User talk:Varst/HVintroduction

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This is a WIP page where I'm trying to consolidate information for new HV players.

What I'm trying to do now is to merge some of the crucial HV information into this thread, thus decreasing the total number of pages in the whole category. This should give players better information on what they should know.

There will be some overlapping with some of the existing pages. Still thinking how to deal with that.

A few things that your should know before starting to play HV. If you want to know more, click on those links.

At the very beginning...

If you've just registered an account, your stamina will start with zero. Zero stamina means you won't get any experience/credits from battles.

In the meanwhile, take your time and read through this introduction and HV advices!

Character Panel

Character Screen

First thing you can see is the main character screen.

Character Stats.JPG

Primary Attributes

There are six attributes:

  • Strength(STR) increases physical damage
  • Dexterity(DEX) increases physical accuracy and parry
  • Agility(AGI) increases action speed and evade
  • Endurance(END) increases defense and health points(HP)
  • Intelligence(INT) increases magical damage
  • Wisdom(WIS) increases magical accuracy, magical points(MP), magical defense, and resist

Those attributes in dark brown can be adjusted up to 10 times in 24-hour period. Those in grey are from equipments, while those in red are from artifacts.

Proficiencies

Proficiencies can be gained by using the related weapons, armors or spells.

Getting proficiencies will give you various benefits, which will be furthered explained when the related equipments/spells are concerned.

Derived Attributes

You can see various of your attributes here, derived by your primary attributes.

Health Points = (50 + Level * 5 + STR + END * 4) * HP Tank Modifier * white_aura_bonus
Magic Points = (10 + Level + INT * 0.25 + WIS * 0.75) * MP Tank Modifier * black_aura_bonus
Spirit Points = (1 + (Power / 7) + (STR + DEX + AGI + END + INT + WIS) / 10) * SP Tank Modifier

There are some modifiers which I will explain in the related sections. What you need to know is that those value before tank modifier is called 'base HP/MP/SP'. Restoratives only apply to your base HP/MP/SP instead of the HP/MP/SP shown in the derived attributes.

Health Regen (per minute) = 20 + (END / 5) * aura_bonus
Magic Regen (per minute) = 5 + (WIS / 25) * aura_bonus
Spirit Regen (per minute) = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * aura_bonus

Note that these regeneration rates occur outside battles. Only MP/SP will regen during battles.

MP gained per turn = Magic Regen / 15
SP gained per turn = Spirit Regen / 30

In general, you can act faster if you have higher action speed, though some action requires more time to finish.

Overcharge is required to use weapon skills and spirit stance, which will be introduced later.

Action Speed = 100 + AGI / 3
Overcharge = 100 + Overcharge Boost

Information Bar

It gives you some general information of your character.

Restoratives

When you press on the restorative button, a panel will appear, giving you the chance to restore your HP/MP/SP with your potions or health tokens.

If you choose to restore with potions, the lower tier will be consumed first before the higher tier are consumed. Notice that it's a full restoration, so you can't choose how many potions to use.

If you choose to restore with health tokens, all your HP/MP/SP will be fully restored, and one healing token will be consumed.

You can also restore your stamina with rare energy drinks, and each energy drink will restore 20 stamina. You will get more information on stamina when we talked about battles.

Equipments

Going to add a screen cap here.

You can equip your equipments by clicking into different panels: weapons in the main-hand (MH) and/or off-hand (OH) slots, and armors in the helmet/body/hands/legs/feet slots. You can also choose to equip in different equipment sets. Notice that only armors can be used in different sets!

Equipments can be classified into weapons and armors.

Weapons can be used in the main-hand (MH) slot and the off-hand (OH) slot. They can be further classified into one-handed and two-handed weapons. There are also ethereal weapons, which are rare equipments that deals void damage and have no burden and interference.

Armors can be used in the other five body slots. They can be further classified into cloth, light and heavy armors.

Level scaling

Notice that every equipment has its own levels. You can use equipments which have higher level than you, but most of the stats (except burden and interference) will be scaled down according to the following formula:

scaled_stat = (1 + level / level_factor) * base_stat

Base stats are the equipments' stat at level 0. It can be calculated through add-on. It is a common practice for players to compare the base stat of equipments. There is a database of equipment ranges which you can refer to.

Weapons

Here's a brief introduction to different weapons.

One-handed Weapons

Can be used in one-handed or dual-wield.

  • Axe: High damage, but low accuracy and high burden. Proc is bleeding.
  • Club: Also high damage, low accuracy and high burden. Proc is stun.
  • Rapier: Medium damage, good accuracy and have parry. Proc is penetrated armor (PA).
  • Dagger: Low damage, high accuracy and parry, and low burden. Proc is bleeding.
  • Shortsword: Medium on every stats. Proc is bleeding.
  • Wakizashi: Rare version of dagger. Can be used with katana to form niten. Proc is bleeding.

Two-handed Weapons

Note that they all have higher damage/burden/interference than one-handed version, while with lower accuracy.

  • Estoc: Medium damage, gives AGI bonus instead of STR. Proc is PA.
  • Longsword: Medium damage, very common weapon. Proc is bleeding.
  • Mace: High damage, but low accuracy. Proc is stun.
  • Scythe: Semi-rare, very high damage, low accuracy, high burden. Proc is bleeding.
  • Katana: Rare, high damage, good accuracy, high burden. Can be used with wakizashi to form niten. Proc is bleeding.

Shields

Used in off-hand for blocking.

Buckler has lower block rate and low burden, while tower shield has higher block rate and high burden. Kite shield goes in-between.

Staffs=

Staffs are mainly used by mages. They can get Coalesced Mana from casting spells on enemies, and hitting enemies with staff will proc Ether Theft.

  • Ebony Staff: staff with good magical damage bonus (MDB). It gives fire, ice, wind and elec elemental damage bonus (EDB).
  • Katalox staff: Rare staff with good MDB. It gives holy and dark EDB.
  • Oak staff: staff with low MDB. It gives holy EDB and better weapon damage among staffs.
  • Redwood staff: Common staff medium stat. It has all proficiency bonus and maximum ether theft chance of 50%.
  • Willow staff: staff with low EDB. It gives dark EDB and better weapon damage among staffs.

Armors

Here's a brief introduction to different armors.

Cloth armors

It has no burden and interference, so it's usually used by mages.

  • Cotton: Common clothes with gives basic protection.
  • Gossamer: Uncommon clothes with gives different proficiency bonus.
  • Phase: Rare clothes with better evade and gives EDB.

Light Armors

For melees who want to focus on evade and resist.

  • Leather: Common light armor with gives basic protection.
  • Kevlar: Uncommon light armor with focus on physical protection.
  • Shade: Rare light armor which has no burden and gives ADB.

Heavy Armors

For melees who want to focus on protection and power.

Plate: Common heavy armor which focus on extra physical protection.

Shield: Uncommon heavy armor with block bonus.

Power: Rare heavy armor which gives ADB and physical crit chance. Has lower burden but higher interference than plate/shield armors.

Derived Statistics

These are the statistics which depends on your primary attributes, equipments, abilities, auras, ranks and several other factors. These information are crucial to determine your character's strength in battles.

Fighting Style

Here you can see you current fighting style, which is determined by the weapons you equip. You can gain proficiencies by using the selected fighting style. They also have different skills available.

There are five fighting styles in HV:

  • One-handed: Activated by selecting a one-handed weapon in the mainhand, usually with a shield in the offhand.
    • This style offers the best defensive capability, but is weak offensively.
    • It's special proc, overwhelming strikes, can increase your damage, accuracy, and parry chance. You also get a chance to counter-attack your enemies if you block/parry their attacks.
    • Its ultimate skill is merciful blow, which can kill any single enemy with one hit if it has 25% or less HP.
  • Dual-wield: Activated by selecting a one-handed weapon in the mainhand and another one-handed weapon in the offhand.
    • This style offers better offensive capability than one-handed style.
    • It's special proc, offhand strikes, can give you an additional chance to attack your enemy with your off-hand weapon.
    • Its ultimate skill is frenzied blows, which can hit multiple enemies for a total of 10-20 hits.
  • Two-handed: Activated by selecting a two-handed weapon in the mainhand. You can't equip any weapon in the offhand.
    • This style offers the chance to hit multiple enemies with its special proc., domino strikes.
    • Its skill is shatter strike, which deals great damage and inflicts penetrated armor and stun on all enemies.
  • Niten Ichiryu: Activated by selecting a katana in the mainhand and a wakizashi in the offhand specifically.
    • This style has partial benefits from both dual-wield and two-handed style: its offhand waki can attack with offhand strike, and its mainhand katana can have a chance to hit multiple enemies with domino strikes.
    • Its skill is skyward sword, which deals great damage and inflicts penetrated armor and bleeding on all enemies.
  • Staff: Activated by selecting a staff in the mainhand. You can't equip any weapon in the offhand.
    • This style is well suited for mages as its special procs, coalesced mana and ether theft, can let the mages to consume less mana casting spells on specific enemy and replenish some mana from the monster.
    • Its skill, concussive strike, can stun the target enemy for a few turns.

Attack/defense

Here you can see your character's attack and defense power.

Physical base damage can be increased by:

  1. Strength and Dexterity in Primary attributes
  2. Any weapons, especially those with 'slaughter' suffix
  3. Shade armors and Power armors

Magical base damage can be increased by:

  1. Intelligence and Wisdom in Primary attributes
  2. Staffs, especially those with 'destruction' suffix
  3. Other weapons with 'battlecaster' suffix

As for hit chance, mitigation and avoidance stats below, notice that they all use the 'multiplicative addition' rule.

For example, the base chance for physical attack accuracy is 80%. A weapon with +50% accuracy bonus will increase the total physical hit chance to

Physical hit chance = 1 - (1 - 80%) (1 - 50%) = 90%

Therefore, stacking those factors will have diminishing effect, and you can never have 100% hit chance/mitigation/avoidance.

Physical hit chance and crit chance have 80% and 5% base respectively. They can be increased by:

  1. Dexterity and Agility in Primary attributes
  2. Weapons (except staffs), especially those with 'balance' suffix
  3. Shade armors and Power armors

Magical hit chance and crit chance have 80% and 5% base respectively. They can be increased by:

  1. Intelligence and Wisdom in primary attributes
  2. Staffs, especially those with 'focus' suffix.
  3. Weapons with 'battlecaster' suffix,Phase armors, Gossamer Armors, and Shade armor of arcanist (all these increases magical hit chance only)

Relationship Between mitigation and absorption can be summarized into the following approximation:

Actual damage = Original damage * (1 - mitigation) * (1 - specific mitigations)

Physical mitigation can be increased by:

  1. Strength and Endurance in primary attributes
  2. Shields and any Armors, especially those with 'protection' suffix

Magical mitigation can be increased by:

  1. Endurance and Wisdom in primary attributes
  2. Shields and any Armors, especially those with 'warding' suffix

Avoidance

There are four avoidance stats: evade, block, parry and resist.

Chance to avoid physical attack = 1-[(1-Evade)*(1-Block)*(1-Parry)]
Chance to avoid magical attack = 1-[(1-Evade)*(1-Block)*(1-Resist)]

Most of the attacks from monsters are physical attacks. Only certain skills and spirit attacks from custom elementals, mini-bosses, bosses, legends and gods are magical attacks.

Evade can be increased by:

  1. Agility in primary attributes
  2. Cloth Armor and Light Armors, especially those with 'fleet' suffix

Block can be increased by:

  1. Shield and Shield Armor, especially those with 'barrier' suffix

Parry can be increased by:

  1. Dexterity in primary attributes
  2. One-handed weapons (except axe and most type of clubs), especially those with 'nimble' suffix

Resist can be increased by:

  1. Wisdom in primary attributes
  2. Leather armors

Compromise

There are two stats in this group: burden and interference (B/I). You can check your character's burden and interference simply by adding numbers in different slots.

Most of the equipments have B/I. There are specific equips which have lower or no B/I:

  1. Ethereal weapons (no burden and interference)
  2. Weapons with 'battlecaster' suffix (no interference)
  3. Staffs (no interference)
  4. cloth armors (no burden and interference)
  5. shade armors (no burden)

Burden and interference have the following negative effects:

  • Each point in burden reduces evade by 4/3%, capped at 75.
  • If burden > 75, decreases physical crit rate by 2%, capped at 125.
  • Each point in interference reduces magical crit rate by 2%, capped at 50%.
  • Each point in interference increases spell costs by 0.5%.

Mana cost will be explained in the 'spells' section.

Primary Attributes

Here it shows the total amount of every primary attributes, which includes modification from equipments, auras, titles, and bonus points from artifacts.

Damage Mitigation

It shows the mitigation of various physical/elemental attacks from monsters. Unlike physical/magical mitigation, these mitigation only counts specific physical/magical attacks. Therefore they can be less useful than physical/magical mitigation.

Specific physical mitigation:

Mainly available from light and heavy armors, it includes three types of mitigation: crushing, slashing and piercing. (Except shade weapons, which don't have piercing mitigation)

Specific suffixes which improves these mitigation:

  • Dampening -> crushing
  • Stoneskin -> slashing
  • Deflection -> piercing

Specific magical mitigation:

It includes six types of mitigation: fire, cold, elec, wind, holy and dark. They are unpopular because most of the monsters' attacks don't have these damage types. Nevertheless, holy/dark mitigation are useful against gods, since their normal attacks have holy/dark damage type.

There are multiple ways to gain these mitigations:

  1. cotton, leather and plate armors have specific suffixes which improves these mitigation
    • Fire-eater -> fire
    • Frost-born -> cold
    • Thunder-child -> elec
    • Wind-waker -> wind
    • Thrice-blessed -> holy
    • Spirit-ward -> dark
  2. auras
  3. Ability points
  4. Infusions

Soul and void mitigation:

Usually they're separated from usual magical mitigation, as only bosses and above can have attacks with these damage types. However most of these attacks are either monster's skills or spirit attacks, which will deal a lot of damage to you.

There are a few ways to gain these mitigations:

  1. Obsolete armor suffix 'Shielding Aura' and 'hulk'.
  2. auras (soul)
  3. ability points (soul)
  4. Infusion of gaia (soul)

Spell Damage Bonus

Effective Proficiency

Proc Chances

Abilities

Battle Items/Inventory Screen

Auras

Settings

Battles Panel

Bazaar Panel

Equipment Shop

Item Shop

Monster Lab

Trainer

The Shrine

The forge

MoogleMail