Proficiencies: Difference between revisions

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Gains: 100% base + 250% bonus is 3.5x normal rate, not 2.5x
 
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==[[Equipment]] Proficiencies==
==[[Equipment Basics|Equipment]] Proficiencies==
Weapon proficiencies increase the chances of the special procs for a player's active [[Fighting Styles|Fighting Style]]. They also grant additional [[Skills#Fighting Skills|fighting skills]].


==='''Effects:'''===
The following effects are '''per 1 point''' in their respective proficiency. Each bonus requires the related [[ability]] to be slotted as well as the player only wearing the matching equipment.
For every 10 points in the respective proficiency (unless otherwise noted):


====Armor====
For '''health points, magic points, accuracy, spell cast speed and damage,''' the values are simply added on to the character sheet. For '''everything else''', there is a single proficiency bonus that is multiplied on. See the [[attributes#Derived_Attributes|attributes]] page for the appropriate formula.


*When wearing all '''CLOTH''' armor
{|class="wikitable"
**+ 0.25% Spell Crit Chance
!Bonus
**+ 0.5% Magical Mitigation
!Amount
**+ 1 Wisdom
|-
!colspan="3"|
===[[Weapon]]===
|-
!colspan="3"|
====One-Handed====
|-
| +Physical Damage || 2 / 3 / 4
|-
| +Physical Accuracy || 0.01% / 0.02%
|-
| +Block Chance || 0.025%
|-
!colspan="3"|
====Two-Handed====
|-
| +Physical Damage || 2 / 2.5 / 3
|-
| +Physical Accuracy || 0.01% / 0.02%
|-
| +Parry Chance || 0.025%
|-
!colspan="3"|
====Dual-Wielding====
|-
| +Physical Damage || 3 / 4 / 5
|-
| +Physical Accuracy || 0.01% / 0.02%
|-
| +Physical Critical Chance || 0.025%
|-
!colspan="3"|


*When wearing all '''LIGHT''' armor
====Niten Ichiryuu====
**+ 0.25% Attack Crit Chance
|-
**+ 0.5% Resist
|colspan="3"| (''See Two-Handed and Dual-Wielding'')
**+ 1 Agility
|-
!colspan="3"|
====Staff====
|-
| +Spell Damage || 0.2 / 0.4 / 0.5
|-
| +Spell Accuracy || 0.01% / 0.02%
|-
| +Physical Damage || 3
|-
!colspan="3"|
===[[Armor]]===
|-
!colspan="3"|
====Cloth====
|-
| +Spell Accuracy || 0.05%
|-
| +Spell Critical Chance || 0.01% / 0.015% / 0.018% / 0.021% / 0.025%
|-
| +Spell Casting Speed || 0.015% / 0.025%
|-
| +Magic Points || 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%
|-
!colspan="3"|
====Light====
|-
| +Physical Accuracy || 0.05%
|-
| +Physical Critical Chance || 0.01% / 0.015% / 0.018% / 0.021% / 0.025%
|-
| +Physical Attack Speed || 0.015% / 0.025%
|-
| +Health & Magic Points || HP: 0.025% / 0.035% / 0.045% / 0.055% / 0.065% / 0.07% / 0.075% <br>MP: 0.02% / 0.025% / 0.03% / 0.035% / 0.04% / 0.045% / 0.05%
|-
!colspan="3"|
====Heavy====
|-
| +Crushing Mitigation || 0.02 / 0.04 / 0.05
|-
| +Piercing Mitigation || 0.02 / 0.04 / 0.05
|-
| +Slashing Mitigation || 0.02 / 0.04 / 0.05
|-
| +Health Points || 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%
|}


*When wearing all '''HEAVY''' armor
===Gaining [[Equipment Basics|Equipment]] Proficiencies===
**+ 0.5% Crushing/Slashing/Piercing Mitigation
For [[Armor]]:
**- 1 Burden
*When a player is attacked (even if they evade/block/parry/absorb/resist, or if the monster misses), an occupied armor slot is randomly chosen (20% chance) for a chance at a proficiency gain.
**+ 1 Endurance
*When a player blocks an attack with a [[shield]], they have an increased chance of gaining One-Handed proficiency.


====Weapons====
For [[Weapons]]:
*Automatic per turn even if no regular attacks are done by the player.


*When using '''ONE-HANDED/SHIELD'''
==[[Spells|Magic]] Proficiencies==
**+ 1.5 Physical Base Damage (per 1 point in One-Handed Proficiency)
===Effects===
**+ 0.5% Attack Accuracy (per 10 points in One-Handed Proficiency)
Magic proficiencies:
**+ 0.5% Block (per 10 points in Shield Proficiency)
*Lower the cast time and mana cost of spells by up to 25% (based on spell).
 
*Increase the duration of sustained spells (beyond the effects of [[abilities]]).
*When using '''TWO-HANDED'''
**This includes the duration of [[Spells#Status_Effects|status effects]].
**+ 2.0 Physical Base Damage per 1 point
**Base durations can be found on the [[Spells]] page.
**+ 0.5% Attack Accuracy
**Durations can be increased by maximum a factor of 7 (supportive/curative spells) or 4 (everything else).
**+ 0.5% Parry
*Increase a player's [[Damage#Countering|counter-resist]] and grants a [[Damage#Monsters|specific element mitigation reduction]] with spells of that type.
 
**Both effects depend on the player's proficiency factor, capped between 0 and 1:
*When using '''DUAL-WIELD'''
**<pre<includeonly></includeonly>>'''prof_factor''' = (effective_proficiency - monsterlevel) / monsterlevel</pre>
**+ 2.5 Physical Base Damage per 1 point
**[[Damage#Resist_Mechanics|Counter-resist bonus]] = prof_factor * 50%
**+ 0.5% Attack Accuracy
**Mitigation reduction = (prof_factor ^ 1.5) * 50
**+ 0.25% Attack Crit Chance
*Supportive magic proficiency scales the power of Cure.<sup>[https://forums.e-hentai.org/index.php?showtopic=178980]</sup>
 
**0 supportive proficiency yields 80%. Matching the player's [[level]] yields 100% base. Doubling the player's [[level]] yields 150% base.
*When using '''STAFF'''
**+ 1.0 Physical Base Damage per 1 point
**+ 0.5 Magical Base Damage per 1 point
**+ 0.5% Attack Accuracy


Weapon proficiencies also increase the chance of the special proc for player's active [[Fighting Styles|Fighting Style]].
===Gaining Magic Proficiencies===
Magic proficiency increases at the end of a round as long as a spell of the specific type was cast (even if it misses/is resisted, or enhanced by the [[Fighting_Styles#Any|Channeling]] effect). Spells auto-casted via [[Innate Arcana]] can give an increase once per round.


==='''Gaining Equipment Proficiencies:'''===
*Elemental Proficiency can be increased by casting any [[Fire]], [[Cold]], [[Elec]], or [[Wind]] spells.
For Armor:
*Divine Proficiency can be increased by casting any [[Holy]] spells.
*When a player is attacked (even if they evade/block/parry, or if the monster misses), an occupied armor slot is randomly chosen for a the chance at a proficiency gain.
*Forbidden Proficiency can be increased by casting any [[Dark]] spells.
*When a player blocks an attack with a [[Shield (Equipment)|Shield]], she has an increased chance of gaining One-Handed proficiency.
*Deprecating Proficiency can be increased by casting any negative status effect spell (e.g. [[Spells#Deprecating Magic|Weaken]]).
*Supportive Proficiency can be increased by casting any positive status spell (e.g. [[Spells#Supportive Magic|Haste]]) or any health-restoring spell (e.g. [[Spells#Curative Magic|Regen]]).


For Weapons:
Magic proficiencies can also be increased by purchasing certain [[Hath Perks]]. Each perk grants a 10% bonus to the effective proficiency of the respective type.
*When a player attacks an enemy (even if the monster evades), there is a chance that they will gain proficiency with his active fighting style.
**Players using the [[Fighting Styles#Niten Ichiryu|Niten Ichiryu]] fighting style do not gain proficiency in either [[Fighting Styles#Two-Handed|Two-Handed]] or [[Fighting Styles#Dual Wielding|Dual Wielding]] proficiency even though both are used to determine [[equipment]] stats and fighting style procs.
**Players using a Staff can also gain Staff proficiency by casting [[Spells#Piercing|Magic Missile]].
 
==[[Spells|Magic]] Proficiencies==
==='''Effects:'''===
Magic proficiencies increases:
*The damage caused by spells (Offensive magic and Poison).
**The formula for calculating this is: Spell damage multiplier = 1 + prof / 200
*The damage caused by [[Spells#Status_Effects|Status Effects]]
*The duration of sustained spells (everything but damage spells and cure).
**The formula for calculating this is: duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 100)
***Base Durations can be found on the [[Spells]] page.


==='''Gaining Magic Proficiencies:'''===
==Gains==
Magic proficiency increases when successfully casting a spell of the specific type.
*The rate of gains is based on the amount of [[experience]] (including any bonuses to EXP gain) gained during battles where a proficiency is used in some way.
*The rate at which proficiency is gained can be increased via Assimilator [[training]] at +10% per rank trained, up to a maximum of 3.5x the normal rate.
*The amount of gain depends on the difference between player's level and prof. The higher the spread, the higher the gain you'll receive.
*The chance for proficiency gain when using a [[spell]] is 100%.
*After the [[Dawn]] event the next [[battle]] will automatically give a set increase to all proficiencies, including those not in use by the player. The amount is based on the gap between the player's current [[level]] and their current proficiency; this amount is not affected by anything else.


*Elemental Proficiency can be increased by casting any of the [[Fire]], [[Cold]], [[Elec]], and [[Wind]] spells.
==Effective Proficiency==
*Divine Proficiency can be increased by casting one of the [[Holy]] spells.
*'''Effective proficiency''' can be seen on the right-side scroll section of the [[Character_Menu|character page]].
*Forbidden Proficiency can be increased by casting any of the [[Soul]] or [[Dark]] spells.
*Base proficiencies are capped at 20% above the player's current [[level]]. However, bonus proficiency points on [[Equipment Basics|equipment]], or through certain [[Hath Perks]], allow players to exceed this cap.
*Deprecating Proficiency can be increased by casting any negative status effect spell on a monster (e.g. [[Spells#Deprecating Magic|Weaken]]).
*Effective magic proficiency is capped at twice a player's level.
*Supportive Proficiency can be increased by casting any positive status spell on yourself (e.g. [[Spells#Supportive Magic|Shield]]).
*Curative Proficiency can be increased by casting any health-restoring spell on yourself (e.g. [[Spells#Curative Magic|Regen]]).


==Other Notes==
==See also==
*Proficiencies are capped at the player's current level.
*[[Fighting Styles]]
*The rate at which proficiency is gained can be increased via Assimilator [[Training|training]] at +10% per rank trained, up to a maximum of double the normal rate.
*The chance for a proficiency gain decreases as the proficiency approaches the cap. The amount of gain, however, is always chosen at random from one of: 0.01, 0.02, or 0.03.
*Proficiencies cannot be gained during the turn the Defend or Focus commands are used or when a player otherwise [[HentaiVerse Bugs & Errors|skips]] a turn.
*Difficulty has no effect on proficiency gaining.
*Targeted enemy has no effect on proficiency gaining.


[[Category:HentaiVerse]]
{{HVnav}}

Latest revision as of 14:12, 17 January 2023

Equipment Proficiencies

Weapon proficiencies increase the chances of the special procs for a player's active Fighting Style. They also grant additional fighting skills.

The following effects are per 1 point in their respective proficiency. Each bonus requires the related ability to be slotted as well as the player only wearing the matching equipment.

For health points, magic points, accuracy, spell cast speed and damage, the values are simply added on to the character sheet. For everything else, there is a single proficiency bonus that is multiplied on. See the attributes page for the appropriate formula.

Bonus Amount

Weapon

One-Handed

+Physical Damage 2 / 3 / 4
+Physical Accuracy 0.01% / 0.02%
+Block Chance 0.025%

Two-Handed

+Physical Damage 2 / 2.5 / 3
+Physical Accuracy 0.01% / 0.02%
+Parry Chance 0.025%

Dual-Wielding

+Physical Damage 3 / 4 / 5
+Physical Accuracy 0.01% / 0.02%
+Physical Critical Chance 0.025%

Niten Ichiryuu

(See Two-Handed and Dual-Wielding)

Staff

+Spell Damage 0.2 / 0.4 / 0.5
+Spell Accuracy 0.01% / 0.02%
+Physical Damage 3

Armor

Cloth

+Spell Accuracy 0.05%
+Spell Critical Chance 0.01% / 0.015% / 0.018% / 0.021% / 0.025%
+Spell Casting Speed 0.015% / 0.025%
+Magic Points 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%

Light

+Physical Accuracy 0.05%
+Physical Critical Chance 0.01% / 0.015% / 0.018% / 0.021% / 0.025%
+Physical Attack Speed 0.015% / 0.025%
+Health & Magic Points HP: 0.025% / 0.035% / 0.045% / 0.055% / 0.065% / 0.07% / 0.075%
MP: 0.02% / 0.025% / 0.03% / 0.035% / 0.04% / 0.045% / 0.05%

Heavy

+Crushing Mitigation 0.02 / 0.04 / 0.05
+Piercing Mitigation 0.02 / 0.04 / 0.05
+Slashing Mitigation 0.02 / 0.04 / 0.05
+Health Points 0.05% / 0.06% / 0.07% / 0.08% / 0.09% / 0.095% / 0.1%

Gaining Equipment Proficiencies

For Armor:

  • When a player is attacked (even if they evade/block/parry/absorb/resist, or if the monster misses), an occupied armor slot is randomly chosen (20% chance) for a chance at a proficiency gain.
  • When a player blocks an attack with a shield, they have an increased chance of gaining One-Handed proficiency.

For Weapons:

  • Automatic per turn even if no regular attacks are done by the player.

Magic Proficiencies

Effects

Magic proficiencies:

  • Lower the cast time and mana cost of spells by up to 25% (based on spell).
  • Increase the duration of sustained spells (beyond the effects of abilities).
    • This includes the duration of status effects.
    • Base durations can be found on the Spells page.
    • Durations can be increased by maximum a factor of 7 (supportive/curative spells) or 4 (everything else).
  • Increase a player's counter-resist and grants a specific element mitigation reduction with spells of that type.
    • Both effects depend on the player's proficiency factor, capped between 0 and 1:
    • prof_factor = (effective_proficiency - monsterlevel) / monsterlevel
    • Counter-resist bonus = prof_factor * 50%
    • Mitigation reduction = (prof_factor ^ 1.5) * 50
  • Supportive magic proficiency scales the power of Cure.[1]
    • 0 supportive proficiency yields 80%. Matching the player's level yields 100% base. Doubling the player's level yields 150% base.

Gaining Magic Proficiencies

Magic proficiency increases at the end of a round as long as a spell of the specific type was cast (even if it misses/is resisted, or enhanced by the Channeling effect). Spells auto-casted via Innate Arcana can give an increase once per round.

  • Elemental Proficiency can be increased by casting any Fire, Cold, Elec, or Wind spells.
  • Divine Proficiency can be increased by casting any Holy spells.
  • Forbidden Proficiency can be increased by casting any Dark spells.
  • Deprecating Proficiency can be increased by casting any negative status effect spell (e.g. Weaken).
  • Supportive Proficiency can be increased by casting any positive status spell (e.g. Haste) or any health-restoring spell (e.g. Regen).

Magic proficiencies can also be increased by purchasing certain Hath Perks. Each perk grants a 10% bonus to the effective proficiency of the respective type.

Gains

  • The rate of gains is based on the amount of experience (including any bonuses to EXP gain) gained during battles where a proficiency is used in some way.
  • The rate at which proficiency is gained can be increased via Assimilator training at +10% per rank trained, up to a maximum of 3.5x the normal rate.
  • The amount of gain depends on the difference between player's level and prof. The higher the spread, the higher the gain you'll receive.
  • The chance for proficiency gain when using a spell is 100%.
  • After the Dawn event the next battle will automatically give a set increase to all proficiencies, including those not in use by the player. The amount is based on the gap between the player's current level and their current proficiency; this amount is not affected by anything else.

Effective Proficiency

  • Effective proficiency can be seen on the right-side scroll section of the character page.
  • Base proficiencies are capped at 20% above the player's current level. However, bonus proficiency points on equipment, or through certain Hath Perks, allow players to exceed this cap.
  • Effective magic proficiency is capped at twice a player's level.

See also

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