Proficiencies: Difference between revisions

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Equipment Proficiencies: scales infinitely, so no max
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m Equipment Proficiencies: or rather caps at level 500 period
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==[[Equipment]] Proficiencies==
==[[Equipment]] Proficiencies==
Weapon proficiencies increase the chance of the special proc for player's active [[Fighting Styles|Fighting Style]]. It also gives additional [[Skills#Fighting Skills|fighting skills]].
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.

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.

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.

See also

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