Damage: Difference between revisions
Namae56709 (talk | contribs) Update 91. Needs specific formulas for avoidance rolls |
Namae56709 (talk | contribs) Big thanks to sssss2 for the logarithmic avoidance formula, and for how proficiency counter-resist stacks |
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| Line 68: | Line 68: | ||
*Equipment | *Equipment | ||
*Equipment Affixes | *Equipment Affixes | ||
*Heavy Abilities | *Heavy [[Abilities]] | ||
|- | |- | ||
|Fire, Cold, Wind, Elec, Holy, Dark | |Fire, Cold, Wind, Elec, Holy, Dark | ||
| Line 80: | Line 80: | ||
|There is no corresponding specific mitigation type for Void damage. | |There is no corresponding specific mitigation type for Void damage. | ||
|} | |} | ||
It is important to note that | It is important to note that Physical/Magical mitigations are reduced multiplicatively and specific mitigations are reduced additively. However, they cannot be reduced below 0, or reduced further if the mitigation is already negative. | ||
The system first checks if the attack is physical or magical and applies the physical/magical mitigation. Then it checks if there is any specific damage type involved and applies the specific mitigation. | The system first checks if the attack is physical or magical and applies the physical/magical mitigation. Then it checks if there is any specific damage type involved and applies the specific mitigation. | ||
| Line 157: | Line 157: | ||
|3 || 90% || 0% | |3 || 90% || 0% | ||
|} | |} | ||
== | ===Avoidance Calculation=== | ||
The following formulas give the chance of success for an avoidance roll as a percentage for each avoidance stat. Any modifiers to Accuracy or Avoidance are applied before these calculations. | |||
== | Evade chance % | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}"> | |||
'''Accuracy > Evade:''' | |||
max(1, 20-10*(accuracy-evade)/(evade+100)) | |||
'''Accuracy < Evade:''' | |||
min(80, 20+30*(evade-accuracy)/(accuracy+100)) | |||
</pre> | |||
Hit chance % can be found by inverting the Evade chance (100-Evade%). | |||
Intercept (Parry, Block, Resist) chance % | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}"> | |||
'''Accuracy > Intercept:''' | |||
25-12*(accuracy+100-intercept)/intercept | |||
'''Accuracy < Intercept < 2*Accuracy:''' | |||
25*intercept/(accuracy+100) | |||
'''2*Accuracy < Intercept:''' (Monster Parry and Resist only) | |||
max(75, 50+25*log(intercept/(accuracy+100)-1, 12))) | |||
</pre> | |||
==Reducing Avoidance== | |||
There are various methods to reduce base avoidance stats, and they all act as multipliers. For example, a player with 100 base Evade will have an effective Evade of 80 against a monster with 20% anti-evade and a monster with 1500 base Resist will have an effective Resist of 0 against a player with 100% counter-resist. | |||
===Player Avoidance=== | |||
[[Monster_Lab|Custom Monsters]] can be upgraded to decrease player's base evade/block/parry/resist chance using [[Items#Tokens|Chaos Tokens]]. These stats are called anti-evade, anti-block, anti-parry, and anti-resist. The enemies in the last round of [[Post Game Content]] (and probably [[Secret Pony Level]] too) have these anti-avoidance stats maxed. | |||
===Monster Avoidance=== | |||
[[Monster_Lab|Custom Monsters]] have various defenses from their Primary Attributes, which can be bolstered by appropriate the [[Monster_Lab#Chaos_Upgrades|Chaos Upgrade]]. | [[Monster_Lab|Custom Monsters]] have various defenses from their Primary Attributes, which can be bolstered by appropriate the [[Monster_Lab#Chaos_Upgrades|Chaos Upgrade]]. | ||
The means to counter these when fighting them are as follows: | The means to counter these when fighting them are as follows: | ||
{|class="wikitable" | {|class="wikitable" | ||
! | !Counter Stat | ||
! | !Sources | ||
|- | |- | ||
|Evade || | |Counter-Evade|| | ||
* | *[[Fighting_Styles#Any|Channeling]] - 100% (Magical attacks only) | ||
*[[Equipment_Procs|Stun (Equipment Proc)]] - 100% | *[[Equipment_Procs|Stun (Equipment Proc)]] - 100% | ||
*[[Spells#Deprecating_Magic|Sleep and Immobolize (Spell)]] - 100% | *[[Spells#Deprecating_Magic|Sleep and Immobolize (Spell)]] - 100% | ||
*[[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]] - 10% | *[[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]] - 10% | ||
|- | |- | ||
|Parry || | |Counter-Parry|| | ||
*[[Equipment_Procs|Stun (Equipment Proc)]] - 100% | *[[Equipment_Procs|Stun (Equipment Proc)]] - 100% | ||
*[[ | *[[Spells#Deprecating_Magic|Sleep (Spell)]] - 100% | ||
*[[Fighting_Styles#One-Handed|Overwhelming Strikes (One-handed fighting style)]] | *[[Fighting_Styles#One-Handed|Overwhelming Strikes (One-handed fighting style)]] - 20%-100% | ||
*[[ | *[[Charms|Overpower Charm]] - 12%/20% | ||
|- | |- | ||
|Resist || | |Counter-Resist|| | ||
* | *[[Fighting_Styles#Any|Channeling]] - 100% | ||
*More [[proficiency]] | *More [[proficiency]] - ((effective_prof - monster_level) / monster_level) * 50% | ||
**Capped at 50%. | |||
**Counter-Resist from proficiency stacks additively with Counter-Resist from equipment. However, this isn't shown in [[Skills#Innate|Scan]] results. | |||
*[[Spells#Deprecating_Magic|Sleep and Immobilize (Spell)]] - 50% and 25% (Up to 50% with Better Immobilize) | |||
*[[Equipment_Procs|Stun (Equipment Proc)]] - 25% | *[[Equipment_Procs|Stun (Equipment Proc)]] - 25% | ||
*[[Equipment#Staffs|Oak and Willow Staffs (equipment)]] | *[[Equipment#Staffs|Oak and Willow Staffs (equipment)]] - Up to 12.6% | ||
*[[Charms|Penetrator Charm | *[[Charms|Penetrator Charm]] - 12%/20% | ||
*[[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]] - 10% | *[[Spells#Status_Effects|Deep Burns (Stat Effect from Elec spells)]] - 10% | ||
|} | |} | ||
Latest revision as of 18:01, 15 October 2026
This page is dedicated to explaining the mechanics of the ways players and monsters in the HentaiVerse reduce or avoid damage.
Damage Reduction
All damaging attacks are classified as either Physical or Magical, but also have a specific type:
Monsters
| Mitigation | Description | Increased / Granted By | Reduced / Exploited By |
|---|---|---|---|
| Physical | Against player's melee attacks & skills | AGI, END, Chaos Token upgrade |
|
| Magical | Against player's offensive spells | END, WIS, Chaos Token upgrade |
|
| Specific | Slashing, Piercing, Crushing | Depends on monster class | Depends on weapon type |
| Fire, Cold, Wind, Elec, Holy, Dark | Elemental Mitigation |
| |
| Void | There is no corresponding specific mitigation type for Void damage. | ||
The Player
| Mitigation | Description | Increased / Granted By |
|---|---|---|
| Physical | Against monsters' basic attacks & physical skills |
|
| Magical | Against monsters' magical skills | |
| Specific | Slashing, Piercing, Crushing |
|
| Fire, Cold, Wind, Elec, Holy, Dark | ||
| Void | There is no corresponding specific mitigation type for Void damage. |
It is important to note that Physical/Magical mitigations are reduced multiplicatively and specific mitigations are reduced additively. However, they cannot be reduced below 0, or reduced further if the mitigation is already negative.
The system first checks if the attack is physical or magical and applies the physical/magical mitigation. Then it checks if there is any specific damage type involved and applies the specific mitigation.
This works out to:
Damage Taken = Original_Damage_Roll * (1 - Physical or Magical Mitigation) * (1 - Specific Mitigation)
Damage Avoidance
There are several factors that go into avoiding attacks for either the players or the monsters:
| Avoidance | Against | Successful Rolls | Damage Multiplier | Notes | |
|---|---|---|---|---|---|
| Physical | Magical | ||||
| Evade | ✔ | ✔ | 0 | x1 | Eligible to be a critical hit |
| 1 | x0.5 | Glancing blow | |||
| 2 | x0 | Evaded attack | |||
| Block | ✔ | ✔ | 0 | x1 | |
| 1 | x0.5 | Partially blocked | |||
| 2 | x0 | Blocked attack | |||
| Parry | ✔ | 0 | x1 | ||
| 1 | x0.5 | Partially parried | |||
| 2 | x0 | Parried attack | |||
| Resist | ✔ | See below | |||
All avoidance stats are rolled twice with the opponent's accuracy or magic accuracy as a counter-stat, except for Resist which is rolled 3 times. Multiple avoidance stats can reduce the damage done during a single attack, e.g. an attack that glances and is partially blocked will deal x0.5*x0.5=x0.25 damage.
Resist Mechanics
Both offensive spells and deprecating spells can be resisted, where offensive spells will have their damage reduced and deprecating spells will have their duration reduced, possibly not applying the debuff. Every time a player or monster casts a spell, the system will do three separate rolls for resist:
| Successful Rolls | Damage Reduction | Effect Duration |
|---|---|---|
| 0 | 0% | 100% |
| 1 | 50% | 75% |
| 2 | 75% | 50% |
| 3 | 90% | 0% |
Avoidance Calculation
The following formulas give the chance of success for an avoidance roll as a percentage for each avoidance stat. Any modifiers to Accuracy or Avoidance are applied before these calculations.
Evade chance %
Accuracy > Evade: max(1, 20-10*(accuracy-evade)/(evade+100)) Accuracy < Evade: min(80, 20+30*(evade-accuracy)/(accuracy+100))
Hit chance % can be found by inverting the Evade chance (100-Evade%).
Intercept (Parry, Block, Resist) chance %
Accuracy > Intercept: 25-12*(accuracy+100-intercept)/intercept Accuracy < Intercept < 2*Accuracy: 25*intercept/(accuracy+100) 2*Accuracy < Intercept: (Monster Parry and Resist only) max(75, 50+25*log(intercept/(accuracy+100)-1, 12)))
Reducing Avoidance
There are various methods to reduce base avoidance stats, and they all act as multipliers. For example, a player with 100 base Evade will have an effective Evade of 80 against a monster with 20% anti-evade and a monster with 1500 base Resist will have an effective Resist of 0 against a player with 100% counter-resist.
Player Avoidance
Custom Monsters can be upgraded to decrease player's base evade/block/parry/resist chance using Chaos Tokens. These stats are called anti-evade, anti-block, anti-parry, and anti-resist. The enemies in the last round of Post Game Content (and probably Secret Pony Level too) have these anti-avoidance stats maxed.
Monster Avoidance
Custom Monsters have various defenses from their Primary Attributes, which can be bolstered by appropriate the Chaos Upgrade.
The means to counter these when fighting them are as follows:
| Counter Stat | Sources |
|---|---|
| Counter-Evade |
|
| Counter-Parry |
|
| Counter-Resist |
|