Complex Gaming Cobblemon & Pixelmon - Dungeons Scoring

Every run is scored, and your score becomes a grade (D → S). A better grade means more coins, more reward rolls, and better loot odds.

1. You earn points as you run. Points come from progress and clean play:
  • Clearing rooms (+100) & challenges (+50)
  • Completing floors (+200) and the dungeon (+500)
  • Bonuses: no deaths (+300), perfect accuracy (+200), all loot (+150), all secrets (+250)
  • Speed: +2 for every second saved
Losing points: deaths (−50), Pokémon fainting (−20), damage taken (−0.5 each).
Combos: chaining actions without dying builds a multiplier (up to +125%) — this is how top players push their score sky-high. Dying resets it.

2. Your score is compared to par. Par = the total points that dungeon can possibly give at base rate. Your grade is simply your score ÷ par.

3. The grade ladder rises with difficulty:
GradeEASYMEDIUMHARDEXTREME (COMING SOON)
C0.700.720.750.75
B0.900.920.950.95
A1.301.551.751.75
S2.503.003.503.50
DAnything Below CAnything Below CAnything Below CAnything Below C
  • C / B = did you clear it cleanly — roughly the same bar on every tier.
  • A / S = skill grades. You have to score above the dungeon's own point total, which is only possible by stacking combos and fast clears. An S on Easy = 2.5× par, but on Hard/Extreme = 3.5× so the top of the ladder is genuinely earned.
4. Your grade pays off three ways at once:
  • Dungeon Coins: ×0.5 (D) → ×2.0 (S)
  • Reward rolls per run: 1 (D) → 3 (S)
  • Loot rarity: better grade shifts you toward rarer pools + unlocks the jackpot tier
Bottom line: Finishing a dungeon gets you a passing grade; mastering it (fast, deathless, full combos) is what earns S — and S roughly doubles your coins, triples your rolls, and gives the best shot at legendary loot.
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