Character Stats: Difference between revisions
Max(Burden*4/300,1) returns 1 for burden<75 and 1+ for burden>75. Intended was returning 0<x<1 for burden<75 and 1 for burden>75, which is obtained with Min instead of Max. |
→Primary Attributes: (Fixed a misleading typo) |
||
| Line 45: | Line 45: | ||
<br> | <br> | ||
For example, the first 20 INT increases magic accuracy from 80% to | For example, the first 20 INT increases magic accuracy from 80% to | ||
( | 100 - 20 * ((1 - 0.005)^2) = 80.1995% | ||
not to 81%. Each | not to 81%. Each 10 INT adds 0.5% of the remaining distance between your current magic accuracy and 100%. 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. | ||
The [[EXP]] cost to raise an attribute increases as it goes up. As you level, the amount of EXP needed to level up will begin to exceed the amount of EXP needed to raise all of your primary attributes by one point. It will only be possible to increase some of your stats to higher than your level. It is impossible to raise all attributes beyond your level. | The [[EXP]] cost to raise an attribute increases as it goes up. As you level, the amount of EXP needed to level up will begin to exceed the amount of EXP needed to raise all of your primary attributes by one point. It will only be possible to increase some of your stats to higher than your level. It is impossible to raise all attributes beyond your level. | ||
Revision as of 18:51, 31 March 2012
Primary Attributes
Primary Attributes are purchased with Experience Points. There are six primary attributes:
Strength (STR)
|
Endurance (END)
|
Dexterity (DEX)
|
Intelligence (INT)
|
Agility (AGI)
|
Wisdom (WIS)
|
Every point invested in any attribute:
|
Notes:
- † Mitigation gains from Strength and Wisdom are capped at 50%; gains from Endurance are capped at 90%
- ‡ Any percentage effects on accuracy, avoidance, and mitigation stats are added multiplicatively
For example, the first 20 INT increases magic accuracy from 80% to
100 - 20 * ((1 - 0.005)^2) = 80.1995%
not to 81%. Each 10 INT adds 0.5% of the remaining distance between your current magic accuracy and 100%. 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.
The EXP cost to raise an attribute increases as it goes up. As you level, the amount of EXP needed to level up will begin to exceed the amount of EXP needed to raise all of your primary attributes by one point. It will only be possible to increase some of your stats to higher than your level. It is impossible to raise all attributes beyond your level.
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 of your primary attributes. This is capped at +20 per attribute.
- Various pieces of equipment provide bonuses to certain attributes while worn.
- Wearing full sets of the same armor type grant stats based on your proficiency with them.
- Various Auras give bonuses to certain attributes while active.
Adjustments
You can readjust your primary attributes on your 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. These stats can also be calculated using Sonic's EH Calculator. Note that these formulas may be partially inaccurate.
Bases
Base physical damage = (STR * 1.25) + (DEX * 0.75) + (weapon_prof * TYPE) + (equip_Attack_Damage_Bonus)
- Where TYPE = 1.5 for 1-Handed, 2 for 2-Handed, and 2.5 for Dual Wielding.
Base magic damage = (INT * 1.25) + (WIS * 0.75) + (staff_prof * 0.5) + (equip_Magic_Damage_Bonus)
Base Accuracy = 80% Base Crit Chance = 5%
Accuracy & Crit
Phys. Accuracy = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - DEX * 0.1%) * (1 - AGI * 0.05%) Magic Accuracy = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - WIS * 0.1%) * (1 - INT * 0.05%) Phys. Crit Chance = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - DEX * 0.04%) * (1 - AGI * 0.02%) * (1 - Max((Max(Burden - 75, 0) * 2%), 1)) Magic Crit Chance = 1 - (1 - base) * (1 - equip_bonus) * (1 - aura_bonus) * (1 - prof_bonus) * (1 - WIS * 0.04%) * (1 - INT * 0.02%) * (1 - Max((Interference * 2%), 1))
Evade
Evade = (1 - (1 - equip_bonus) * (1 - aura_bonus) * (1 - title_bonus) * (1 - AGI * 0.04%)) * (1 - Min((Burden * 4/3%),1))
Points
Health Points = (50 + Level * 5 + STR + END * 4) * HP Tank Modifier * white_aura_bonus Magic Points = (10 + Level + INT * 0.25 + WIS * 0.75) * MP Tank Modifier * black_aura_bonus Spirit Points = (1 + (Power / 7) + (STR + DEX + AGI + END + INT + WIS) / 10) * SP Tank Modifier Mana Cost = 100% * (1 + Interference * 0.5%)
- The aura_bonus is 1.1 if the appropriate aura is possessed. Otherwise it is 1.
Regeneration Rates
Health Regen (per minute) = 20 + (END / 5) * aura_bonus Magic Regen (per minute) = 5 + (WIS / 25) * aura_bonus Spirit Regen (per minute) = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * aura_bonus
- The aura_bonus is 1.5 if either Rainbow or Gold auras are obtained, or 2 if both are possessed. Otherwise it is 1.
Battle Regen
During battle, regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.
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
Action Speed = 100 + AGI / 3 Overcharge = 100 + Overcharge Boost
Other Stats
Chance To Hit
The accuracy of your physical and magical attacks are determined by two different stats: accuracy and +hit chance. These are displayed on your Character and Equipment pages on the right-hand side.
Physical Accuracy is increased by DEX and AGI, and Magic Accuracy by INT and WIS. +Hit chance is increased by accuracy bonuses from equipment and auras. Your +hit chance percentage is subtracted from your "chance to miss" (100 - Accuracy), resulting in your chances to hit being:
Physical = P.Accuracy + (Physical +Hit Chance / 100) * (100 - P.Accuracy) Magical = M.Accuracy + (Magical +Hit Chance / 100) * (100 - M.Accuracy)
Example: With 80% physical accuracy and 50% physical +hit chance, your physical chance to hit is:
(80 + 50/100 * (100 - 80)) = (80 + 1/2 * 20) = 90%
It should be noted that monsters have their own evasion stats so even having high accuracy does not guarantee hits.
Elemental Resistance
Elemental Resistance is a stat that is provided by various Auras and Abilities.
- Each 1% of Resistance increases the player's mitigation against spells of that element by 1%.
- These resistances are before any effects of equipment. Magic absorption and mitigation, and elemental resistance multipliers are in addition to these base ratings.
References
Primary Attributes => Derived Attributes