Valiant

Raid Combat

Raids are the only place in Valiant that runs a true round-by-round simulation: 20 raiders with individual health, a live threat table, and a skill check on nearly every beat. And nearly every check comes down to one stat — World Sense.

The raid check

Whenever the raid must react — a pull, a mechanic, the enrage — the game rolls a check of the responsible raider's World Sense against a difficulty class. Higher World Sense relative to the difficulty means a better chance, floored at 5% and capped at 95% (there is always a chance, and never a certainty).

ResultMeaning
Clean passHandled with room to spare, often with a bonus
PassHandled
FailThe mechanic lands, and the raid pays for it

Tip

Raids are deterministic from a seed. The same roster with the same gear against the same encounter replays identically, which means improvements are measurable rather than luck.

Threat: tanks must dominate

Raid aggro is not a binary. The boss splits its attention based on how thoroughly the top threat holder dominates the threat table. A tank who is clearly ahead absorbs the great majority of the damage; a tank who is barely ahead lets the rest splash across the raid — onto people with a fraction of the health.

  • Tanks generate threat from their Threat stat, heavily multiplied by role, plus their damage.
  • Damage dealers generate threat from damage — but high World Sense reduces the threat they make, because a perceptive raider knows when to hold back.
  • Healers generate threat from healing.

A skilled tank's World Sense also reduces incoming damage for the whole raid by up to about a third. See Threat & Aggro.

Trash segments: the pull matters

Between bosses, the raid clears waves of trash, and it starts with the puller:

  1. The pull check. A clean pull chains two waves for speed. A failed pull brings a train — several waves at once — and the worse the failure, the bigger the train.
  2. Crowd control. Your crowd-control seats check to lock part of the train out of the fight.
  3. Engagement discipline. Every damage-side raider checks not to engage early. Failing means a few rounds of an untanked enemy's undivided attention.
  4. The burn. The raid trades damage with what is left, healers keeping people up.

A segment can be cleared, run out of time (and continue next tick), or wipe.

Boss segments

Two gates are set once at the start of a boss attempt:

  • Positioning — the main tank reads the room. Pass, and the tank eats the boss's big frontal attacks alone. Fail, and the entire raid eats them for the rest of the attempt.
  • Triage — the main healer establishes who to watch. Fail, and the healer chases the loudest health bar instead of the person actually holding aggro.

Then each round runs: aggro, mechanics, damage, healing.

Mechanics

Bosses fire authored mechanics on a timer or at health thresholds. What they can do:

MechanicEffect
Raid damageUnavoidable damage to everyone
Targeted damageDamage to each raider who failed the check
Healing lockNo healing at all for several rounds
AddsExtra enemies pouring in damage for several rounds
Aggro resetThe threat table wipes; tanks must re-establish
Target downA random non-tank is killed outright

The caller role assists everyone else's mechanic checks, which is why a good caller is worth a seat.

Enrage

Below a boss's enrage threshold, every damage-side raider checks World Sense every round, and a failure is an instant death. This is the wall that stops rosters who out-gear the boss but cannot read it.

Endurance and wipes

Raiders burn endurance per wave and per boss, and a drained raider fights at reduced power. A wipe costs a tick but fully restores health and endurance, so wounds only persist within an attempt. A raid run lasts 3 hours, resolved over twelve 15-minute ticks.

Note

Your stats are snapshotted when the raid begins. Swapping gear mid-run changes nothing — show up ready.

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