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+ | =Formulas= | ||
==Talent Builds and Stats== | ==Talent Builds and Stats== | ||
− | As with many other MMORPG's, Helbreath offers a variety of build and stat possibilities. With the addition of the new talent system to Helbreath Olympia, a player can mix and match two talents to get surprising results. Note that a character receives his first talent | + | As with many other MMORPG's, Helbreath offers a variety of build and stat possibilities. With the addition of the new talent system to Helbreath Olympia, a player can mix and match two talents to get surprising results. Note that a character receives his first talent, then his second at level 40. Two is the maximum number of talents. |
==Rebirth== | ==Rebirth== | ||
− | + | it's 0.80^rebirthlevel | |
+ | -20% each time | ||
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{| class="wikitable" | {| class="wikitable" | ||
− | ! Rebirth Level !! | + | ! Rebirth Level !! Cost !! Exp obtained |
|- | |- | ||
− | | 0 | + | | 0 || - || 100% |
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− | | 1 || | + | | 1 || Gold: 1 millon. Mjs: 5 || 80% |
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− | | 2 || | + | | 2 || Gold: 1 millon. Mjs:10 || 64% |
|- | |- | ||
− | | 3 || | + | | 3 || Gold: 1 millon. Mjs:15 || 51.2% |
|- | |- | ||
− | | 4 || | + | | 4 || Gold: 1 millon. Mjs:20 || 40.96% |
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− | | 5 || 1 | + | | 5 || Gold: 1 millon. Mjs:25 || 32.77% |
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− | | 6 || 1 | + | | 6 || Gold: 1 millon. Mjs:30 || 26.21% |
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− | | 7 || 1 | + | | 7 || Gold: 1 millon. Mjs:35 || 20.97% |
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− | | 8 || 1 | + | | 8 || Gold: 1 millon. Mjs:40 || 16.78% |
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− | | 9 || 1 | + | | 9 || Gold: 1 millon. Mjs:45 || 13.42% |
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− | | 10 || 1 | + | | 10 || Gold: 1 millon. Mjs:50 || 10.74% |
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− | | 11 || 1 | + | | 11 || Gold: 1 millon. Mjs:55 || 8.59% |
|- | |- | ||
− | | 12 || 1 | + | | 12 || Gold: 1 millon. Mjs:60 || 6.87% |
|- | |- | ||
− | | 13 || 1 | + | | 13 || Gold: 1 millon. Mjs:65 || 5.50% |
|- | |- | ||
− | | 14 || 1 | + | | 14 || Gold: 1 millon. Mjs:70 || 4.40% |
|- | |- | ||
− | | 15 || 1 | + | | 15 || Gold: 1 millon. Mjs:75 || 3.52% |
|- | |- | ||
− | | 16 || 1 | + | | 16 || Gold: 1 millon. Mjs:80 || 2.81% |
|- | |- | ||
− | | 17 || 1 | + | | 17 || Gold: 1 millon. Mjs:85 || 2.25% |
|- | |- | ||
− | | 18 || 1 | + | | 18 || Gold: 1 millon. Mjs:90 || 1.80% |
|- | |- | ||
− | | 19 || 1 | + | | 19 || Gold: 1 millon. Mjs:95 || 1.44% |
|- | |- | ||
− | | 20 || 1 | + | | 20 || Gold: 1 millon. Mjs:100 || 1.15% |
|} | |} | ||
+ | https://s10.postimg.org/5ret2nlop/image.png | ||
==Hit Probability== | ==Hit Probability== | ||
Hit probability = (attacker hit ratio / defender defense ratio) *62% | Hit probability = (attacker hit ratio / defender defense ratio) *62% | ||
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Magic hitting probability = (attacker magic hit ratio / target magic resistance) * 50% | Magic hitting probability = (attacker magic hit ratio / target magic resistance) * 50% | ||
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==Drops== | ==Drops== | ||
Contribution doesn't affect drops anymore. | Contribution doesn't affect drops anymore. | ||
− | Rep/Mob speciality affects it (Only bonuses of the killer apply), but | + | Rep/Mob speciality affects it (Only bonuses of the killer apply), but the effect scales logarithmically. It also doesn't affect the frequency of drops directly like Luck, so it's hard to put an exact number on it (although Luck increases drops like rep does, to a lesser extent, which means it's actually more than it says it does). |
https://www.wolframalpha.com/input/?i=log(10,x%2B20)+with+x+from+0+to+1000 | https://www.wolframalpha.com/input/?i=log(10,x%2B20)+with+x+from+0+to+1000 | ||
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− | ---- | + | ----------------- |
+ | == Frag/Shard Price Guide (2/23) == | ||
− | + | [[File:WhatsApp Image 2023-01-31 at 13.50.22.jpg|price guide]] | |
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+ | == HR DR Hitting Probability Chart == | ||
− | + | [[File:Chart2.png]] | |
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− | [[File: | + | == Common Item Prices (8/22) == |
+ | [[File:Commonitem.png|center]] |