Character Stats: Difference between revisions
Namae56709 (talk | contribs) Update 91. Still missing precise burden mechanics but otherwise should be good to go |
Namae56709 (talk | contribs) Can't get parry on armours |
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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 four means and are displayed in 3 colors on the UI: | 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: | ||
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===Experience Point Allocation=== | ===Experience Point Allocation=== | ||
Clicking on the "+/-" near a Primary Attribute allows players to allocate their experience points to/from said attribute. Holding {{Keypress|Shift}} while clicking moves by 10 points instead of 1 and {{Keypress|Ctrl}} by 100 points. | Clicking on the "+/-" near a Primary Attribute allows players to allocate their experience points to/from said attribute. Holding {{Keypress|Shift}} while clicking moves by 10 points instead of 1 and {{Keypress|Ctrl}} by 100 points. | ||
The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total EXP cost required to raise an attribute from zero to the next level is: | The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total EXP cost required to raise an attribute from zero to the next level is: | ||
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For '''mitigation''' and '''attack speed''', the effect of equipment bonus, ability, and base value from the Primary Attributes are all applied as "layers". | 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. | 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=== | ||
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===Parry=== | ===Parry=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Parry''' = DEX * 0.4 + (main_hand_Parry) + (off_hand_Parry * off_hand_bonus | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Parry''' = DEX * 0.4 + (main_hand_Parry) + (off_hand_Parry * off_hand_bonus) + [[Proficiency|proficiency_bonus]]</pre> | ||
Where ''off_hand_bonus'' = 1.5 for daggers and wakizashis, 1.2 for shortswords, and 1 for everything else. | Where ''off_hand_bonus'' = 1.5 for daggers and wakizashis, 1.2 for shortswords, and 1 for everything else. | ||
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<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (WIS/2)))</pre> | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (WIS/2)))</pre> | ||
=== | ===Vitals=== | ||
Health Points keep the player [[Losing|alive]]. Magic Points are used to cast [[Spells]] and maintain [[Innate Arcana]] slots. Spirit Points are used to maintain [[Spirit Stance]], and as cost for the effects of [[Spells#Supportive|Spirit Shield]] and [[Spells#Supportive|Spark of Life]]. | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health Points''' = (500 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]] | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health Points''' = (500 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]] | ||
'''Magic Points''' = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]] | '''Magic Points''' = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]] | ||
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'''Mana Cost''' = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)</pre> | '''Mana Cost''' = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)</pre> | ||
*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). | *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 [[Hath Perk]] bonus is 1.10 if the appropriate perk is possessed. Otherwise it is 1. | *The [[Hath Perk]] bonus is 1.10 if the appropriate perk is possessed. Otherwise it is 1. | ||
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Elemental Resistance (or Elemental Mitigation) is a stat that is provided by various [[Equipment Basics|Equipment]], [[Charms]], [[Infusions]], and [[Abilities]]. | 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]]. | ||
* This is multiplicative. | * This is multiplicative. | ||
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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 [[Charms|Charm]]. | *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 21:03, 22 September 2026
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