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Revision as of 18:11, 19 February 2014
Damage Types
There are two types of damage: Physical and Magical. Physical damage is based on the Attack vs. Defense stats, while Magical damage uses Intelligence to calculate both attack and defense ratings.
Either type of damage can be elemental in nature, meaning that the relevant Plus Element and Resist Element stats come into play. For example, the Fire Enchantment skill deals Physical fire damage that is calculated based on the Attack vs. Defense stats, while the Fireball spell deals Magical fire damage that is calculated based upon Intelligence. Both attacks are subject to bonuses/reductions from Plus Fire and Resist Fire (as well as Piercing).
Base Stats
Strength
Strength provides a 1:1 bonus directly to Attack power, in addition to a 25% bonus to Defense power. Strength also directly impacts the power and damage of the Bleed effect in battle.
Agility
Battle turn order is determined based upon which combatant has the highest agility (with some random variation). Dodging and Critical Hit chance are both determined by a comparison between the agility of the target and the attacker. The greater the percentage difference, the greater the chance for either a Critical Hit or a successful Dodge.
Intelligence
Intelligence determines both spell power and spell defense. In terms of magical damage equations, it's essentially the Attack and Defense variables rolled into one.
Most attack spells have a set "damage cap" after which all damage power boosts granted by intelligence are reduced by 60%.
Attack
In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt. The Strength stat provides a 1:1 direct bonus to Attack power.
Defense
In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt. The Strength stat provides a 25% direct bonus to Defense power.
Secondary Stats
Bonus Crit
Bonus Crit is added on top of the critical hit chance calculated using the percentage difference between the agility of the target and the attacker in battle. Bonus Crit caps at 5%.
Bonus Dodge
Bonus Dodge is added on top of the dodge chance calculated using the percentage difference between the agility of the target and the attacker in battle. Bonus Dodge caps at 5%.
Fire Resist
Fire Resistance reduces all damage received from fire spells. The damage reduction is the exact percentage of the target's Fire Resistance. The resistance cap is 50%.
Ice Resist
Ice Resistance reduces all damage received from ice spells. The damage reduction is the exact percentage of the target's Ice Resistance. The resistance cap is 50%.
Storm Resist
Storm Resistance reduces all damage received from storm spells. The damage reduction is the exact percentage of the target's Storm Resistance. The resistance cap is 50%.
Spell Piercing
Spell Piercing directly reduces the target's spell resistance and applies to all spell elements. One point of Spell Piercing nullifies one point of Fire/Ice/Storm Resistance. It can not reduce resistance below 0% - should the attacker's Spell Piercing bonus be greater than the target's spell resistance, the resistance is reduced to zero.
Spell Piercing is capped at 25%.
Resilience
Resilience only affects Player vs. Player battles. It directly reduces the percentage of damage received from other players, both from physical and magical attacks. For example, 10% Resilience would reduce all damage taken in PvP by 10%.
Resilience is capped at 25%.
Plus Fire
Plus Fire directly increases the amount of fire damage dealt. This bonus is applied after the spell damage cap on offensive spells.
Plus Fire is capped at 40%.
Plus Ice
Plus Ice directly increases the amount of ice damage dealt. This bonus is applied after the spell damage cap on offensive spells.
Plus Ice is capped at 40%.
Plus Storm
Plus Storm directly increases the amount of storm damage dealt. This bonus is applied after the spell damage cap on offensive spells.
Plus Storm is capped at 40%.
Plus Healing
Plus Healing directly increases the amount of healing given with both items and abilities in and out of battle. The Plus Healing bonus is applied to all targets, but does not work in reverse. In other words, it does not impact the amount of healing received from others.
Plus Healing is capped at 30%.
Bonus Stats
Extra Experience
Extra Experience increases the amount of experience received in battle by directly adding a player's Extra Exp. total to the base experience payout of the battle. In groups, the Extra Experience stat of the player with the highest value is used and applied to all party members. Extra Experience does not apply to quest rewards.
Extra Exp. can never provide a bonus of more than double the base experience for a given battle. Plus Experience is capped at 50.
Extra Gold
Extra Gold functions exactly the same way as Extra Experience, only for gold. Extra Gold is also capped at 50.
Plus Item
Plus Item increases the chance to find every type of loot that can drop at the end of battle. In groups the Plus Item stat is calculated independently for each party member. Unlike the Plus Experience and Plus Gold stats, you do not receive a bonus from other player's Plus Item percentage.
Plus Item is capped at 50%.