Character Stats: Difference between revisions
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→Derived Attributes: Separated accuracy and crit since the formulas are completely different and have nothing in common anymore, consider doing something to the formulas containing the "equip_bonus" part as a phrase is excessively repeated. |
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<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Base magic damage''' = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)</pre> | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Base magic damage''' = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)</pre> | ||
====Accuracy | ====Accuracy==== | ||
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target's evasion chance, 200% or higher completely ignores evasion (but not parry or resist). | |||
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Accuracy''' = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04% | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Accuracy''' = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04% | ||
'''Magic Accuracy''' = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + WIS * 0.04% | '''Magic Accuracy''' = 80% + [[Equipment |equip_bonus]] + [[Proficiencies |prof_bonus]] + WIS * 0.04%</pre> | ||
'''Phys. Crit Chance''' = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 - Min((Max(([[Burden]] - 70)^1.5, 0) * 0.02^1.5), 1)) | ====Critical Strike Chance==== | ||
The equip bonus from different equipments are added ''multiplicatively'', ie. two pieces with 10% crit chance results in 19% total chance. | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Crit Chance''' = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 - Min((Max(([[Burden]] - 70)^1.5, 0) * 0.02^1.5), 1)) | |||
'''Magic Crit Chance''' = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(([[Interference]] * 0.02)^1.5, 1)))</pre> | '''Magic Crit Chance''' = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min(([[Interference]] * 0.02)^1.5, 1)))</pre> | ||
Revision as of 10:25, 5 July 2014
Primary Attributes
Primary Attributes are purchased with Experience Points. There are six primary attributes:
Strength (STR)
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Endurance (END)
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Dexterity (DEX)
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Intelligence (INT)
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Agility (AGI)
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Wisdom (WIS)
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Every point invested in any attribute:
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Notes:
- Mitigation gains from Primary Attributes are capped at 80%.
- The attack speed increases from AGI is capped at 10%.
- Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added multiplicatively. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain items.
Cost
The EXP needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to level up will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:
(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))
Alternative Sources
There are additional ways to acquire points in primary attributes:
- Offering an Artifact at the Shrine can provide a permanent +1 increase to one primary attribute. This caps at 1/10 the player's level per stat. This is capped at +50 per attribute once a player reaches level 500.
- Various pieces of equipment provide bonuses to certain attributes while worn.
- Wearing full sets of the same armor type grant stats based on a player's proficiency with them.
Adjustments
Players can readjust their primary attributes on their character screen up to a maximum of 10 per day. These "do-over" points recover at a rate of 1 every 8640 seconds.
Derived Attributes
Derived attributes are stats calculated from the player's primary attributes. These stats are displayed on the player's Character page of the HentaiVerse. Note that these formulas may be partially inaccurate.
Bases
Base physical damage = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + (weapon_prof * TYPE) + (equip_Attack_Damage_Bonus)
- Where TYPE = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.
Base magic damage = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + (staff_prof * 0.5) + (equip_Magic_Damage_Bonus)
Accuracy
It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target's evasion chance, 200% or higher completely ignores evasion (but not parry or resist).
Phys. Accuracy = 80% + equip_bonus + prof_bonus + DEX * 0.04% Magic Accuracy = 80% + equip_bonus + prof_bonus + WIS * 0.04%
Critical Strike Chance
The equip bonus from different equipments are added multiplicatively, ie. two pieces with 10% crit chance results in 19% total chance.
Phys. Crit Chance = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + DEX + STR / 2))) * (1 - Min((Max((Burden - 70)^1.5, 0) * 0.02^1.5), 1)) Magic Crit Chance = (1 - (1 - base) * (1 - equip_bonus) * (1 - prof_bonus?) * (1 - (3750 / (3750 + WIS + INT / 2))) * (1 - Min((Interference * 0.02)^1.5, 1)))
Base Crit Chance = 5%
Attack Speed
Note that the equip bonus from different equipments are added multiplicatively.
Attack Speed = (1 - (1 - equip_bonus) * (1 - prof_bonus?) * (1 - Min(0.1, Max((AGI - level) / level, 0) * 0.1))) * (1 - Min((Max((Burden - 40), 0) * 0.02)^1.5, 1))
Evade
Note that the equip bonus from different equipments are added multiplicatively.
Evade = 1 - (1 - shadow_veil) * (1- (1 - Min((Burden * 4/3%)^1.5 , 1)) * (1 - (1 - equip_bonus) * (1 - title_bonus) * (1 - AGI * 0.04%)))
Parry
Note that the equip bonus from different equipments are added multiplicatively.
Parry = 1 - (1 - equip_bonus) * (1 - DEX * 0.04%) * (1 - prof_bonus?)
Resist
Note that the equip bonus from different equipments are added multiplicatively.
Resist = 1 - (1 - equip_bonus) * (1 - WIS * 0.04%)
Block
Note that the equip bonus from different equipments are added multiplicatively.
Block = 1 - (1 - equip_bonus) * (1 - prof_bonus?)
Mitigation
Note that the equip bonus from different equipments are added multiplicatively. So, two pieces with 10% Mitigation would give an equip bonus of 19%.
Physical Mitigation = 1 - (1 - equip_bonus) * (900/(900 + END + (AGI/2)))
Magical Mitigation = 1 - (1 - equip_bonus) * (900/(900 + END + (WIS/2)))
Points
Health Points = (50 + (Level * 10) + (END * 6)) * HP Tank * vigorous_vitality Magic Points = (10 + Level + WIS) * MP Tank * effluent_ether Spirit Points = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * SP Tank * suffusive_spirit Mana Cost = 100% * (1 + Interference * 0.5%) * (1 - mana_conservation)
- Any potions/gems/spells modifying player's HP/MP/SP refers to player's base HP/MP/SP (i.e. before ability bonuses are applied). The base HP/MP/SP value can be seen at 'derived attributes' in the character screen.
- The Hath Perk bonus is 1.25 if the appropriate perk is possessed. Otherwise it is 1.
Regeneration Rates
Health Regen (per minute) = 20 + (END / 5) * perk_bonus Magic Regen (per minute) = 5 + (WIS / 25) * perk_bonus Spirit Regen (per minute) = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * perk_bonus
- The perk_bonus is 1.50 if Resplendent Regeneration (or Gold star) is obtained, 2 if both are possessed, and otherwise is 1.
Battle Regen
During battle, mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).
MP gained per turn = Magic Regen / 15 SP gained per turn = Spirit Regen / 30
These do not occur during any turns in which Skills, Spirit Stance, or any Items are used.
Other Stats
Elemental Resistance
Elemental Resistance is a stat that is provided by various Equipment, Potencies, Infusions, and Abilities.
- Each 1% of resistance increases the player's mitigation against attacks of that element by 1%.
- These resistances are before any effects of equipment.
Compromise Stats
Mana Conservation
Reduces the cost of all spells. Found on certain weapons and cloth armor with the prefix "Frugal".