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The suggested tab describes tips by people who agree to increase 2% of 25000 values for all sorts of effects. This is very important for skill coefficients and trait effects, they are not documented in the game.

Qualification damage[edit]

Weapon skill[edit]-Weapon power: a uniformly distributed random number taken from the range indicated as "weapon power" on the equipped weapon. The damage of a weapon applied to a skill is generally considered the same as that of a weapon oriented to that skill; the most effective and most costly skills are traditionally not tied to weapon damage and take on a range depending on the player's number. Strength: the current strength shown on the hero page. - Skill ratio: a damage ratio is used for each skill. To calculate damage dealt.—Armor: the target's current armor as shown on the hero page. Armor is the product of guarantees and durability.Power[edit]

Power is the central attribute for calculating damage dealt. Strength can be increased through equipment, gifts of might, traits, and a variety of effects that provide bonuses to strength, such as consumables. The base energy attribute for a level 80 character is 926.

Weapon power[edit]

Weapon power is the average of a weapon's damage range. . The range of a weapon is an evenly distributed range of possible values, but one value is randomly chosen. For one-handed weapons, the damage dealt is calculated based on the weapon strength corresponding to the weapon slot. Weapon slots in the main hand deal damage based on weapon strength, in the main hand, armory slots in the off hand deal damage based on the strength of the arsenal, in the off hand.

Armor[edit]

Protection is calculated as the sum of the resilience attribute and the protection value. The defense rating is the sum of all the defense values provided by the armor and the entire equipped shield. Accessory slots do not provide protection, but they can provide a bonus to stamina. Profession determines whether a player should wear heavy, medium, or light armor, where heavy armor provides the most protection and light armor provides the least protection.

This means that specialties with light armor gain 33% more damage than heavy armor professions if stamina is constant.

Other sources[edit]

All other sources of damage scale linearly with power, except for the explosion of skills, since the midges are intertwined with the actual weapon. Because of this, the skill damage in the tooltip for explosive skills is incorrect. These sources include:

- Support skills- elite skills- profession mechanicsauxiliary skills[edit]

Auxiliary skills have their own personal damage range, which depends on the degree and will be much lower than the power of weapons of the same level. For example, bull dash will deal 390 damage and whirlwind attack will deal 553. This is done on purpose to discourage players from spreading utility modifiers as damage and instead increase weapon damage.

Elite skills[edit]

Elite skills don't deal damage directly, instead they use summons, transformations, environment weapons, and so on. They are more likely to simply scale with degree, dealing a fixed amount of damage at quality 80. Transformations tend to double or triple their base stats, as they did with rampage, to deal extra damage. Dagger storm, tornado, and whirlpool deal direct damage and have modest experience multipliers at their disposal to compensate for the loss of weapon power.

Ailment damage[edit]

The degree damage is shown in the skill tooltip. The value is handled by the fact of practical experience and will never force the user to enter values manually. Damage modifiers that increase the amount of damage dealt or can reduce the amount of damage taken.

- Note: all damage multipliers are combined multiplicatively. Aka, 5% seal of energy and 10% seal of night together increase damage by 15 percent percent percent percent,5%, but not 15 percent percent percent percent percent.Positive multiplier[edit]

- Critical hit: 150% 1% for every 15 points in rage- vulnerability: 1% per stack of vulnerability, up to 25%- seal of power: 5% damage- seal of assassination: 10% against certain family- potion of killing: 10% against certain familynegative multiplier[edit]

- Glancing strike: -50% weakness, 50% proc chance- defense: -33% damage- potion of killing: -10% against certain family traitstraits[edit]

Testing[edit]

Reliable weapons[edit]

One of the central difficulties is the fact that weapon skills deal different amounts of damage. This task is easy to deal with using a stable pvp weapon which gives a fixed weapon power value. This keeps all the values in the damage equation constant so the skill factor happens to be derived from what the skill deals damage.

Damage ratio[edit]

the proficiency ratio for weapon skills can be determined using the damage equation. There are thousands of variables in our company, congratulations, fortunately, there are items for accessing constant values. The weapon strength problem is solved by applying pvp steady, as mentioned above. Power and armor values can be corrected by removing all necessary items that grant attribute bonuses. A level 80 unequipped player's strength is 926. A level 80 unequipped player's durability is 926. It needs the armor value of the enemy where we apply the skill. Ok, the test dummies here in flashback are acceptable punching bags, but we need to know what their armor is.

We'll be using a heavy golem for the russian crew. Now our company is happy to use an equation to calculate a skill coefficient like the damage dealt by a weapon skill depending on the type of weapon. If we use a dagger, our formula will look like this:

Then we can solve the equation for the skill coefficient, taking into account the damage. +>Many traits have implicit effects, effects that don't show up in the effects panel or tooltips. The trouble, with traits that create an unknown damage increase, is the relatively small difference in damage dealt by steady weapons, you will most likely see the damage increase of one several times. This will cause the percentage increase to fluctuate /- 1%. Movie files can be narrowed down to a range by increasing power and measuring the damage increase on critical hits. The percentage increase in damage can be defined as follows:

Traits that cause effects are identical to skills in the sense that people use the effects of skills. Suppose there is a hidden tooltip containing all the details about the dash effect. You must type in the name of the skill if another member hit you with it, and open the "system" tab in the chat panel. You will similarly be able to create a pseudo-hint from the data, as if it were a real skill.

Glossary[edit]

- Skill - an attack or action that causes one or any number of effects.- An effect is a mechanic that changes the state of a player or an Percentage Calculator npc.- Damage is any effectiveness from a skill that reduces the target's health. - Direct damage - the effect of a skill that reduces the target's health.- Level damage - damage by degree, measured in damage per second over the lifetime.- Drop damage - damage dealt while falling damage dealt depends on the fall distance and is measured as a percentage of maximum health.- Damage range - the damage range of the weapon. The damage is evenly distributed by a random function between the minimum and maximum damage values.—Weapon power—average damage dealt by the weapon; the average of the minimum and maximum damage.