# Combat Rating

## Combat Rating

Whenever the player is thrust into combat, a bar appears, with a letter grade at the top. Starting at E, the player can raise it all the way to A. (Combat will only trigger when attacking 3 or more medium or larger enemies, or a boss. No, you can't grind S ranks on Fibs.)

{% tabs %}
{% tab title="Actions that INCREASE the combat rating" %}

* Successfully landing attacks (Low)
* Maintaining an uninterrupted string of attacks (Low, ramping up with every milestone)
* Successfully guarding against attacks (Low)
* Successfully performing combos (Medium, but decreases with repetition)
* Successfully using abilities (Medium, but decreases with repetition)
* Perfect Guards/Dodges (High)
* Killing an enemy (Impact depends on [weight class](https://bluesod.gitbook.io/soulblaze-gdd/combat/combat-fundamentals#weight-classes))
* Multiple kills in rapid successfully (High, but only on medium or larger sized enemies)
  {% endtab %}

{% tab title="Actions that DECREASE the combat raining" %}

* Taking damage (Low-Medium based on damage recieved)
* Being afflicted with status effects (Low)
* Idling for 5 or more seconds (Low, but ramps up over time. Disabled in some boss fights)
* Guarding for too long (Medium over time)
* Failing to attack a boss during an advantage state (High)
* Failing QTEs (High)
  {% endtab %}
  {% endtabs %}

At the end of an encounter, the player is given a short rundown on their combat performance and their final rank. This affects the number of XP points and Elits gained.

Additionally, completing an encounter with an A rank as well as not taking any damage will grant the player an S rank, giving LOTS more XP and Elits than normal, as well as having a chance to give the player equipment exclusive to getting S ranks.
