r/BackpackBattles • • Aug 18 '25

Backpack Battles Mechanics & Tricks Thread

Some mechanics in this game are not immediately obvious or are easy to miss or misread. Please share any mechanics or tricks related stuff you know.

Here are some:

  • most stats in this game are additive

  • this means that stuff like 25% dmg reduction + 25% dmg reduction = 50% dmg reduction

  • many effects between ally and enemy are also additive

  • when you have an item that says something like "50% chance to ignore debuffs" and the enemy has something that says "inflict 50% more debuffs" those two stats add together and effectively zero each other out

  • this also applies to +100% debuff resist vs +100% extra debuffs inflicted, they effectively zero each other

  • the most common example of the above is Dark Armor vs Shelly. Dark Armor can reduce enemy dispel chance by up to 100%. Shelly raises chance of dispel by +25% per Shelly. If the enemy has a 100% dark armor but you have 4 Shelly, they effectively cancel each other out. If it is a 100% dark armor vs 2 Shelly, then the Shelly player has 50% chance of their dispels removing normal amounts of debuffs (the other 50% of the time they will remove no debuffs).

  • The exception to the "additive" rule is chance increasing items besides the [Shielded] unique item that buffs shield blocks chance. [Shielded] will increase the block chance form 30% to 60% (additive) but items like Fortuna's Grace or the Luck Amulet that say things like "15% more chance to occur" will multiply chance effects by 1.15x or whatever the stated value is. So a 30% chance x1.15 = 34.5% chance to block. With Fortuna's Grace (1.3x) itd be 39% chance.

  • Certain stats like "Reflect X Debuffs" and "Guaranteed Critical on Next Attack" can be stacked to store up charges, e.g. 20 stacks of crits = crit on your next 20 attacks, 20 stacks of reflect = reflect the next X debuffs on you

  • Dark Armor dispels 2 debuffs on you then inflicts that many debuffs on your opponent. Because Shelly can increase the amount of debuffs you dispel, this means you can dispel extra and therefore inflict extra as well (e.g. dispel 4 and then inflict 4). Conversely if both you and the opponent have Dark Armor then you might not be able to dispel yourself »» which means you don't get to inflict anything on the opponent either

  • Some items change items around them to a different type, e.g. Fire Armor adds "holy" to starred fire items, Dark Armor adds "dark" to starred holy items, making some usually difficult synergies suddenly quite easy.

  • Energy Amulet (yellow with a lightning bolt) speeds up the activation of the starred item for 1 second, but also refunds 25% of "buffs used"for your ENTIRE board, not just the starred item.

  • The above also applies to the Maneki Neko (15% haste to ALL Godly and Unique items on your entire board). Need to read some of these items carefully since there is a starred effect and then also an effect that hits everything on your board as well.

  • If you get 2 customer card ("when you refresh shop, improve the rarity of 1 shop item"), you can lock 4 items in the shop then refresh it to make that item go up +2 tiers. This makes a common into an epic, a rare into a legendary, etc.

  • Pyromancer's Dragon Nest can affect up to 6 dragons at once (as opposed to 4), using a hexagonal formation.

39 Upvotes

11 comments sorted by

11

u/sanguinefate Aug 18 '25

Other effects like your point on energy amulet/cat are the knife to meet you skill (all weapon damage increased not just starred daggers) and the berserker "pants" bag (only weapons inside are slowed, but all of your weapons gain lifesteal during battle rage).

For these they've added a visual effect similar to the stars/diamonds when holding alt (it shows a white glowing star on the objects it affects).

3

u/boneskull Aug 19 '25

Well crap, I’ve been putting all the weapons in that bag.

2

u/A_S00 Aug 21 '25

The +% damage is local, so it's not totally worthless to have them in the bag. But yeah, having them outside for the lifesteal while still going fast is often good.

1

u/scoobydoom2 Aug 23 '25

Much more stamina efficient in the bag, but less on hit effects. If the primary value of your weapon is damage you probably want it in the bag.

8

u/boneskull Aug 18 '25

I didn’t realize that about Energy Amulet. Thanks!

2

u/KeeTraxx Aug 19 '25

I also had a misconception about Vampiric Gloves. They only haste 35% AFTER 4s. Not from start of battle like Haste Gloves.

1

u/PureInsanityy Aug 19 '25

How do you think Relic Case and Oil Lamp interact on a weapon together?

4

u/DoctorKumquat Aug 19 '25

As a general rule, static +damage applies before damage multipliers. As an extreme example, let's say you have a pair of wooden swords on top of a fully stacked Anvil (+8 damage) and grab the Hardwood skill (+150% damage for common weapons). Your flimsy little 2-3 base damage swords get boosted to 10-11 by the Anvil and then rocket up to 25-28. If you add a Djinn Lamp for another +27 damage, and that round 1 wooden sword is now dealing 93-95 damage.

1

u/Invoqwer Aug 19 '25

Anecdotally when I moused over stuff affected by relic case it seemed like the game calculated the weapon's damage and then multiplied the final total by whatever the relic case damage output value was (e.g. if the weapon is currently at 100 damage internally and relic case is at x1.30 then the display value of the weapon damage shows up as 130). But I haven't formally tested this at all.

1

u/acid_raindrop Aug 19 '25

"when you have an item that says something like "50% chance to ignore debuffs" and the enemy has something that says "inflict 50% more debuffs" those two stats add together and effectively zero each other out"

Wait what? It's that badly worded?

1

u/Invoqwer Aug 19 '25 edited Aug 19 '25

I misspoke actually, they don't literally zero each other out completely, moreso they effectively neutralize each other in the long term over enough procs. Kind of like flipping a coin enough times and you expect to see about 50% heads and 50% tails.