Proficiencies: Difference between revisions
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==[[Equipment]] Proficiencies== | ==[[Equipment]] Proficiencies== | ||
Weapon proficiencies increase the | Weapon proficiencies increase the chances of the special procs for a player's active [[Fighting Styles|Fighting Style]]. They also grant additional [[Skills#Fighting Skills|fighting skills]]. | ||
'''The following effects are per 1 point in their respective proficiency but all benefits require the related [[ability]] to be active and slotted as well as the player only wearing the related equipment.''' | '''The following effects are per 1 point in their respective proficiency but all benefits require the related [[ability]] to be active and slotted as well as the player only wearing the related equipment.''' | ||
Revision as of 13:25, 9 November 2014
Equipment Proficiencies
Weapon proficiencies increase the chances of the special procs for a player's active Fighting Style. They also grant additional fighting skills.
The following effects are per 1 point in their respective proficiency but all benefits require the related ability to be active and slotted as well as the player only wearing the related equipment.
| Bonus | Amount | |
|---|---|---|
Weapon | ||
One-Handed | ||
| +Physical Damage | 2 / 3 / 4 | |
| +Physical Accuracy | 1% / 2% | |
| +Block Chance | 2.5% | |
Two-Handed | ||
| +Physical Damage | 2 / 2.5 / 3 | |
| +Physical Accuracy | 1% / 2% | |
| +Parry Chance | 2.5% | |
Dual-Wielding | ||
| +Physical Damage | 3 / 4 / 5 | |
| +Physical Accuracy | 1% / 2% | |
| +Physical Critical Chance | 2.5% | |
Niten Ichiryuu | ||
| (See Two-Handed and Dual-Wielding) | ||
Staff | ||
| +Spell Damage | 0.2 / 0.4 / 0.5 | |
| +Spell Accuracy | 1% / 2% | |
| +Physical Damage | 3 | |
Armor | ||
Cloth | ||
| +Spell Accuracy | 5% | |
| +Spell Critical Chance | 1% / 1.5% / 1.8% / 2.1% / 2.5% | |
| +Spell Casting Speed | 1.5% / 2.5% | |
| +Mana Points | 5% / 6% / 7% / 8% / 9% / 9.5% / 10% | |
Light | ||
| +Physical Accuracy | 5% | |
| +Physical Critical Chance | 1% / 1.5% / 1.8% / 2.1% / 2.5% | |
| +Physical Attack Speed | 1.5% / 2.5% | |
| +Health & Mana Points | HP: 2.5% / 3.5% / 4.5% / 5.5% / 6.5% / 7% / 7.5% MP: 2% / 2.5% / 3% / 3.5% / 4% / 4.5% / 5% | |
Heavy | ||
| +Crushing Mitigation | 2% / 4% / 5% | |
| +Piercing Mitigation | 2% / 4% / 5% | |
| +Slashing Mitigation | 2% / 4% / 5% | |
| +Health Points | 5% / 6% / 7% / 8% / 9% / 9.5% / 10% | |
Gaining Equipment Proficiencies
For Armor:
- When a player is attacked (even if they evade/block/parry/absorb/resist, or if the monster misses), an occupied armor slot is randomly chosen for the chance at a proficiency gain.
- When a player blocks an attack with a shield, they have an increased chance of gaining One-Handed proficiency.
For Weapons:
- When a player attacks an enemy (even if the monster evades), there is a chance that they will gain proficiency with their active fighting style.
- Players using the Niten Ichiryu fighting style do not gain proficiency in either Two-Handed or Dual Wielding proficiency even though both are used to determine equipment stats and fighting style procs.
Magic Proficiencies
Effects
Magic proficiencies:
- Lower the cast time and mana cost of spells by up to 25% (based on spell).
- Increase the duration of sustained spells (beyond the effects of abilities).
- This includes the duration of status effects.
- Base durations can be found on the Spells page.
- Durations can be increased by maximum a factor of 7 (supportive/curative spells) or 4 (everything else).
- Increase a player's counter-resist and grants a specific element mitigation reduction with spells of that type.
- When a player casts a spell their proficiency is compared to the power level of the effected monsters to grant a counter-resist bonus of up to 50% and a specific mitigation reduction of up to 50 points for the spell's element.
- The proficiency factor used on specific mitigation is scaled exponentially to the power of 1.5.
- When a player casts a spell their proficiency is compared to the power level of the effected monsters to grant a counter-resist bonus of up to 50% and a specific mitigation reduction of up to 50 points for the spell's element.
Gaining Magic Proficiencies
Magic proficiency increases when casting a spell of the specific type even if it misses/is resisted. The chance of gaining proficiency when using a spell is directly tied to the cost of the spell compared to the player's base magic points. Spells auto-casted via Innate Arcana can give an increase each turn that they are kept active.
- Elemental Proficiency can be increased by casting any Fire, Cold, Elec, or Wind spells.
- Divine Proficiency can be increased by casting any Holy spells.
- Forbidden Proficiency can be increased by casting any Dark spells.
- Deprecating Proficiency can be increased by casting any negative status effect spell (e.g. Weaken).
- Supportive Proficiency can be increased by casting any positive status spell (e.g. Haste) or any health-restoring spell (e.g. Regen).
Magic proficiencies can also be gained by purchasing certain Hath Perks. Each perk grants a 10% bonus to the base proficiency of the respective type of proficiency.
Gains
- The rate at which proficiency is gained can be increased via Assimilator training at +10% per rank trained, up to a maximum of double the normal rate.
- The chance for a proficiency gain decreases as the proficiency approaches the cap. The amount of gain however, is always chosen at random to be 0.01, 0.02, or 0.03.
- The chance of gaining proficiency when using a spell is directly tied to the cost of the spell compared to the player's base magic points.
- Proficiencies cannot be gained during the turn the Defend or Focus commands are used or when a player otherwise skips a turn.
Effective Proficiency
- Effective proficiency can be seen on the right-side scroll section of the character page.
- Base proficiencies are capped at a player's current level. However, bonus proficiency points on equipment, or through certain Hath Perks, allow players to exceed their cap.