Note that this value does not pierce through other forms of Damage Reduction. (Indicated with a "+" next to the damage dealt). Piercing Attack: This value represents the chance that any auto attack will ignore all enemy Physical and Magical Resistance. (The critical damage increase stacks with the normal damage increase, allowing very high critical damage). Against non-player characters it instead decreases the physical and magical damage dealt by the same percentage.Īttack Strength: This value directly increases the physical and magical damage dealt by auto attacks.ĭepths Fury: This value increases the physical and magical damage aswell as the critical damage dealt to non-player characters in the Underwater Territory. No known Maximumįerocity: This value directly increases the physical and magical damage dealt to enemy player characters. Additionally, when an enemy of a level equal or higher is killed during the duration, 15% of maximum health is restored. The Rage buff increases physical and magic power by 10% for 10 seconds. Rage: This value represents the chance that the character will receive the Rage buff on any attack or skill. Stun: This value represents the chance that an enemy will be stunned by any attack or skill for 2.5 seconds. Can be negative, vastly increasing the cooldown time. Can easily be calculated with the formula "Base Cooldown time / ( 1 + Your Skills Cooldown)". (If you have 100% Skills Cooldown your effective Recharge Speed will be 200%, so a 10 seconds cooldown skill will only take 5 seconds and 3.33 seconds with 300% Recharge Speed). Skills Cooldown: This value represents the increase in Recharge Speed used for your skills. ![]() Note that this value is not effective against other forms of Damage Reduction. Penetration: This value represents the percent of Physical Resistance and Magic Resistance from an enemy that is ignored by your attacks. Can be reduced to negative values Maximum 50%. If a character with 20% Accuracy attacks an enemy with 30% Dodge, the effective Dodge chance will be 10%. Maximum 50%.Īccuracy: This value represents the amount of "Dodge" that is nullified from an opponent. Maximum 70%.Ĭritical Hit: This value represents the percent that an Attack or Skill will Critically Hit doubling its value of damage or heal. (Obsolete, stat was removed from the game)Īttack Speed: This value represents the percent of Attack Delay that will be subtracted from the weapon that the character has. It is mitigated with Magic Resistance.ĭamage per Second: This isn't properly an Attribute but is the calculation of damage that a character can do every second with it Physical/Magic Damage and Attack Speed, this does not count Critical Hits nor Skills. Magic Power: This gives the value of damage that a Stave Normal Attack or a Magical Skill will do. ![]() It is mitigated with physical resistance. Physical Attack: This gives the value of damage that a normal attack (Except for Staves) or a physical Skill will do. In this category are all attributes that builds up the character's attack: It can be increased using different potions, scrolls or even skills! During combat, the effective Energy Regeneration is halved. (It's also called "Mana" by some)Įnergy Regeneration: This represents the Recovery Rate of Energy per 5 seconds, so every 5 seconds the character will recover this value as Energy. It can be recovered with Potions or Energy Regeneration. It also can be increased using different potions, scrolls or even skills! During combat, the effective Health Regeneration is halved.Įnergy: This represents the Energy of a character, it is used for character's skills, get affected by energy drain skills and if it is lower than the required amount skills will be unuseable until the energy is recovered. Health Regeneration: This represents the recovery rate of Health per 5 seconds, so every 5 seconds the character will recover this value as Health. It can also be recovered with Healing Skills, Potions or Health Regeneration, it can also be increased using different potions, scrolls or even skills! It's also called HP (Health Points). Health: This represents the health of a character, it is lost when the character receive damage and when it reachs 0 he dies. On this category falls the four attributes that builds up the character's state: ![]() There are a total of 28 different Attributes that are divided into three categories: State, Attack and Defense. Every Player and NPC has different values of them and for players they can be upgraded through Armors, Weapons, Accesories, Buffs or Leveling Up. They are also called Statistics or Stats, for short. Attributes are the basic of a character's combat ability.
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