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All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.
All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.
DUNGEONROOM_Abyss_Common_Combat_Floor2 · Combat
Room map
Overview
| Region | Abyss |
| Room type | Combat |
| Deco style | Abyss_Standard |
| Available phases | 2 |
| Template weight | 100 |
Generation odds by floor
| Floor | Weight share | Chance per slot | Templates in pool |
|---|---|---|---|
| Floor 2 | 100 / 100 | 100.0% | 1 |
Each floor of the region draws from a pool of Combat room templates. "Chance per slot" is this template's share of that draw whenever a Combat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.
