Keep reading below for a top-line view of the changes.
Removal of Zero-Sum Combat
With Combat Revision 2.0 in place, their is no longer one winner and one loser during each round of Interlock. Each round now results in either one hit and one miss, two hits, or two misses.
The only exception to this is when a special attack is launched during Interlock. If the special attack succeeds, it will trump the other player‘s attack, so only one player will take damage that round.
No More Tactic Number Versus Tactic Number
In the old combat system, two opponents‘ tactic numbers were compared to determine the winner in a combat round. Under Combat Revision 2.0, even a level-1 character has a chance to hit a level-50 character (and a level-50 can also miss a level-1). This is because each character‘s attack score is compared to the other character‘s defense score. This means you will get hit much more under CR2.0 than previously.
What you‘ll want to be more concerned about is your damage resistance scores. Each character has separate damage resistance scores for Ballistic, Melee, Viral, and Thrown (Stealth) damage. The higher your resistance, the less damage you‘ll take when you get hit. Damage is also mitigated by the level difference between opponents. A higher-level character will take less damage from a lower-level character. A lower-level character will take more damage from a higher-level character and may even take additional damage if the higher-level character significantly overcomes her damage resistance score.