Damage: Difference between revisions
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*Depends on [[Equipment#Elemental_Weapons|weapon's damage type]], [[Spells#Offensive_Magic|spell's damage type]] | *Depends on [[Equipment#Elemental_Weapons|weapon's damage type]], [[Spells#Offensive_Magic|spell's damage type]] | ||
*[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25% (Fire, Cold, Wind, Elec only) (up to with Better Imperil) | *[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25% (Fire, Cold, Wind, Elec only) (up to 50% with Better Imperil) | ||
*[[Items#Infusions|Infusions (Item)]] - 25% | *[[Items#Infusions|Infusions (Item)]] - 25% | ||
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Revision as of 01:49, 22 May 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 (and in the case of Evade, AGI as well).
The means to counter these when fighting them are as follows:
| Avoidance | Counters |
|---|---|
| Evade |
|
| Parry | |
| Resist |
|