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Update 91. Needs specific formulas for avoidance rolls
 
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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.


===Damage Reduction===
==Damage Reduction==
There are several factors that go into reducing damage for either the players or the monsters:
All damaging attacks are classified as either Physical or Magical, but also have a specific type:
 
===Monsters===
{|class="wikitable"
{|class="wikitable"
!Mitigation
!Mitigation
!Description
!Description
!Increased / Granted By
!Reduced / Exploited By
|-
|-
|Physical
|Physical
|Against player's melee attacks & [[skills]]
|AGI, END, [[Monster Lab#Chaos Upgrades|Chaos Token]] upgrade
|
|
*Against player's melee attacks & skills, monster's normal attacks and physical skills
*[[Equipment_Procs|Penetrated Armor (equipment proc)]] - 25% per stack (up to 75%)
*Reduced by 33% per stack (up to 100%) by [[Equipment_Procs|Penetrated Armor (equipment proc)]]
*[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10%
*Reduced by 10% by [[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]]
*[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25% (up to 50% with Better Imperil)
*Reduced by 25% by [[Spells#Deprecating_Magic|Imperil (deprecating spell)]]
*[[Skills#Weapon_Skills|Spreading Poison (Backstab proc)]] - 10%
|-
|-
|Magical
|Magical
|Against player's offensive [[spells]]
|END, WIS, Chaos Token upgrade
|
|
*Against player's magical attacks, monster's magical skills
*[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10%
*Reduced by 10% by [[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]]
*[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25% (up to 50% with Better Imperil)
*Reduced by 25% by [[Spells#Deprecating_Magic|Imperil (deprecating spell)]]
|-
|-
|Specific
|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]]
|
|
*Slashing, Piercing, Crushing
*Depends on [[Equipment#Elemental_Weapons|weapon's damage type]], [[Spells#Offensive_Magic|spell's damage type]]
**Depends on [[Equipment_Procs|weapon type]] or [[Monster_Lab#Monster_Classes|monster classes]]
*[[Spells#Deprecating_Spells|Imperil (deprecating spell)]] - 25% (Fire, Cold, Wind, Elec) (up to 40% with Better Imperil)
*Fire, Cold, Wind, Elec, Holy, Dark, Soul
**up to 25% (Holy, Dark) (only when [[Abilities#Forbidden|Dark]]/[[Abilities#Divine|Holy]] Imperil [[ability]] is active)
**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]]
*[[Spells#Status_Effects|Elemental Status Effects]] - 25% (depends on status effect)
**(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]]
|colspan="2"|There is no corresponding specific mitigation type for Void damage.
**Players and monsters have 0% specific mitigation against void attacks. Most monsters don't have void attacks/skills
**Void has no effect on physical mitigation
|}
|}


It is important to note that mitigations are applied in a multiplicative fashion.
===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 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.
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<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Damage Taken''' = Original_Damage_Roll * (1 - Physical ''or'' Magical Mitigation) * (1 - Specific 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===
==Damage Avoidance==
There are several factors that go into avoiding attacks for either the players or the monsters:
There are several factors that go into avoiding attacks for either the players or the monsters:
{|class="wikitable" style="text-align: center"
{|class="wikitable" style="text-align: center"
!rowspan="2"|Avoidance
!rowspan="2"|Avoidance
!colspan="2"|Against
!colspan="2"|Against
! rowspan="2" |Successful Rolls
! rowspan="2" |Damage Multiplier
! rowspan="2" |Notes
|-
|-
!Physical !! Magical
!Physical !! Magical
|-
|-
|Evade || ✔ || ✔
| rowspan="3" |Evade || rowspan="3" | ✔ || rowspan="3" | ✔
|0
|x1
|Eligible to be a critical hit
|-
|-
|Block || ✔ || ✔
|1
|x0.5
|Glancing blow
|-
|-
|Parry || ✔ ||
|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 || || ✔
|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.


It is important to note that these stats are calculated in a multiplicative fashion rather than additively.
===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:
{|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>


===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<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''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<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''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:
Line 79: Line 172:
!Counters
!Counters
|-
|-
|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)]],
|Evade ||
*More [[Character_Stats#Accuracy|accuracy]] (physical or magical)
*[[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%
|-
|-
|Parry || [[Fighting_Styles#One-Handed|Overwhelming Strikes (One-handed fighting style)]],<br> [[Spells#Deprecating_Magic|Sleep (Spell)]]
|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)]]
|-
|-
|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)]]  
|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%
|}
|}


Line 89: Line 201:
*[[Damage Types]]
*[[Damage Types]]
*[[Physical Damage]]
*[[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

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