Character Stats: Difference between revisions
Namae56709 (talk | contribs) Tag: Undo |
Namae56709 (talk | contribs) Update 91. Still missing precise burden mechanics but otherwise should be good to go |
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==Primary Attributes== | ==Primary Attributes== | ||
Primary Attributes are the base stats for the calculation of all derived stats. Players can increase their Primary Attributes by | Primary Attributes are the base stats for the calculation of all derived stats. Players can increase their Primary Attributes by four means and are displayed in 3 colors on the UI: | ||
*[[Experience Points]] (<span style="color:#5c0d11">brown</span>). These can be freely allocated [[#Experience Point Allocation|as explained below]]. | *[[Experience Points]] (<span style="color:#5c0d11">brown</span>). These can be freely allocated [[#Experience Point Allocation|as explained below]]. | ||
*[[Shrine#Artifact_Rewards|Shrining artifacts]] (<span style="color:red">red</span>). This has a chance to grant a point permanently to a random attribute. The maximum bonus each attribute can receive is increased by 1 every 10 [[level]]s gained, up to a maximum of +50 at level 500. | *[[Shrine#Artifact_Rewards|Shrining artifacts]] (<span style="color:red">red</span>). This has a chance to grant a point permanently to a random attribute. The maximum bonus each attribute can receive is increased by 1 every 10 [[level]]s gained, up to a maximum of +50 at level 500. | ||
*[[Equipment Basics|Equipment]] (<span style="color: | *[[Equipment Basics|Equipment]] (<span style="color:#0030CB">blue</span>). Any pieces that have Primary Attribute Bonuses will grant these when worn. | ||
*[[Isekai#Rewards|Isekai Bonus]] (<span style="color:#5c0d11">also brown but listed below the others</span>). Increased by clearing Floors in the Isekai game mode and applies to every primary attribute. | |||
The sum of all | The sum of all 4 sources is listed under ''Effective Primary Stats'' which is visible down the right side of the character stats screen. These stats are those that are taken in consideration in all formulas. | ||
There are six Primary Attributes: | There are six Primary Attributes: | ||
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| '''Wisdom (WIS)''' | | '''Wisdom (WIS)''' | ||
* 1 point = +1 Magic Points | * 1 point = +1 Magic Points | ||
* 1 point = +0.04 Magic Regen | * 1 point = +0.04 Magic Regen | ||
* 1 point = +1 to [[#Base_Damage|Magical Damage]] formula | * 1 point = +1 to [[#Base_Damage|Magical Damage]] formula | ||
* 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula | * 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula | ||
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*Mitigation from Primary Attributes are capped at 80%. | *Mitigation from Primary Attributes are capped at 80%. | ||
*Attack Speed from AGI is capped at 10%, which occurs at 2x [[level]]. | *Attack Speed from AGI is capped at 10%, which occurs at 2x [[level]]. | ||
*Any percentage effects on | *Any percentage effects on Mitigation stats and Attack Speed are added multiplicatively. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats. The Protection [[spell]], for example, grants an additional 25% damage mitigation, but this is applied after all other forms of damage mitigation. | ||
===Experience Point Allocation=== | ===Experience Point Allocation=== | ||
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Derived attributes are stats calculated from the player's effective primary attributes. These stats are displayed on the player's [[Character Menu#Character|Character page]] of the HentaiVerse. '''''These formulae may be partially inaccurate.''''' | Derived attributes are stats calculated from the player's effective primary attributes. These stats are displayed on the player's [[Character Menu#Character|Character page]] of the HentaiVerse. '''''These formulae may be partially inaccurate.''''' | ||
For ''' | For '''mitigation''' and '''attack speed''', the effect of equipment bonus, ability, and base value from the Primary Attributes are all applied as "layers". | ||
For '''everything else''', the bonus granted is the sum of the values on the player's current [[Equipment Basics|equipment]], abilities, and base value from the Primary Attributes. | |||
===Base Damage=== | ===Base Damage=== | ||
The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB) and abilities are all added together | The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB), and abilities are all added together. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magic base damage''' = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (main_hand_Magic_Damage_Bonus) + | The [[Ranks|Title bonus]], [[Hath Perk]] bonus, and [[Tower]] bonus are not included here. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack base damage''' = (log(3330 + STR * 2 + DEX , 1.0003) - 27029.81) + ([[Proficiencies#Weapon|weapon_prof]] * TYPE) + (weapon_Attack_Damage_Bonus) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) </pre> | |||
*Where ''TYPE'' = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest, [[Proficiencies#Weapon|''when the associated weapon ability is maxed out'']]. For Unarmed this is a flat bonus of +10. | |||
*Where ''weapon_Attack_Damage_Bonus'' is multiplied by (1-0.2*(600-dw_prof)/600) for offhand attacks using a weapon other than a dagger or wakizashi. | |||
*When using the maxed out 2H Accuracy Ability this is then multiplied by (1+0.0004*2h_prof) | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magic base damage''' = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (main_hand_Magic_Damage_Bonus) + (off_hand_Magic_Damage_Bonus) + (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)</pre> | |||
===Accuracy=== | ===Accuracy=== | ||
The accuracy | The accuracy granted by Primary Attributes, equipment, and abilities are all added together. | ||
''' | Accuracy is rolled against a monster's avoidance stats to determine how much [[Damage]] is dealt. | ||
* | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Attack Accuracy''' = DEX * 0.05 + [[Proficiency|proficiency_bonus]] + (weapon_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy) | ||
'''Magic Attack Accuracy''' = WIS * 0.05 + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) </pre> | |||
*A weapon's Attack Accuracy bonus is applied only to the attack for which it is used. In other words, the offhand weapon's Attack Accuracy bonus will not affect the mainhand attack's Accuracy, but any dexterity bonus it provides will apply to both. | |||
*The Attack Accuracy bonus for an offhand weapon is multiplied by (1-X*(600-dw_prof)/600) where X = 0.2 for daggers and wakizashis, and 0.5 for everything else. | |||
*There is currently no shield that grants an Attack Accuracy bonus. | *There is currently no shield that grants an Attack Accuracy bonus. | ||
*Offhand Magic Accuracy can be achieved with a Buckler of the Battlecaster for the One-handed playstyle, or any Battlecaster weapon for Dual Wielding/Niten | *Offhand Magic Accuracy can be achieved with a Buckler or Kite Shield of the Battlecaster for the One-handed playstyle, or any Battlecaster or of Focus weapon for Dual Wielding/Niten. | ||
* | *The Magic Accuracy bonus of the offhand weapon is applied to the Magic Attack Accuracy without penalty. | ||
===Attack Speed=== | ===Attack Speed=== | ||
All bonuses are applied as "layers" | All bonuses are applied multiplicatively as "layers". | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack Speed''' = (1 - (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1)) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - main_hand_Attack_Speed) * (1 - off_hand_Attack_Speed) * (1 - helmet_Attack_Speed) * ... * (1 - feet_Attack_Speed)) * | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack Speed''' = (1 - (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1)) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - main_hand_Attack_Speed) * (1 - off_hand_Attack_Speed) * (1 - helmet_Attack_Speed) * ... * (1 - feet_Attack_Speed)) * f([[Burden]])</pre> | ||
*Where ''f()'' is some function that still needs to be discovered. | |||
===Cast Speed=== | ===Cast Speed=== | ||
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===Evade=== | ===Evade=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Evade''' = (AGI * 0.4 + (helmet_Evade) + ... + (feet_Evade) + [[Ranks|title_bonus]]) * f([[Burden]])</pre> | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Evade''' = | *Where ''f()'' is some function that still needs to be discovered. | ||
===Parry=== | ===Parry=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Parry''' = | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Parry''' = DEX * 0.4 + (main_hand_Parry) + (off_hand_Parry * off_hand_bonus) + (helmet_Parry) + ... + (feet_Parry) + [[Proficiency|proficiency_bonus]]</pre> | ||
Where ''off_hand_bonus'' = 1.5 for daggers and wakizashis, 1.2 for shortswords, and 1 for everything else. | |||
===Resist=== | ===Resist=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = WIS * 0.4 + (helmet_Resist) + ... + (feet_Resist)</pre> | ||
===Block=== | ===Block=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = (main_hand_Block) + (off_hand_Block) + (helmet_Block) + ... + (feet_Block) + [[Proficiency|proficiency_bonus]]</pre> | ||
===[[Damage|Mitigation]]=== | ===[[Damage|Mitigation]]=== | ||
Mitigation is a multiplier that reduces each instance of damage of the corresponding type. | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (AGI/2)))</pre> | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (AGI/2)))</pre> | ||
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===Elemental Resistance=== | ===Elemental Resistance=== | ||
''For the series, see [[series_resistance|here]].''<br> | ''For the series, see [[series_resistance|here]].''<br> | ||
Elemental Resistance is a stat that is provided by various [[Equipment Basics|Equipment]], [[ | Elemental Resistance (or Elemental Mitigation) is a stat that is provided by various [[Equipment Basics|Equipment]], [[Charms]], [[Infusions]], and [[Abilities]]. | ||
* Each 1% of resistance increases the player's mitigation against attacks of that element by 1%. | * Each 1% of resistance increases the player's mitigation against attacks of that element by 1%. | ||
* These resistances are before any effects of [[Equipment Basics|equipment]]. | * These resistances are before any effects of [[Equipment Basics|equipment]]. | ||
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===Mana Conservation=== | ===Mana Conservation=== | ||
*Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] "Frugal" as well as via the Economizer [[ | *Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] "Frugal" as well as via the Economizer [[Charms|Charm]]. | ||
*This is multiplicative. | *This is multiplicative. | ||
Latest revision as of 13:56, 17 August 2026
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