Damage: Difference between revisions
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Namae56709 (talk | contribs) Big thanks to sssss2 for the logarithmic avoidance formula, and for how proficiency counter-resist stacks |
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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== | |||
All damaging attacks are classified as either Physical or Magical, but also have a specific type: | |||
===Monsters=== | |||
{|class="wikitable" | {|class="wikitable" | ||
!Mitigation | !Mitigation | ||
| Line 13: | Line 13: | ||
|Physical | |Physical | ||
|Against player's melee attacks & [[skills]] | |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%) | *[[Equipment_Procs|Penetrated Armor (equipment proc)]] - 25% per stack (up to 75%) | ||
*[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10% | *[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10% | ||
*[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25% (up to 50% with Better Imperil) | *[[Spells#Deprecating_Magic|Imperil (deprecating spell)]] - 25% (up to 50% with Better Imperil) | ||
*[[Skills#Weapon_Skills|Spreading Poison (Backstab proc)]] - 10% | |||
|- | |- | ||
|Magical | |Magical | ||
|Against player's offensive [[spells]] | |Against player's offensive [[spells]] | ||
|END, WIS, | |END, WIS, Chaos Token upgrade | ||
| | | | ||
*[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10% | *[[Spells#Status_Effects|Breached Defense (Stat Effect from Holy spells)]] - 10% | ||
| Line 31: | Line 32: | ||
|Depends on [[Equipment_Procs|weapon type]] | |Depends on [[Equipment_Procs|weapon type]] | ||
|- | |- | ||
|Fire, Cold, Wind, Elec, Holy, Dark | |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]] | *Depends on [[Equipment#Elemental_Weapons|weapon's damage type]], [[Spells#Offensive_Magic|spell's damage type]] | ||
*[[Spells# | *[[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]] | |[[Void]] | ||
|colspan="2"| | |colspan="2"|There is no corresponding specific mitigation type for Void damage. | ||
|} | |} | ||
It is important to note that mitigations are | ===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 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. | 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. | ||
| Line 49: | Line 87: | ||
<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== | |||
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 | |||
|- | |- | ||
| | |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. | |||
===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% | |||
|} | |} | ||
===Avoidance Calculation=== | |||
The following formulas give the chance of success for an avoidance roll as a percentage for each avoidance stat. Any modifiers to Accuracy or Avoidance are applied before these calculations. | |||
= | Evade chance % | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}"> | |||
'''Accuracy > Evade:''' | |||
max(1, 20-10*(accuracy-evade)/(evade+100)) | |||
'''Accuracy < Evade:''' | |||
min(80, 20+30*(evade-accuracy)/(accuracy+100)) | |||
</pre> | |||
Hit chance % can be found by inverting the Evade chance (100-Evade%). | |||
Intercept (Parry, Block, Resist) chance % | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}"> | ||
'''Accuracy > Intercept:''' | |||
25-12*(accuracy+100-intercept)/intercept | |||
'''Accuracy < Intercept < 2*Accuracy:''' | |||
25*intercept/(accuracy+100) | |||
'''2*Accuracy < Intercept:''' (Monster Parry and Resist only) | |||
max(75, 50+25*log(intercept/(accuracy+100)-1, 12))) | |||
</pre> | |||
For | ==Reducing Avoidance== | ||
There are various methods to reduce base avoidance stats, and they all act as multipliers. For example, a player with 100 base Evade will have an effective Evade of 80 against a monster with 20% anti-evade and a monster with 1500 base Resist will have an effective Resist of 0 against a player with 100% counter-resist. | |||
===Player Avoidance=== | |||
[[Monster_Lab|Custom Monsters]] can be upgraded to decrease player's base evade/block/parry/resist chance using [[Items#Tokens|Chaos Tokens]]. These stats are called anti-evade, anti-block, anti-parry, and anti-resist. The enemies in the last round of [[Post Game Content]] (and probably [[Secret Pony Level]] too) have these anti-avoidance stats maxed. | |||
=== | ===Monster Avoidance=== | ||
[[Monster_Lab|Custom Monsters]] | [[Monster_Lab|Custom Monsters]] have various defenses from their Primary Attributes, which can be bolstered by appropriate the [[Monster_Lab#Chaos_Upgrades|Chaos Upgrade]]. | ||
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" | ||
! | !Counter Stat | ||
! | !Sources | ||
|- | |- | ||
|Evade || | |Counter-Evade|| | ||
* | *[[Fighting_Styles#Any|Channeling]] - 100% (Magical attacks only) | ||
*[[ | *[[Equipment_Procs|Stun (Equipment Proc)]] - 100% | ||
*[[ | *[[Spells#Deprecating_Magic|Sleep and Immobolize (Spell)]] - 100% | ||
*[[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]] | *[[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]] - 10% | ||
|- | |- | ||
|Parry || | |Counter-Parry|| | ||
*[[Fighting_Styles#One-Handed|Overwhelming Strikes (One-handed fighting style)]] | *[[Equipment_Procs|Stun (Equipment Proc)]] - 100% | ||
*[[ | *[[Spells#Deprecating_Magic|Sleep (Spell)]] - 100% | ||
*[[Fighting_Styles#One-Handed|Overwhelming Strikes (One-handed fighting style)]] - 20%-100% | |||
*[[Charms|Overpower Charm]] - 12%/20% | |||
|- | |- | ||
|Resist || | |Counter-Resist|| | ||
*[[ | *[[Fighting_Styles#Any|Channeling]] - 100% | ||
*[[Spells#Deprecating_Magic| | *More [[proficiency]] - ((effective_prof - monster_level) / monster_level) * 50% | ||
* | **Capped at 50%. | ||
*[[Equipment#Staffs|Oak and Willow Staffs (equipment)]] | **Counter-Resist from proficiency stacks additively with Counter-Resist from equipment. However, this isn't shown in [[Skills#Innate|Scan]] results. | ||
*[[ | *[[Spells#Deprecating_Magic|Sleep and Immobilize (Spell)]] - 50% and 25% (Up to 50% with Better Immobilize) | ||
*[[Equipment_Procs|Stun (Equipment Proc)]] - 25% | |||
*[[Equipment#Staffs|Oak and Willow Staffs (equipment)]] - Up to 12.6% | |||
*[[Charms|Penetrator Charm]] - 12%/20% | |||
*[[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]] - 10% | |||
|} | |} | ||
| Line 110: | Line 221: | ||
*[[Damage Types]] | *[[Damage Types]] | ||
*[[Physical Damage]] | *[[Physical Damage]] | ||
*[[Spell Damage]] | |||
{{HVnav}} | {{HVnav}} | ||
[[Category:HentaiVerse]] | [[Category:HentaiVerse]] | ||
Latest revision as of 18:01, 15 October 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 |
|
| Fire, Cold, Wind, Elec, Holy, Dark | ||
| Void | There is no corresponding specific mitigation type for Void damage. |
It is important to note that 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% |
Avoidance Calculation
The following formulas give the chance of success for an avoidance roll as a percentage for each avoidance stat. Any modifiers to Accuracy or Avoidance are applied before these calculations.
Evade chance %
Accuracy > Evade: max(1, 20-10*(accuracy-evade)/(evade+100)) Accuracy < Evade: min(80, 20+30*(evade-accuracy)/(accuracy+100))
Hit chance % can be found by inverting the Evade chance (100-Evade%).
Intercept (Parry, Block, Resist) chance %
Accuracy > Intercept: 25-12*(accuracy+100-intercept)/intercept Accuracy < Intercept < 2*Accuracy: 25*intercept/(accuracy+100) 2*Accuracy < Intercept: (Monster Parry and Resist only) max(75, 50+25*log(intercept/(accuracy+100)-1, 12)))
Reducing Avoidance
There are various methods to reduce base avoidance stats, and they all act as multipliers. For example, a player with 100 base Evade will have an effective Evade of 80 against a monster with 20% anti-evade and a monster with 1500 base Resist will have an effective Resist of 0 against a player with 100% counter-resist.
Player Avoidance
Custom Monsters can be upgraded to decrease player's base evade/block/parry/resist chance using Chaos Tokens. These stats are called anti-evade, anti-block, anti-parry, and anti-resist. The enemies in the last round of Post Game Content (and probably Secret Pony Level too) have these anti-avoidance stats maxed.
Monster Avoidance
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:
| Counter Stat | Sources |
|---|---|
| Counter-Evade |
|
| Counter-Parry |
|
| Counter-Resist |
|