Combat: Difference between revisions
imported>Enguzrad physical |
imported>Enguzrad physical |
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=Shared Variables= | |||
''Adjusted Level'' = ''Level'' + ''Rebirth Level'' (max 140 in total) | |||
=Physical Attack= | =Physical Attack= | ||
* Physical attack can be a regular one or a Critical one (by spending Critical Point). | * Physical attack can be a regular one or a Critical one (by spending Critical Point). | ||
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add ''Weapon Skill'' + 10 | 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=== | ===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 | |||
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=Magic Attack= | =Magic Attack= | ||
* Magic attack can deal crushing hit for extra damage. | * Magic attack can deal crushing hit for extra damage. | ||
''Mage Level'' = ''Adjusted Level'' / 10 (round result down) | ''Mage Level'' = ''Adjusted Level'' / 10 (round result down) | ||
''Circle'' = the circle number of the spell you are casting | ''Circle'' = the circle number of the spell you are casting |
Revision as of 20:04, 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
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
Spell 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 if crushing hit, multiply by Magic Crush Damage multiply with target's Magic Absorbtion