or hero)

    In my case, i did 8 kills with 8 Combo X3 with gear (2 traps and 1 gear) => 3.100
    3.100 / 8 = 387.5
    Your number is 388 so we have almost the same number =)

    But i did another test and get 3 kills with 3 Combo X3 with trap (bringstone + spike trap) => 1462
    I think it's 1462.5 because if you have 1462 / 3 = 487.33333333....
    And if you have 1462.5, you will have 1462.5 / 3 = 487.5 (387.5 + 100 bonus points)

  • TimeMasterTimeMaster Member, Early Access
    Schaox said:
    Awesome work.

    I did my own test and you miss something.
    There is 100 bonus points if the kill is done by a trap. (no gear or hero)

    In my case, i did 8 kills with 8 Combo X3 with gear (2 traps and 1 gear) => 3.100
    3.100 / 8 = 387.5
    Your number is 388 so we have almost the same number =)

    But i did another test and get 3 kills with 3 Combo X3 with trap (bringstone + spike trap) => 1462
    I think it's 1462.5 because if you have 1462 / 3 = 487.33333333....
    And if you have 1462.5, you will have 1462.5 / 3 = 487.5 (387.5 + 100 bonus points)

    It's hard to tell what you did exactly to get that results, we checked a lot of different ways of getting combos and we always got the same result. A video would help understand what exactly was going on on your test, we did record most of it to get clear views.

    Anyhow, score system will change soon, when it does I'll try to get a similar post up.
  • For these tests traps are bad to use because they can cause additional kills. 
    These are easy to overlook since cx1 and cx2 are not displayed.
    For a higher accuracy only the hero should be used as a source of damage. The most effective is the application of vital strike, since it only affects one target and kills it immediately.


  • TimeMaster said:

    It's hard to tell what you did exactly to get that results, we checked a lot of different ways of getting combos and we always got the same result. A video would help understand what exactly was going on on your test, we did record most of it to get clear views.

    Don't worry guys, i use video to check my number.
    I run my test on endless mode with the map The Baths.

    For these tests traps are bad to use because they can cause additional kills. 
    These are easy to overlook since cx1 and cx2 are not displayed.
    For a higher accuracy only the hero should be used as a source of damage. The most effective is the application of vital strike, since it only affects one target and kills it immediately.



    Look your incoming coins.

    For example: The 100 bonus points, put one spike at the beginning of the map.
    The money is displayed. So we know that each kill without combo give to the player 46 coins (little orc).
    It's easy to know how many little orc die without visual effect. And the money is refreshed faster than the score.
    In the end, with the number of the little orc died, you can have your score per little orc.

    For the coins, the little orc give you 46 and 50 with Combo X3.
    It seems to up by 10% but i need to run more test with Combo X4-X5.


    My result (kill on little orc):

    100% sure => 50 by hero or gear kill and 150 by trap kill without Combo.

    Test Bringstone + Spike (Combo X3 with trap kill):
    Note: I use Gabriella to stun the little orcs and let moving the number of my choice. It takes me some times.
    1 Kill => 487 Points + 50 Coins
    2 Kills => 975 Points + 100 Coins
    3 Kills => 1,462 Points + 150 Coins
    Combo X3 = (487.5 - 150) Points + (50 - 46) Coins
    Combo X3 = 337.5 Points + 4 Coins

    Test Viscous Tar + Ice Vent + Arcane Bubble Power (Combo X3 with gear kill)
    9 Kills => 3,150 Points + 446 Coins
    In this case, i have 8 kills Combo X3 + 1 kill without Combo. How we can know? The Coins.
    Rappel : Base = 46, Combo X3 = 50.
    446 = 46 + 8 * 50
    So what about the score?
    3,150 - 50 (1 base gear kill) = 3100
    3,100 / 8 (8 Combo X3) = 387.5
    Combo X3 = (387.5 - 50) Points + (50 - 46) Coins
    Combo X3 = 337.5 Points + 4 Coins

    100% sure => Combo X3 = 337.5 Points + 4 Coins


    But if you said that the score system will change soon, I think I discuss for nothing xD.
    Btw, where do you see the change of score system?
  • In 'Insider Access' some changes for next patch were told. One of them was the rework of score system and a reset of scores
  • TimeMasterTimeMaster Member, Early Access
    Post Updated.

    Let me know if something is confusing or not explained well enough.


    PD: I did the best I could with the formatting, maybe Nana can fix the tables, for now that's the best I could do.
Sign In or Register to comment.