Damage: Difference between revisions

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===Damage Reduction===
===Damage Reduction===
There are several factors that go into reducing damage for either the players or the monsters:
There are several factors that go into reducing damage for either the players or the monsters:
====Monsters====
{|class="wikitable"
{|class="wikitable"
!Mitigation
!Mitigation
!Description
!Description
!Increased / Granted By
!Reduced / Exploited By
|-
|-
|Physical
|Physical
|Against player's melee attacks & [[skills]]
|STR, END, Defense
|
|
*Against player's melee attacks & skills, monster's normal attacks and physical skills
*[[Equipment_Procs|Penetrated Armor (equipment proc)]] - 33% per stack (up to 100%)
*Reduced by 33% per stack (up to 100%) by [[Equipment_Procs|Penetrated Armor (equipment proc)]]
*[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10%
*Reduced by 10% by [[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]]
*[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25%
*Reduced by 25% by [[Spells#Deprecating_Magic|Imperil (deprecating spell)]]
|-
|-
|Magical
|Magical
|Against player's offensive [[spells]]
|END, WIS, Warding
|
|
*Against player's magical attacks, monster's magical skills
*[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10%
*Reduced by 10% by [[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]]
*[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25%
*Reduced by 25% by [[Spells#Deprecating_Magic|Imperil (deprecating spell)]]
|-
|-
|Specific
|rowspan="3"|Specific
|Slashing, Piercing, Crushing
|Depends on [[Monster_Lab#Monster_Classes|monster class]]
|Depends on [[Equipment_Procs|weapon type]]
|-
|Fire, Cold, Wind, Elec, Holy, Dark, Soul
|Resistances
|
|
*Slashing, Piercing, Crushing
*Depends on [[Equipment#Elemental_Weapons|weapon's damage type]], [[Spells#Offensive_Magic|spell's damage type]]
**Depends on [[Equipment_Procs|weapon type]] or [[Monster_Lab#Monster_Classes|monster classes]]
*[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25% (Fire, Cold, Wind, Elec only)
*Fire, Cold, Wind, Elec, Holy, Dark, Soul
*[[Items#Infusions|Infusions (Item)]] - 25%
**Depends on [[Equipment#Elemental_Weapons|weapon's damage type]], [[Spells#Offensive_Magic|spell's damage type]], [[Monster_Lab#Skill_Editor|monster's skills]] and [[Monster_Lab#Monster_Classes|monster classes]]
|-
**(Fire, Cold, Wind, Elec only) Reduced by 25% by [[Spells#Deprecating_Magic|Imperil (deprecating spell)]]
|[[Void]] (has no effect on physical mitigation)
**Reduced by 25% by [[Items#Infusions|Infusions (Item)]]
|colspan="2"|Players and monsters have 0% specific mitigation against void attacks. Most monsters don't have void attacks/skills
*[[Void]]
**Players and monsters have 0% specific mitigation against void attacks. Most monsters don't have void attacks/skills
**Void has no effect on physical mitigation
|}
|}


It is important to note that mitigations are applied in a multiplicative fashion.
It is important to note that mitigations are applied in a multiplicative fashion.


The system first check if the attack is physical or magical and applies the physical/magical mitigation. Then it checks if there is any specific damage type involved and applies the specific mitigation.
The system first checks if the attack is physical or magical and applies the physical/magical mitigation. Then it checks if there is any specific damage type involved and applies the specific mitigation.


This works out to:
This works out to:

Revision as of 19:06, 23 February 2013

This page is dedicated to explaining the mechanics of the ways players and monsters in the HentaiVerse reduce or avoid damage.

Damage Reduction

There are several factors that go into reducing damage for either the players or the monsters:

Monsters

Mitigation Description Increased / Granted By Reduced / Exploited By
Physical Against player's melee attacks & skills STR, END, Defense
Magical Against player's offensive spells END, WIS, Warding
Specific Slashing, Piercing, Crushing Depends on monster class Depends on weapon type
Fire, Cold, Wind, Elec, Holy, Dark, Soul Resistances
Void (has no effect on physical mitigation) Players and monsters have 0% specific mitigation against void attacks. Most monsters don't have void attacks/skills

It is important to note that mitigations are applied in a multiplicative fashion.

The system first checks if the attack is physical or magical and applies the physical/magical mitigation. Then it checks if there is any specific damage type involved and applies the specific mitigation.

This works out to:

Damage Taken = Original_Damage_Roll * (1 - Physical or Magical Mitigation) * (1 - Specific Mitigation)

Damage Avoidance

There are several factors that go into avoiding attacks for either the players or the monsters:

Avoidance Against
Physical Magical
Evade
Block
Parry
Resist

It is important to note that these stats are calculated in a multiplicative fashion rather than additively.

Anti-Avoidance

Custom Monsters can be upgraded to decrease player's effective evade/block/parry/resist chance. These stats are called anti-evade, anti-block, anti-parry and anti-resist.

  • For example, A target with 20% evade will have effective 15% evade against an attacker with 25% anti-evade.

For physical attacks, this works out to:

Chance to avoid physical attack = 1 - ((1 - Evasion * (1 - Anti-evade)) * (1 - Block * (1 - Anti-block)) * ((1 - Parry * (1 - Anti-Parry)))

For magical attacks, this works out to:

Chance to avoid magical attack = 1 - ((1 - Evasion * (1 - Anti-evade)) * (1 - Block * (1 - Anti-block)) * ((1 - Resist * (1 - Anti-Resist)))

Note: Monsters have an additional chance to miss player that is not taken into account. Shadow Veil adds to this for physical attacks.

Countering

Custom Monsters can have various defenses if given the appropriate Chaos Upgrades.

The means to counter these when fighting them are as follows:

Avoidance Counters
Evade
Parry
Resist

See also

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