Damage: Difference between revisions

From EHWiki
Jump to navigationJump to search
Maximum Joe (talk | contribs)
Update 91. Needs specific formulas for avoidance rolls
 
(49 intermediate revisions by 8 users not shown)
Line 1: Line 1:
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.


==Players==
==Damage Reduction==
===Damage Reduction===
All damaging attacks are classified as either Physical or Magical, but also have a specific type:
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.
===Monsters===
{|class="wikitable"
!Mitigation
!Description
!Increased / Granted By
!Reduced / Exploited By
|-
|Physical
|Against player's melee attacks & [[skills]]
|AGI, END, [[Monster Lab#Chaos Upgrades|Chaos Token]] upgrade
|
*[[Equipment_Procs|Penetrated Armor (equipment proc)]] - 25% per stack (up to 75%)
*[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10%
*[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25% (up to 50% with Better Imperil)
*[[Skills#Weapon_Skills|Spreading Poison (Backstab proc)]] - 10%
|-
|Magical
|Against player's offensive [[spells]]
|END, WIS, Chaos Token upgrade
|
*[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10%
*[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25% (up to 50% with Better Imperil)
|-
|rowspan="3"|Specific
|Slashing, Piercing, Crushing
|Depends on [[Monster_Lab#Monster_Classes|monster class]]
|Depends on [[Equipment_Procs|weapon type]]
|-
|Fire, Cold, Wind, Elec, Holy, Dark
|[[Monster Lab#Monster Stats & Power Level|Elemental Mitigation]]
|
*Depends on [[Equipment#Elemental_Weapons|weapon's damage type]], [[Spells#Offensive_Magic|spell's damage type]]
*[[Spells#Deprecating_Spells|Imperil (deprecating spell)]] - 25% (Fire, Cold, Wind, Elec) (up to 40% with Better Imperil)
**up to 25% (Holy, Dark) (only when [[Abilities#Forbidden|Dark]]/[[Abilities#Divine|Holy]] Imperil [[ability]] is active)
*[[Spells#Status_Effects|Elemental Status Effects]] - 25% (depends on status effect)
|-
|[[Void]]
|colspan="2"|There is no corresponding specific mitigation type for Void damage.
|}
 
===The Player===
{|class="wikitable"
!Mitigation
!Description
!Increased / Granted By
|-
|Physical
|Against monsters' basic attacks & physical [[Monster Lab#Skill Editor|skills]]
| rowspan="2" |
*Primary Attributes
*[[Equipment Basics|Equipment]]
*[[Detailed Equip Characteristics|Equipment suffixes]]
*Protection [[Spells|spell]] - 25% (Up to 30% with Better Protection or 50% with the scroll)
*[[Skills|Defend]] - 25%
*[[Spells#Supportive_Spells|Cloak of the Fallen]] - 75%
|-
|Magical
|Against monsters' magical skills
|-
|rowspan="3"|Specific
|Slashing, Piercing, Crushing
|
*Equipment
*Equipment Affixes
*Heavy Abilities
|-
|Fire, Cold, Wind, Elec, Holy, Dark
|
*Equipment Affixes
*[[Charms]]
*[[Infusions]] - 25%
*Spike Shield [[Abilities]] - Up to 25%
|-
|[[Void]]
|There is no corresponding specific mitigation type for Void damage.
|}
It is important to note that mitigations are applied in a multiplicative fashion. Physical/Magical mitigations are reduced multiplicatively and specific mitigations are reduced additively. However, they cannot be reduced below 0, or reduced further if the mitigation is already negative.
 
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:
This works out to:
<pre style="white-space:pre-wrap;">Damage taken = Original_Damage_Roll * (1 - Physical/Magical_Mitigation) * (1 - Specific_Type_Mitigation)</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Damage Taken''' = Original_Damage_Roll * (1 - Physical ''or'' Magical Mitigation) * (1 - Specific Mitigation)</pre>
 
==Damage Avoidance==
There are several factors that go into avoiding attacks for either the players or the monsters:
{|class="wikitable" style="text-align: center"
!rowspan="2"|Avoidance
!colspan="2"|Against
! rowspan="2" |Successful Rolls
! rowspan="2" |Damage Multiplier
! rowspan="2" |Notes
|-
!Physical !! Magical
|-
| rowspan="3" |Evade || rowspan="3" | ✔ || rowspan="3" | ✔
|0
|x1
|Eligible to be a critical hit
|-
|1
|x0.5
|Glancing blow
|-
|2
|x0
|Evaded attack
|-
| rowspan="3" |Block || rowspan="3" | ✔ || rowspan="3" | ✔
|0
|x1
|
|-
|1
|x0.5
|Partially blocked
|-
|2
|x0
|Blocked attack
|-
| rowspan="3" |Parry || rowspan="3" | ✔ || rowspan="3" |
|0
|x1
|
|-
|1
|x0.5
|Partially parried
|-
|2
|x0
|Parried attack
|-
|Resist || || ✔
| colspan="3" |See [[Damage#Resist Mechanics|below]]
|}
All avoidance stats are rolled twice with the opponent's accuracy or magic accuracy as a counter-stat, except for Resist which is rolled 3 times. Multiple avoidance stats can reduce the damage done during a single attack, e.g. an attack that glances and is partially blocked will deal x0.5*x0.5=x0.25 damage.


===Damage Avoidance===
===Resist Mechanics===
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.
Both offensive spells and deprecating spells can be resisted, where offensive spells will have their damage reduced and deprecating spells will have their duration reduced, possibly not applying the debuff. Every time a player or monster casts a spell, the system will do three separate rolls for resist:
{|class="wikitable"
!Successful Rolls
!Damage Reduction
!Effect Duration
|-
|0 || 0% || 100%
|-
|1 || 50% || 75%
|-
|2 || 75% || 50%
|-
|3 || 90% || 0%
|}
A player's counter-resist can be gained from staffs (Oak, Willow, and from Penetrator charm), from Channeling, Focus, as well as from proficiency. Counter-resist from proficiency is capped at 50%, calculated as follows:
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Proficiency counter-resist''' = ((effective_prof - monster_level) / monster_level) * 50%</pre>


==Monsters==
==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.
*For example, A target with 20% evade will have effective 15% evade against an attacker with 25% anti-evade.
*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:
==Countering==
<pre style="white-space:pre-wrap;">Chance to avoid physical attack = 1 - ((1 - Evasion * (1 - Anti-evade)) * (1 - Block * (1 - Anti-block)) * ((1 - Parry * (1 - Anti-Parry)))</pre>
[[Monster_Lab|Custom Monsters]] have various defenses from their Primary Attributes, which can be bolstered by appropriate the [[Monster_Lab#Chaos_Upgrades|Chaos Upgrade]].
 
For magical attacks, this works out to:
<pre style="white-space:pre-wrap;">Chance to avoid magical attack = 1 - ((1 - Evasion * (1 - Anti-evade)) * (1 - Block * (1 - Anti-block)) * ((1 - Resist * (1 - Anti-Resist)))</pre>
 
'''Note:''' Monsters have an additional chance to miss player that is not taken into account. Shadow Veil adds to this for physical attacks.
 
===Countering===
[[Monster_Lab|Custom Monsters]] can have various defenses if given the appropriate [[Monster_Lab#Chaos_Upgrades|Chaos Upgrades]].


The means to counter these when fighting them are as follows:
The means to counter these when fighting them are as follows:
{|class="wikitable"
{|class="wikitable"
!Mitigation
!Avoidance
!Counters
!Counters
|-
|-
|Evade || More accuracy (including [[Skills#Universal_Skills|Focus]]), [[Poison]], [[Spells#Status_Effects|Deep Burns]]
|Evade ||
|-
*More [[Character_Stats#Accuracy|accuracy]] (physical or magical)
|Parry || [[Fighting_Styles#One-Handed|Overwhelming Strikes]]
*[[Equipment_Procs|Stun (Equipment Proc)]] - 100%
*[[Spells#Deprecating_Magic|Sleep and Immobolize (Spell)]] - 100%
*[[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]] - 10%
*[[Fighting_Styles#Any|Channeling]] - 100%
|-
|-
|Resist || MagNet, Specific types via various [[Spells#Status_Effects|Status Effects]]
|Parry ||
*More Physical accuracy
*[[Equipment_Procs|Stun (Equipment Proc)]] - 100%
*[[Charms|Overpower Charm]]
*[[Fighting_Styles#One-Handed|Overwhelming Strikes (One-handed fighting style)]]
*[[Spells#Deprecating_Magic|Sleep (Spell)]]
|-
|-
|Mitigation || [[Equipment_Procs|Penetrated Armor]], [[Spells#Status_Effects|Breached Defense]]
|Resist ||
*More magic accuracy
*More [[proficiency]]
*[[Equipment_Procs|Stun (Equipment Proc)]] - 25%
*[[Equipment#Staffs|Oak and Willow Staffs (equipment)]]
*[[Charms|Penetrator Charm]]
*[[Skills#Universal_Skills|Focus (Universal Skill)]]
*[[Spells#Deprecating_Magic|Sleep and Immobilize (Spell)]] - 50% and 25% (Up to 50% with Better Immobilize)
*[[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]] - 10%
*[[Fighting_Styles#Any|Channeling]] - 100%
|}
|}


==See also==
==See also==
*[[Damage Types]]
*[[Damage Types]]
*[[Physical Damage]]
*[[Spell Damage]]


{{HVnav}}
{{HVnav}}


[[Category:HentaiVerse]]
[[Category:HentaiVerse]]

Latest revision as of 22:01, 17 August 2026

This page is dedicated to explaining the mechanics of the ways players and monsters in the HentaiVerse reduce or avoid damage.

Damage Reduction

All damaging attacks are classified as either Physical or Magical, but also have a specific type:

Monsters

Mitigation Description Increased / Granted By Reduced / Exploited By
Physical Against player's melee attacks & skills AGI, END, Chaos Token upgrade
Magical Against player's offensive spells END, WIS, Chaos Token upgrade
Specific Slashing, Piercing, Crushing Depends on monster class Depends on weapon type
Fire, Cold, Wind, Elec, Holy, Dark Elemental Mitigation
Void There is no corresponding specific mitigation type for Void damage.

The Player

Mitigation Description Increased / Granted By
Physical Against monsters' basic attacks & physical skills
Magical Against monsters' magical skills
Specific Slashing, Piercing, Crushing
  • Equipment
  • Equipment Affixes
  • Heavy Abilities
Fire, Cold, Wind, Elec, Holy, Dark
Void There is no corresponding specific mitigation type for Void damage.

It is important to note that mitigations are applied in a multiplicative fashion. Physical/Magical mitigations are reduced multiplicatively and specific mitigations are reduced additively. However, they cannot be reduced below 0, or reduced further if the mitigation is already negative.

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 Successful Rolls Damage Multiplier Notes
Physical Magical
Evade 0 x1 Eligible to be a critical hit
1 x0.5 Glancing blow
2 x0 Evaded attack
Block 0 x1
1 x0.5 Partially blocked
2 x0 Blocked attack
Parry 0 x1
1 x0.5 Partially parried
2 x0 Parried attack
Resist See below

All avoidance stats are rolled twice with the opponent's accuracy or magic accuracy as a counter-stat, except for Resist which is rolled 3 times. Multiple avoidance stats can reduce the damage done during a single attack, e.g. an attack that glances and is partially blocked will deal x0.5*x0.5=x0.25 damage.

Resist Mechanics

Both offensive spells and deprecating spells can be resisted, where offensive spells will have their damage reduced and deprecating spells will have their duration reduced, possibly not applying the debuff. Every time a player or monster casts a spell, the system will do three separate rolls for resist:

Successful Rolls Damage Reduction Effect Duration
0 0% 100%
1 50% 75%
2 75% 50%
3 90% 0%

A player's counter-resist can be gained from staffs (Oak, Willow, and from Penetrator charm), from Channeling, Focus, as well as from proficiency. Counter-resist from proficiency is capped at 50%, calculated as follows:

Proficiency counter-resist = ((effective_prof - monster_level) / monster_level) * 50%

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.

Countering

Custom Monsters have various defenses from their Primary Attributes, which can be bolstered by appropriate the Chaos Upgrade.

The means to counter these when fighting them are as follows:

Avoidance Counters
Evade
Parry
Resist

See also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools