Proficiencies: Difference between revisions
From EHWiki
Jump to navigationJump to search
Maximum Joe (talk | contribs) m →Gaining Equipment Proficiencies:: shield -> 1-handed prof |
Maximum Joe (talk | contribs) |
||
| Line 2: | Line 2: | ||
==='''Effects:'''=== | ==='''Effects:'''=== | ||
For every 10 points in the respective proficiency: | For every 10 points in the respective proficiency (unless otherwise noted): | ||
====Armor==== | |||
*When wearing all '''CLOTH''' armor | *When wearing all '''CLOTH''' armor | ||
| Line 21: | Line 21: | ||
**+ 1 Endurance | **+ 1 Endurance | ||
====Weapons==== | |||
*When using '''ONE-HANDED/SHIELD''' | *When using '''ONE-HANDED/SHIELD''' | ||
**+ | **+ 1.5 Physical Base Damage (per 1 point in One-Handed Proficiency) | ||
**+ 0.5% Attack Accuracy (per 10 points in One-Handed Proficiency) | **+ 0.5% Attack Accuracy (per 10 points in One-Handed Proficiency) | ||
**+ 0.5% Block (per 10 points in Shield Proficiency) | **+ 0.5% Block (per 10 points in Shield Proficiency) | ||
*When using '''TWO-HANDED''' | *When using '''TWO-HANDED''' | ||
**+ | **+ 2.0 Physical Base Damage per 1 point | ||
**+ 0.5% Attack Accuracy | **+ 0.5% Attack Accuracy | ||
**+ 0.5% Parry | **+ 0.5% Parry | ||
*When using '''DUAL-WIELD''' | *When using '''DUAL-WIELD''' | ||
**+ 5 | **+ 2.5 Physical Base Damage per 1 point | ||
**+ 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 | ||
**+ 0.5 Magical Base Damage per 1 point | |||
**+ 0.5% Attack Accuracy | **+ 0.5% Attack Accuracy | ||
Weapon proficiencies also increase the chance of the special proc for player's active [[Fighting Styles|Fighting Style]]. | Weapon proficiencies also increase the chance of the special proc for player's active [[Fighting Styles|Fighting Style]]. | ||
Revision as of 14:41, 3 September 2011
Equipment Proficiencies
Effects:
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/SHIELD
- + 1.5 Physical Base Damage (per 1 point in One-Handed Proficiency)
- + 0.5% Attack Accuracy (per 10 points in One-Handed Proficiency)
- + 0.5% Block (per 10 points in Shield Proficiency)
- When using TWO-HANDED
- + 2.0 Physical Base Damage per 1 point
- + 0.5% Attack Accuracy
- + 0.5% Parry
- When using DUAL-WIELD
- + 2.5 Physical Base Damage per 1 point
- + 0.5% Attack Accuracy
- + 0.25% Attack Crit Chance
- When using STAFF
- + 1.0 Physical Base Damage per 1 point
- + 0.5 Magical Base Damage per 1 point
- + 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 she evades/blocks/parries, or 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 he will gain proficiency with his active fighting style.
- Players using the Niten Ichiryu fighting style do not gain proficiency in either Two-Handed or Dual Wielding proficiency even though both are used to determine equipment stats and fighting style procs.
- Players using a Staff can also gain Staff proficiency by casting Magic Missile.
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 damage spells and cure).
- The formula for calculating this is: duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 100)
- Base Durations can be found on the Spells page.
- The formula for calculating this is: duration = base_duration * (1 + additional_AP / 4) * (1 + proficiency / 100)
Gaining Magic Proficiencies:
Magic proficiency increases when successfully casting a spell of the specific type.
- Elemental Proficiency can be increased by casting any of the Fire, Cold, Elec, and Wind spells.
- Divine Proficiency can be increased by casting one of the Holy spells.
- Forbidden Proficiency can be increased by casting any of the 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 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.
- Proficiency 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.
- Targeted enemy has no effect on proficiency gaining.