Proficiencies: Difference between revisions

From EHWiki
Jump to navigationJump to search
Maximum Joe (talk | contribs)
No edit summary
Varst (talk | contribs)
Correction: There's no shield proficiency now
Line 1: Line 1:
==[[Equipment]] Proficiencies==
==[[Equipment]] Proficiencies==
The following effects are for every 10 points in the respective proficiency (unless otherwise noted).
'''The following effects are for every 10 points in the respective proficiency (unless otherwise noted).'''


===Armor===
===Armor===
Line 19: Line 19:


===Weapons===
===Weapons===
*When using '''ONE-HANDED/SHIELD'''
*When using '''ONE-HANDED'''
**+ 1.5 Physical Base Damage (per 1 point in One-Handed Proficiency)
**+ 15 Physical Base Damage
**+ 0.5% Attack Accuracy (per 10 points in One-Handed Proficiency)
**+ 0.5% Attack Accuracy
**+ 0.5% Block (per 10 points in Shield Proficiency)
**+ 0.5% Block


*When using '''TWO-HANDED'''
*When using '''TWO-HANDED'''
**+ 2.0 Physical Base Damage per 1 point
**+ 20 Physical Base Damage  
**+ 0.5% Attack Accuracy
**+ 0.5% Attack Accuracy
**+ 0.5% Parry
**+ 0.5% Parry


*When using '''DUAL-WIELD'''
*When using '''DUAL-WIELD'''
**+ 2.5 Physical Base Damage per 1 point
**+ 25 Physical Base Damage  
**+ 0.5% Attack Accuracy
**+ 0.5% Attack Accuracy
**+ 0.25% Attack Crit Chance
**+ 0.25% Attack Crit Chance


*When using '''STAFF'''
*When using '''STAFF'''
**+ 1.0 Physical Base Damage per 1 point
**+ 10 Physical Base Damage  
**+ 0.5 Magical Base Damage per 1 point
**+ 5 Magical Base Damage  
**+ 0.5% Attack Accuracy
**+ 0.5% Attack Accuracy



Revision as of 16:53, 26 November 2011

Equipment Proficiencies

The following effects are for every 10 points in the respective proficiency (unless otherwise noted).

Armor

  • When wearing all CLOTH armor
    • + 0.25% Spell Crit Chance
    • + 0.5% Magical Mitigation
    • + 1 Wisdom
  • When wearing all LIGHT armor
    • + 0.25% Attack Crit Chance
    • + 0.5% Resist
    • + 1 Agility
  • When wearing all HEAVY armor
    • + 0.5% Crushing/Slashing/Piercing Mitigation
    • - 1 Burden
    • + 1 Endurance

Weapons

  • When using ONE-HANDED
    • + 15 Physical Base Damage
    • + 0.5% Attack Accuracy
    • + 0.5% Block
  • When using TWO-HANDED
    • + 20 Physical Base Damage
    • + 0.5% Attack Accuracy
    • + 0.5% Parry
  • When using DUAL-WIELD
    • + 25 Physical Base Damage
    • + 0.5% Attack Accuracy
    • + 0.25% Attack Crit Chance
  • When using STAFF
    • + 10 Physical Base Damage
    • + 5 Magical Base Damage
    • + 0.5% Attack Accuracy

Weapon proficiencies also increase the chance of the special proc for player's active Fighting Style.

Gaining Equipment Proficiencies

For Armor:

  • 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.
  • When a player blocks an attack with a Shield, she has an increased chance of gaining One-Handed proficiency.

For Weapons:

  • 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.

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 Status Effects
  • The duration of sustained spells (everything but direct damage spells and cures).
    • The formula for calculating this is:
Duration = base_duration * (1 + additional_AP / 4) * (1 + prof / 100)
  • Base durations can be found on the Spells page.

Gaining Magic Proficiencies

Magic proficiency increases when successfully casting a spell of the specific type.

  • 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 Soul or Dark spells.
  • Deprecating Proficiency can be increased by casting any negative status effect spell on a monster (e.g. Weaken).
  • Supportive Proficiency can be increased by casting any positive status spell on yourself (e.g. Shield).
  • Curative Proficiency can be increased by casting any health-restoring spell on yourself (e.g. Regen).

Other Notes

  • Proficiencies are capped at the player's current level.
  • The rate at which proficiency is gained can be increased via Assimilator 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 skips a turn.
  • Difficulty has no effect on proficiency gaining.
  • Enemies have no effect on proficiency gaining.
HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools