Damage: Difference between revisions
Maximum Joe (talk | contribs) |
They should work the same for both monsters and players |
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This page is dedicated to explaining the mechanics of the ways players and monsters in the [[HentaiVerse]] reduce or avoid damage. | This page is dedicated to explaining the mechanics of the ways players and monsters in the [[HentaiVerse]] reduce or avoid damage. | ||
===Damage Reduction=== | ===Damage Reduction=== | ||
There are two factors that go into determining damage reduction: | There are two factors that go into determining damage reduction: | ||
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The various factors that go into avoiding attacks are a player's: Evasion stat, Chance of [[Shield_(Equipment)|blocking]], Chance of parrying, Chance of resisting a magical attack, Evasion granted by [[Spells#Supportive_Magic|Shadow Veil]]. It is important to note that these stats are calculated in a multiplicative fashion rather than additively. | The various factors that go into avoiding attacks are a player's: Evasion stat, Chance of [[Shield_(Equipment)|blocking]], Chance of parrying, Chance of resisting a magical attack, Evasion granted by [[Spells#Supportive_Magic|Shadow Veil]]. It is important to note that these stats are calculated in a multiplicative fashion rather than additively. | ||
===Anti-Avoidance=== | ===Anti-Avoidance=== | ||
[[Monster_Lab|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. | [[Monster_Lab|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. | ||
Revision as of 05:43, 8 October 2012
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 two factors that go into determining damage reduction:
- Physical/Magical Mitigation
- Specific Type Mitigation (e.g. Slashing, Fire, etc.)
It is important to note that mitigations are applied in a multiplicative fashion.
This works out to:
Damage Taken = Original_Damage_Roll * (1 - Physical/Magical_Mitigation) * (1 - Specific_Type_Mitigation)
Damage Avoidance
The various factors that go into avoiding attacks are a player's: Evasion stat, Chance of blocking, Chance of parrying, Chance of resisting a magical attack, Evasion granted by Shadow Veil. 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:
| Mitigation | Counters |
|---|---|
| Evade | More accuracy (physical or magical), Poison (Spell), Deep Burns (Stat Effect from Elec spells) |
| Parry | Overwhelming Strikes (One-handed fighting style) |
| Resist | Focus (Universal Skill), MagNet (Spell), Specific types via various Status Effects from spells |
| Mitigation | Penetrated Armor (Equipment proc), Breached Defense (Stat Effect from Holy spells) |