Thanks to Ewok of Instinct, we know that the game presses all of the individual heroes speed on each turn (or "tick"). Turns 1 through 6 are usually instantaneous since the combined ticks have not accumulated the threshold of 1000. Once the threshold is reached, heroes will begin to take their actions. The logic of this process holds up through most tests, but leave room for questions.
1. What happens when two or more heroes hit the threshold prior to the next tick?
2. Why do heroes require 6 or more ticks to take their first action, but then only a couple ticks to take their second action?
Again, Ewok of Instinct speculated that some form of a tie breaker was implemented to break ties when two or more heroes hit the threshold prior to a tick. The Devs have commented loosely after Ewoks speed analysis confirming the existence of these tie breakers while attempting to explain other observed phenomena. How exactly the tie breaker works is still a question. Through many observations, I have a reasonable understanding of how a tie breaker occurs.
As some of you know, I typically run some sort of turn manipulation composition: my teams usually consist of 3 or 4 layers of turn control. Because of my affinity for turn control, I have gained insights through observations which provide repeatable conditions in tie breaker situations. To simplify the explanation, I'll break the larger tie breaker question into smaller questions and then answer each of those smaller questions with repeatable conclusions which anyone can test on their own.
What happens in tie breaker situations?
- What happens when two heroes tie prior to the next tick?
- What happens when more than two heroes tie prior to the next tick?
- What happens when a hero not in turn is pushed into turn by turn manipulation from a hero who is in action?
What happens when two heroes tie prior to the next tick?
The more complex to answer, and the basis for understanding all tie breaker conditions. First we'll take a look at the RNG seed mechanics. An RNG seed is planted at the start of the encounter. A seed is a pre-complied string of sequential numbers. When a seed is planted (or chosen through RNG), the RNG is actually selecting one of many pre-built strings of numbers (e.g. 2, 9, 7, 1, 4, 2, 7, 5, 1, 6, 3, 5, 5 etc.). Once a seed is planted, all seemingly random events are actually the next sequential digit along the seeded string of numbers. The seed is a 1-dimensional array of digits with each digit having an index. In the example string of digits above, the 9 has an index of 2 (the second digit in the string of digits), and the first 7 has an index of 3. Every time a dice roll is required, the index is increased by 1, and the seeded digit is used to determine the outcome.
Repeatable Example: The existence of a seed string can be verified through the Retreat option in GW, where performing the same actions will provide the same results over and over. This is due to the call to the RNG seed index, and the returning digit being the same each time as with the first match. In the GW team selection menu, by changing the members of the team, or by moving the members around in the team, a new RNG seed is planted, thus you will see different results.
The RNG seed index can be adjusted in match by selecting a hero. Each time a hero is selected, the RNG seed index is increased. To verify this, play the first few actions out in a GW match, and then retreat. Perform the same actions and observe how the outcome is identical to the first match. Retreat and play a third time, but at the start of the GW match, before any heroes have taken an action, select an enemy hero (any will do). Now attempt to play the match out exactly as in the first two matches. You will find completely different results. Retreat and do the same hero selection at the start and repeat your actions to find that the match plays out identically to the third match. With this, you can calibrate the RNG seeds index for favorable results.
As for tie breakers. The same seed index is used to determine the winner of a tie breaker. Team 1's unit above the threshold is given a digit returned from the seed, and then team 2's hero is given a digit returned from the seed. The greater the digit wins the tie breaker. This is how a tie breaker can exist between two identical units of the exact speed. Team 1 is the defending team, and team 2 is the player controlled team.
So what happens when more then two heroes tie?
The same process occurs, but it happens more than once. Team 1 hero(es) are given a seed digit, then team 2's hero(es) are gives a digit. The highest digit takes an action. Once that units action is complete, the whole tie breaker process repeats. Team 1 hero(es) are given a seed digit, then team 2's hero(es) are gives a digit, and the highest digit takes an action.
Example: Team 1 Poe (T1P), Team 1 Dooku (T1D), Team 2 Poe (T2P), Seed (..., 3, 9, 7, 3, 3, 6, 0, 1, 4, 2, 4, ...)
T1P = 3
T1D = 9
T2P = 7
T1D takes action
T1P = 3
T2P = 3
Tie - Redistribute
T1P = 6
T2P = 0
T1P takes action
T2P only hero left > threshold
T2P takes action
Finally, What happens when a turn begins, the first tie breaker has been decided, and the hero taking action performs a turn increase for their team, bringing new heroes above the threshold?
The same thing occurs. When the action is complete of the Hero who won the first tie breaker, the system counts ALL heroes currently above the threshold, and applies a digit from the seed.
The logic would look something like this: For Each Hero > Threshold
Example: Team 1 Teebo ties with Team 2 Luminara.
Team 1 Teebo wins the first tie breaker and uses stealth. This ability increases Team 1 Teebos Turn meter by 100%.
Team 1 Teebo and Team 2 Luminarea enter another tie breaker.
Team 1 Teebo wins the second tie breaker and takes the next action ahead of Luminara on Team 2.
Team 2 Luminara is the only hero > threshold and takes her action.
Again. None of this is Dev confirmed. This is just from extensive observation while applying effort to understand the mechanics.