Character Stats: Difference between revisions
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Maximum Joe (talk | contribs) →Primary Attributes: http://forums.e-hentai.org/index.php?s=&showtopic=80045&view=findpost&p=2071567 |
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| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Strength (STR)''' | | style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Strength (STR)''' | ||
* Every point raises | * Every point raises Health Points by 1 (before [[Abilities#Basic_Abilities|HP Tank Modifier]]) | ||
* Every point raises | * Every point raises Physical Base Damage by 2 | ||
* Every point raises | * Every point raises Physical Mitigation by 0.04% †‡ | ||
| style="border-bottom: 1px solid gray" | '''Endurance (END)''' | | style="border-bottom: 1px solid gray" | '''Endurance (END)''' | ||
* Every point raises | * Every point raises Health Points by 5 (before HP Tank Modifier) | ||
* Every point raises | * Every point raises Health Regen by 0.2 per minute | ||
* Every point raises | * Every point raises Physical and Magical Mitigation by 0.07% †‡ | ||
|- | |- | ||
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Dexterity (DEX)''' | | style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Dexterity (DEX)''' | ||
* Every point raises | * Every point raises Physical Base Damage by 1 | ||
* Every | * Every 25 points raises Attack Accuracy, Attack Crit Rate, and base Parry chance by 1% ‡ | ||
| style="border-bottom: 1px solid gray" | '''Intelligence (INT)''' | | style="border-bottom: 1px solid gray" | '''Intelligence (INT)''' | ||
* Every point raises | * Every point raises Magical Base Damage by 2 | ||
* Every 4 points raises | * Every 4 points raises Magic Points by 1 (before [[Abilities#Basic_Abilities|MP Tank Modifier]]) | ||
* Every 25 points raises | * Every 25 points raises Magic Accuracy by 1% ‡ | ||
* Every 70 points raises | * Every 70 points raises Magic Crit Rate by 1% | ||
|- | |- | ||
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Agility (AGI)''' | | style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Agility (AGI)''' | ||
* Every 3 points raises | * Every 3 points raises [[Action Speed]] by 1 | ||
* Every 25 points raises base Evade chance by 1% ‡ | |||
* Every 25 points raises | * Every 50 points raises Attack Crit Rate by 1% | ||
* Every 50 points raises | |||
| rowspan="2" | '''Wisdom (WIS)''' | | rowspan="2" | '''Wisdom (WIS)''' | ||
* Every point raises | * Every point raises Magic Points by 1 except for every fourth point (before MP Tank Modifier) | ||
* Every point raises | * Every point raises Magic Regen by 0.04 per minute | ||
* Every point raises | * Every point raises Magical Base Damage by 1 | ||
* Every point raises | * Every point raises Magical Mitigation by 0.04% †‡ | ||
* Every 10 points raises | * Every 10 points raises Magic Accuracy by 1% ‡ | ||
* Every 25 points raises | * Every 25 points raises base Resist chance by 1% ‡ | ||
* Every 35 points raises | * Every 35 points raises Magic Crit Rate by 1% | ||
|- | |- | ||
| style="border-right: 1px solid gray" | '''Every point invested in ''any'' attribute''': | | style="border-right: 1px solid gray" | '''Every point invested in ''any'' attribute''': | ||
* Raises | * Raises Spirit Points by 0.1 | ||
* Raises | * Raises Spirit Regen by 1/600 | ||
|} | |} | ||
Notes: | Notes: | ||
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* ‡ Any percentage effects on accuracy, avoidance, and mitigation stats are added ''multiplicatively'' | * ‡ Any percentage effects on accuracy, avoidance, and mitigation stats are added ''multiplicatively'' | ||
<br> | <br> | ||
It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through primary attributes alone, but it can be done with the use of certain items. | |||
The [[EXP]] cost to raise an attribute increases as it goes up. As | The [[EXP]] cost to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to level up will begin to exceed the amount of EXP needed to raise all primary attributes by one point. | ||
===Alternative Sources=== | ===Alternative Sources=== | ||
There are additional ways to acquire points in primary attributes: | There are additional ways to acquire points in primary attributes: | ||
*Offering an [[Items#Artifacts|Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one | *Offering an [[Items#Artifacts|Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one primary attribute. This is capped at +20 per attribute. | ||
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn. | *Various pieces of [[equipment]] provide bonuses to certain attributes while worn. | ||
**Wearing full sets of the same armor type grant stats based on | **Wearing full sets of the same armor type grant stats based on a player's [[Proficiencies#Equipment_Proficiencies|proficiency]] with them. | ||
*Various [[Auras]] give bonuses to certain attributes while active. | *Various [[Auras]] give bonuses to certain attributes while active. | ||
===Adjustments=== | ===Adjustments=== | ||
Players can readjust their primary attributes on their [[Character Menu#Character|character screen]] up to a maximum of 10 per day. These "do-over" points recover at a rate of 1 every 8640 seconds. | |||
==Derived Attributes== | ==Derived Attributes== | ||
Revision as of 16:55, 29 July 2012
Primary Attributes
Primary Attributes are purchased with Experience Points. There are six primary attributes:
Strength (STR)
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Endurance (END)
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Dexterity (DEX)
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Intelligence (INT)
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Agility (AGI)
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Wisdom (WIS)
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Every point invested in any attribute:
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Notes:
- † Mitigation gains from Strength and Wisdom are capped at 50%; gains from Endurance are capped at 90%
- ‡ Any percentage effects on accuracy, avoidance, and mitigation stats are added multiplicatively
It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through primary attributes alone, but it can be done with the use of certain items.
The EXP cost to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to level up will begin to exceed the amount of EXP needed to raise all primary attributes by one point.
Alternative Sources
There are additional ways to acquire points in primary attributes:
- Offering an Artifact at the Shrine can provide a permanent +1 increase to one primary attribute. This is capped at +20 per attribute.
- Various pieces of equipment provide bonuses to certain attributes while worn.
- Wearing full sets of the same armor type grant stats based on a player's proficiency with them.
- Various Auras give bonuses to certain attributes while active.
Adjustments
Players can readjust their primary attributes on their character screen up to a maximum of 10 per day. These "do-over" points recover at a rate of 1 every 8640 seconds.
Derived Attributes
Derived attributes are stats calculated from the player's primary attributes. These stats are displayed on the player's Character page of the HentaiVerse. These stats can also be calculated using Sonic's EH Calculator. Note that these formulas may be partially inaccurate.
Bases
Base physical damage = (STR * 2) + (DEX * 1) + (weapon_prof * TYPE) + (equip_Attack_Damage_Bonus)
- Where TYPE = 1 for Staff, 3 for 1-Handed and 2-Handed, and 5 for Dual Wielding.
Base magic damage = (INT * 2) + (WIS * 1) + (staff_prof * 0.5) + (equip_Magic_Damage_Bonus)
Base Accuracy = 80% Base Crit Chance = 5%
Accuracy & Crit
Note that the equip bonus from different equipments are still added multiplicatively.
Phys. Accuracy = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - DEX * 0.1%) * (1 - AGI * 0.05%) Magic Accuracy = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - WIS * 0.1%) * (1 - INT * 0.04%) Phys. Crit Chance = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - DEX * 0.04%) * (1 - AGI * 0.02%) * (1 - Max((Max(Burden - 75, 0) * 2%), 1)) Magic Crit Chance = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - WIS / 35) * (1 - INT / 70) * (1 - Max((Interference * 2%), 1))
Evade
Evade = (1 - (1 - equip_bonus) * (1 - aura_bonus) * (1 - title_bonus) * (1 - AGI * 0.04%)) * (1 - Min((Burden * 4/3%),1))
Points
Health Points = (50 + Level * 10 + STR + END * 5) * HP Tank Modifier * white_aura_bonus Magic Points = (10 + Level + INT * 0.25 + WIS * 0.75) * MP Tank Modifier * black_aura_bonus Spirit Points = (1 + (Power / 7) + (STR + DEX + AGI + END + INT + WIS) / 10) * SP Tank Modifier Mana Cost = 100% * (1 + Interference * 0.5%) * (1 - mana_conservation))
- The aura_bonus is 1.1 if the appropriate aura is possessed. Otherwise it is 1.
Regeneration Rates
Health Regen (per minute) = 20 + (END / 5) * aura_bonus Magic Regen (per minute) = 5 + (WIS / 25) * aura_bonus Spirit Regen (per minute) = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * aura_bonus
- The aura_bonus is 1.5 if either Rainbow or Gold auras are obtained, or 2 if both are possessed. Otherwise it is 1.
Battle Regen
During battle, regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.
MP gained per turn = Magic Regen / 15 SP gained per turn = Spirit Regen / 30
These do not occur during any turns in which Skills, Spirit Stance, or any Items are used.
Other
Action Speed = 100 + AGI / 3 Overcharge = 100 + Overcharge Boost
Other Stats
Chance To Hit
The accuracy of your physical and magical attacks are determined by two different stats: accuracy and +hit chance. These are displayed on your Character and Equipment pages on the right-hand side.
Physical Accuracy is increased by DEX and AGI, and Magic Accuracy by INT and WIS. +Hit chance is increased by accuracy bonuses from equipment and auras. Your +hit chance percentage is subtracted from your "chance to miss" (100 - Accuracy), resulting in your chances to hit being:
Physical = P.Accuracy + (Physical +Hit Chance / 100) * (100 - P.Accuracy) Magical = M.Accuracy + (Magical +Hit Chance / 100) * (100 - M.Accuracy)
Example: With 80% physical accuracy and 50% physical +hit chance, your physical chance to hit is:
(80 + 50/100 * (100 - 80)) = (80 + 1/2 * 20) = 90%
It should be noted that monsters have their own evasion stats so even having high accuracy does not guarantee hits. It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.
Elemental Resistance
Elemental Resistance is a stat that is provided by various Auras and Abilities.
- Each 1% of Resistance increases the player's mitigation against spells of that element by 1%.
- These resistances are before any effects of equipment. Magic mitigation and elemental resistance multipliers are in addition to these base ratings.
References
Primary Attributes => Derived Attributes