Hatchling Cockatrice EA-N A S I R Posted October 2, 2016 Share Posted October 2, 2016 Some of the information on game mechanics in other sources, including the appendix of the instruction manual and some other threads here, appears to be incorrect. I've tried to be careful about stating what we know for sure in this thread, but if you have questions about anything, please do share them. I'll update this post with any future developments. ATTACK DAMAGE 1) Roll dice based on player stats + ability source (skill or item) to determine initial damage 2) Apply damage bonus effects 3) Apply damage reduction (armor and resistance) Step 1: Roll dice The skill or item used determines what size dice are rolled. For example, Firebolt uses dice that roll 1-3 (they can produce 1, 2, or 3), whereas Icy Lance uses dice that roll 1-4. The number of dice used is determined primarily by the player's stats, as follows: NUMBER OF DICE = BASE STAT + (EXPERIENCE LEVEL / 2) + ADJUSTED ABILITY LEVEL + ITEM LEVEL + 1 Adjusted Ability Level: For skills, "adjusted ability level" is your level in the skill, with an adjustment of +3 for every point above 6. For example, if you have 8 points in the Firebolt skill, it will contribute 14 dice to the total number. If there is no relevant skill (for consumable items, and most scarab abilities) "adjusted ability level" is 0. Item Level: For items (including weapon attacks, consumable items, and scarab abilities), the item has a mostly invisible "base level" that adds dice. For example, Iron Razordisks add 5 dice, while Steel Razordisks add 8 dice. Some skills also include the base level of your equipped weapon. For example, Firebolt adds dice from your equipped staff, whereas Searing Pot does not add dice from your Shadowwalker's wepaons. This is set for each skill, and is not directly visible. Base Stat: Most attacks gain dice equal to either your Strength, Dexterity, or Intelligence. The stat chosen is hardcoded based on the attack type and your class: Strength - All melee attacks Dexterity - All physical missile attacks except for Steel Wind Dexterity - Magical attacks made by Blademasters, Shadowwalkers, and Tinkermages Intelligence - Magical attacks made by Shamans and Sorcerors Intelligence - Steel Wind (Sorceror AoE physical) NPCs have stats equal to half their level on Normal difficulty; stats are a higher or lower proportion of level on other difficulty settings. Base damage Additionally, most attacks have a small amount of "base damage" that is added to the result of rolling all the dice. This is static for every different sort of attack or ability, and usually very small (e.g., 0, 5, and 10 are common numbers for base damage). Step 2: Apply damage bonus effects Bonuses (and penalties) from status effects, passive skills, and equipped items take effect here. Based on previous games, each category of bonus is probably added up before being applied. For example, if you equip two items with "+10% to melee damage", that results in a single addition of +20%. Critical hits are also applied here. A roll is made and, if successful, total damage is increased by 50%. Step 3: Apply damage reduction For defending PCs, each piece of armor, passive skill, or other defensive effect is applied separately. For example, if your Shadowwalker has 30% chest armor, 10% leg armor, and 20% armor from Earth Discipline, damage is reduced by 30%; then that number is reduced by 10%; then that number is reduced by 20%, for a total reduction of 49.6%. This math is reflected on your character sheet. For defending enemies, things are a little different. Enemies effectively have one weak "piece of armor" for every experience level. This armor defends attack types as follows: 5% reduction - physical 3% reduction - magic, fire, cold 1% reduction - acid, poison For example, a level 10 enemy hit by a physical attack will reduce damage by 5% ten times, for a total reduction of about 40%. At low levels the difference between attack types is not so big, but when fighting high level enemies, it becomes important. A level 20 enemy will take 36% phyiscal damage, 54% magic damage, and 82% poison or acid damage! That's a pretty big difference. Note that these reductions are applied with a little room for random chance, but damage taken and blocked will usually cleave closely to these percentages. If you have the console active (hit 't') you can see the exact amount of damage that is blocked, and that is actually dealt. DODGING ATTACKS Every attack has a base chance to hit of 80% (according to the manual; nearly impossible to check). For every damage die you have, add +5%. For every two points in the dodging stat the target has, subtract 5%. The dodging stat depends on the attack type: Dexterity - physical, magic, fire Endurance - ice, poison, acid (Intelligence may serve this function for mental and curse attacks -- it's unclear.) (Also, enemies may only require one point in a dodging stat to subtract 5%.) Hit chance is hard capped at a minimum of 5% and a maximum of 95%. HEALING ABILITIES Healing abilities use the regular damage formula, with several exceptions: 1) The base stat is different: Strength - Blademasters and Shadowwalkers Intelligence - Shamans, Sorcerors, and (when using Heal Self) Tinkermages Dexterity - Tinkermages using the Amethyst Scarab's Group Heal ability (likely a bug) 2) There are no critical hits 3) Armor and resistance are not applied STATUS EFFECTS Offensive status effects must successfully roll against the defender's resistance (either Curse or Mental Resistance) to be applied. All status effects have a base duration. This duration can be increased in two ways: 1) For class-based abilities only, the duration will be randomly increased by an average of X% for each point in the ability. X is set for each ability and is not visible. Usually, it is 5% or 10%. 2) The "+X% to blessings/curses" passive ability has a similar effect on status effects caused by that character. SUMMON AND TURRET STRENGTH Summons (including Shaman summons and the Polished Bone Scarab ability) and Turrets have their strength determined in related, but different ways. In both cases, the new entity starts out with a base experience level that is dependent on what sort of creature it is: Wolf - level 2 Hellhound - level 8 Salamander - level 6 Drake - level 20 Polished Bone Scarab - level 20 to 24 depending on creature Bolt Flinger - level 3 Razor Flinger - level 12 Snare Turret - level 4 Temporal Pylon - level 12 Blessing Pylon - level 10 Healing Pylon - level 20 Freezing Turret - level 20 Inferno Turret - level 28 For turrets, every point of Intelligence has a 15% chance of increasing its level by 1. (In v1.0.1, this will be increased to 20%) According to Spiderweb, every level of Turret Craft has a 90% chance of increasing its level by 1. However, I have not been able to observe this ever happening. It's possible that (level/2) and extra points in the Turret skill itself also offer the 15% (20%) bonus -- I haven't observed that, but that's also harder to observe. My guess, however, is that they do not. For summons, every level of Intelligence appears to have approximately a 40% chance of increasing its level by 1. (Note: very approximate, not confirmed) Points in Beast Focus do seem to increase level by 1. (Again, not confirmed; might be the actual 90% quoted above by Spiderweb) As with turrets, points in the Summon skill itself do not seem to offer any bonus. mrb and Blxz 2 Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice EA-N A S I R Posted October 11, 2016 Author Share Posted October 11, 2016 AURA OF THE GROVE ABILITIES The healing ability heals (Exp Level + Intelligence + 10) health, with a range of 4 squares, when it activates. The fatigue ability restores (Exp Level + Intelligence) vitality, with a range of 4 squares, when it activates. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice EA-N A S I R Posted October 13, 2016 Author Share Posted October 13, 2016 POINTS IN ACTION ABILITIES Points you spend on an ability manually count for everything. Points from specialization (at levels 5, 15, and 25) and from equipped items count as normal towards number of damage dice and the tiny percentile boosts to buff duration that many skills have. However, they... - DO NOT count towards unlocking the second skill at level 6 - DO count towards unlocking skill upgrades ("at level 3...", etc.) - DO NOT count towards percentage chance abilities ("5%/level chance of striking an adjacent foe", etc.) Note that points in the associated base stat (Str, Dex, or Int) (and equipped weapon power level) count towards number of damage dice ONLY. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice EA-N A S I R Posted November 4, 2016 Author Share Posted November 4, 2016 VITALITY RECOVERY The base amount of vitality a PC recovers each round (whether in or out of combat) depends on their maximum HP. I'm not sure of the exact formula, but the amount appears to be approximately 7% of max HP for most max HP values. At lower max HP, you just get a flat 6 vitality per round. Quote Link to comment Share on other sites More sharing options...
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