Combat: Difference between revisions
imported>Enguzrad physical |
imported>Enguzrad physical |
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===Chance to Hit=== | ===Chance to Hit=== | ||
''Probability'' [%] = '''Hit Ratio''' / '''Defense Ratio''' * 62 | ''Probability'' [%] = '''Hit Ratio''' / '''Defense Ratio''' * 62 | ||
===Physical Absorbtion (?)=== | |||
''Base Value'' = ''Physical Absorbtion'' of the single armor piece | |||
===Physical Damage (?)=== | |||
''Base Value'' = ''Weapon Damage'' + ''Strength'' / 30 (round down) for Bows with Archery talent | |||
= 1 + ''Strength'' / 20 (round down) for Hand Attack | |||
= ''Weapon Damage'' for other weapons | |||
if not using Hand Attack, add | |||
''Base Value'' * ''Strength'' * 0.002 | |||
multiply by percentual ''Base Weapon Damage'' bonus/penalty from talents | |||
if under influence of ''Minor Berserk'' or ''Berserk'' spell | |||
multiply by spell damage bonus | |||
if making Dash Attack, multiply by | |||
1.5 for Short Sword | |||
1.4 for Long Sword | |||
1.5 for Fencing | |||
1.25 for Axe | |||
1.3 for Hammer | |||
if making Critical Attack... | |||
add ''Physical Damage'' bonus from items | |||
if crushing hit, multiply by ''Physical Crush Damage'' | |||
add ''Consecutive Hit Damage'' bonus (1st hit +0, 2nd hit +1, 3rd hit +2, 4th hit +3, repeat) | |||
add ''Damage'' bonus from monster speciality levels | |||
multiply with target's '''Physical Absorbtion''' | |||
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add respective ''Elemental Absorbtion'' | add respective ''Elemental Absorbtion'' | ||
=== | if result > 84, round it to 84 | ||
===Magic Damage (?)=== | |||
''Base Value'' = ''Base Spell Damage'' | ''Base Value'' = ''Base Spell Damage'' | ||
multiply by (1 + 0.003 * ''Magic'') | multiply by (1 + 0.003 * ''Magic'') | ||
multiply by percentual ''Magic Damage'' bonus from talents | multiply by percentual ''Magic Damage'' bonus from talents | ||
add ''Magic Damage'' bonus from items | add ''Magic Damage'' bonus from items | ||
add ''Damage'' bonus from monster speciality levels | |||
if crushing hit, multiply by ''Magic Crush Damage'' | if crushing hit, multiply by ''Magic Crush Damage'' | ||
Revision as of 21:29, 5 August 2021
Adjusted Level = Level + Rebirth Level (max 140 in total)
Physical Attack
- Physical attack can be a regular one or a Critical one (by spending Critical Point).
- Regular attack can deal crushing hit for extra damage.
Physical Hit Ratio (?)
if Dexterity > 50, add
Dexterity Bonus = 1.2 * (Dexterity - 50)
add Hit Ratio bonus from items and talents
multiply by percentual Hit Ratio bonus/penalty from talents
add Weapon Skill + 10
if making Dash Attack, add
20 for Hand Attack
20 for Short Sword
40 for Long Sword
20 for Fencing
20 for Axe
30 for Hammer
20 for Staff
if making Critical Attack, add
(Weapon Skill/200 + Adjusted Level/280) * 100 for Hand Attack
120 for Short Sword
130 for Long Sword
105 for Fencing
120 for Axe
135 for Hammer
100 for Bow
120 for Staff
Defense Ratio
Base Value = 2 * Dexterity add Defense Ratio bonus from items and talents multiply by percentual Defense Ratio bonus/penalty from talents
Chance to Hit
Probability [%] = Hit Ratio / Defense Ratio * 62
Physical Absorbtion (?)
Base Value = Physical Absorbtion of the single armor piece
Physical Damage (?)
Base Value = Weapon Damage + Strength / 30 (round down) for Bows with Archery talent
= 1 + Strength / 20 (round down) for Hand Attack
= Weapon Damage for other weapons
if not using Hand Attack, add
Base Value * Strength * 0.002
multiply by percentual Base Weapon Damage bonus/penalty from talents
if under influence of Minor Berserk or Berserk spell
multiply by spell damage bonus
if making Dash Attack, multiply by
1.5 for Short Sword
1.4 for Long Sword
1.5 for Fencing
1.25 for Axe
1.3 for Hammer
if making Critical Attack...
add Physical Damage bonus from items if crushing hit, multiply by Physical Crush Damage add Consecutive Hit Damage bonus (1st hit +0, 2nd hit +1, 3rd hit +2, 4th hit +3, repeat) add Damage bonus from monster speciality levels multiply with target's Physical Absorbtion
Magic Attack
- Magic attack can deal crushing hit for extra damage.
Mage Level = Adjusted Level / 10 (round result down)
Circle = the circle number of the spell you are casting
Penalty = { 5, 5, 8, 8, 10, 14, 28, 32, 36, 40 }
Magic Hit Ratio
Base Value = Magic Skill
if Magic > 50, add
Magic Bonus = 1.15 * (Magic - 50)
if Circle < Mage Level, add
Level Bonus = 5 * (Mage Level - Circle)
if Circle > Mage Level, subtract
Level Penalty = b - (a / c * b) (round result to nearest)
a = Adjusted Level - (10 * Mage Level)
b = (Circle - Mage Level) * Penalty{Circle}
c = (Circle - Mage Level) * 10
add Hit Ratio bonus from items and talents
multiply by percentual Hit Ratio bonus/penalty from talents
Magic Resistance
Base Value = Magic Resistance Skill if Magic > 50, add Magic Bonus = Magic - 50 add Magic Resistance bonus from items and talents multiply by percentual Magic Resistance bonus/penalty from talents
Chance to Hit
Probability [%] = Hit Ratio / Magic Resistance * 50
Magic Absorbtion (?)
Base Value = Sum of Magic Absorbtion bonuses from items and talents if hit by elemental magic (fire, ice, earth, lightning), add respective Elemental Absorbtion
if result > 84, round it to 84
Magic Damage (?)
Base Value = Base Spell Damage multiply by (1 + 0.003 * Magic) multiply by percentual Magic Damage bonus from talents add Magic Damage bonus from items add Damage bonus from monster speciality levels if crushing hit, multiply by Magic Crush Damage multiply with target's Magic Absorbtion