Damage: Difference between revisions
Maximum Joe (talk | contribs) |
No edit summary |
||
| Line 10: | Line 10: | ||
| | | | ||
*Against player's melee attacks & skills, monster's normal attacks and physical skills | *Against player's melee attacks & skills, monster's normal attacks and physical skills | ||
*Reduced to | *Reduced by 33% per stack (up to 100%) by [[Equipment_Procs|Penetrated Armor (equipment proc)]] | ||
*Reduced by 10% by [[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] | *Reduced by 10% by [[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] | ||
*Reduced by 25% by [[Spells#Deprecating_Magic|Imperil (deprecating spell)]] | *Reduced by 25% by [[Spells#Deprecating_Magic|Imperil (deprecating spell)]] | ||
| Line 27: | Line 27: | ||
**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]] | **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)]] | **(Fire, Cold, Wind, Elec only) Reduced by 25% by [[Spells#Deprecating_Magic|Imperil (deprecating spell)]] | ||
**Reduced by 25% by [[Items#Infusions|Infusions (Item)]] | |||
*[[Void]] | *[[Void]] | ||
**Players and monsters have 0% specific mitigation against void attacks. Most monsters don't have void attacks/skills | **Players and monsters have 0% specific mitigation against void attacks. Most monsters don't have void attacks/skills | ||
| Line 78: | Line 79: | ||
!Counters | !Counters | ||
|- | |- | ||
|Evade || More accuracy (physical or magical), [[ | |Evade || More accuracy (physical or magical),<br> [[Spells#Deprecating_Magic|Poison, Sleep and Magnet (Spell)]],<br> [[Equipment_Procs|Stun (Equipment Proc)]],<br> [[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]], | ||
|- | |- | ||
|Parry || [[Fighting_Styles#One-Handed|Overwhelming Strikes (One-handed fighting style)]] | |Parry || [[Fighting_Styles#One-Handed|Overwhelming Strikes (One-handed fighting style)]],<br> [[Spells#Deprecating_Magic|Sleep (Spell)]] | ||
|- | |- | ||
|Resist || [[Skills#Universal_Skills|Focus (Universal Skill)]], [[Spells# | |Resist || [[Skills#Universal_Skills|Focus (Universal Skill)]],<br> [[Spells#Deprecating_Magic|MagNet and Sleep (Spell)]],<br> Specific types via various [[Spells#Status_Effects|Status Effects from spells]],<br> [[Equipment#Staffs|oak and willow Staffs (equipment)]] | ||
|} | |} | ||
Revision as of 14:13, 21 January 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:
| Mitigation | Description |
|---|---|
| Physical |
|
| Magical |
|
| Specific |
|
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.
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 | More accuracy (physical or magical), Poison, Sleep and Magnet (Spell), Stun (Equipment Proc), Deep Burns (Stat Effect from Elec spells), |
| Parry | Overwhelming Strikes (One-handed fighting style), Sleep (Spell) |
| Resist | Focus (Universal Skill), MagNet and Sleep (Spell), Specific types via various Status Effects from spells, oak and willow Staffs (equipment) |