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| <metadesc>Dark and Darker Wiki Stats Guide</metadesc> | | <metadesc>Dark and Darker Wiki Stats Guide</metadesc> |
| | {{UpdateStatus|Stats Data}} |
| | {{MechanicsBar}} |
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| | =Stats= |
| | Stats are primarily modified through the gear your character has equipped. [[Weapons]]/[[utilities]] only modify your character while held. For example, holding a Main-Hand and Off-Hand weapon in the first weapon slot will give each other weapon their stats, but neither will benefit from the stats of the weapon(s) in the second slot. Similarly, the bonuses from a [[Flute]] are only granted while wielding the Flute. Stats from these sources will not be reflected in the Lobby. |
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| | Stats may also be modified by perks, [[buffs]], and [[debuffs]]. Stats from perks will be reflected in the Lobby only if those stats are applied unconditionally. Stats from conditional perks (as well as buffs and debuffs) will not be viewable from the Lobby. |
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| ==Charts== | | ==Charts== |
| Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and explanation, it is better to look at chart info. | | Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and the in game display, it is better to look at chart info. |
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| For example, even though the formula might give 32.5, in game this might get rounded to 33. | | For example, even though the formula might give 32.5, in game the display might get [[Damage_Calculation#Rounding|rounded]] to 33. |
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| | =Attributes= |
| | Main stats that affect multiple other stats. Each [[class]] has varying base attributes, but they sum up to 105 for each class. Can be found as primary stats (stats which are always present on an item of the same name regardless of rarity or instance such as Strength on a [[Padded Tunic]]) as well as [[enchantments]]. |
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| =Attribute Stats=
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| Stats that come from character's attributes
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| ==Strength== | | ==Strength== |
| ''Increases HP and Physical Power''
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| ===Physical Power=== | | ===Physical Power=== |
| <div style="display:flex;flex-wrap:wrap;"> | | Physical Power governs your Physical Power Bonus. |
| <div style="width:500px;> | | {{Stats Data|physicalpower}} |
| 0 Strength starts at = 0 Physical Power
| | |
| | ===Physical Power Bonus=== |
| | <span id="Physical Damage Bonus"> |
| | Also known as Physical Damage Bonus, Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities. |
| | {{Stats Data|physicalpowerbonus}}</span> |
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| | Lower limit of -100%. |
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| Every Strength gives increase to your Physical Power
| | ===Base Health from Strength=== |
| | Base Health determines your characters maximum [[Health]]. |
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| *0 -> 0
| | See the Hybrid stat [[Stats#Base_Health|Base Health]] for more. |
| *0 to 100 = 1 per point -> (threshold at 100)
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=PhysicalPower|data=[{"x": 0.0,"y": 0.0},{"x": 100.0,"y": 100.0}]|color=orange}}
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| </div>
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| </div>
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| ===Max Health===
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| <div style="display:flex;flex-wrap:wrap;">
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| <div style="width:500px;>
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| 0 Strength starts at = 60 Max Health
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| Every Strength gives increase to Max Health
| | ==Vigor== |
| | ===Base Health from Vigor=== |
| | Base Health determines your characters maximum [[Health]]. |
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| *0 -> 60
| | See the Hybrid stat [[Stats#Base_Health|Base Health]] for more. |
| *0 to 10 = 3 per point -> (threshold at 90)
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| *10 to 50 = 2 -> 170
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| *50 to 75 = 1 -> 195
| | ===Health Recovery=== |
| *75 to 100 = .5 -> 207.5 | | Affects the rate at which you restore health when Resting, but not when using Bandages. |
| </div> | | |
| <div style="width:400px;">
| | <code>Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)</code> |
| {{#widget:Chart|uniqueId=MaxHealthBase|data=[{"x": 0.0,"y": 60.0},{"x": 10.0,"y": 90.0},{"x": 50.0,"y": 170.0},{"x": 75.0,"y": 195.0},{"x": 100.0,"y": 207.5}]|color=orange}}
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| </div>
| | For example, a Barbarian resting with 95% Health Recovery Bonus will recover |
| </div>
| | |
| | <code>Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health</code> |
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| | Can't be found on gear aside from in the form of its governing attribute. |
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| | {{Stats Data|healthrecovery}} |
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| ==Agility== | | ==Agility== |
| ===Action Speed=== | | ===Action Speed from Agility=== |
| <div style="display:flex;flex-wrap:wrap;">
| | Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables. |
| <div style="width:500px;>
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| 0 Agility starts at = -38% Action Speed
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| Every agility point gives % action speed between intervals
| | See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more. |
| *0 -> -38%
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| *0 to 10 = 3% per point -> (threshold at -8%)
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| *10 to 13 = 2% -> -2%
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| *13 to 25 = 1% -> 10
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| *25 to 40 = 1.5% -> 33% (32.5 is rounded to 33)
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| *40 to 50 = 1%-> 43%
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| *50 to 100 = 0.5% -> 68%
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=ActionSpeed|data=[{"x": 0.0,"y": -38.0},{"x": 8.0,"y": -14.0},{"x": 10.0,"y": -8.0},{"x": 13.0,"y": -2.0},{"x": 18.0,"y": 3.0},{"x": 20.0,"y": 5.0},{"x": 21.0,"y": 6.0},{"x": 25.0,"y": 10.0},{"x": 26.0,"y": 11.5},{"x": 34.0,"y": 23.5},{"x": 38.0,"y": 29.5},{"x": 41.0,"y": 34.0},{"x": 42.0,"y": 35.0},{"x": 46.0,"y": 39.0},{"x": 47.0,"y": 40.0},{"x": 49.0,"y": 42.0},{"x": 50.0,"y": 43.0},{"x": 54.0,"y": 45.0},{"x": 55.0,"y": 45.5},{"x": 60.0,"y": 48.0},{"x": 70.0,"y": 53.0},{"x": 71.0,"y": 53.5},{"x": 82.0,"y": 59.0},{"x": 95.0,"y": 65.5},{"x": 96.0,"y": 66.0},{"x": 100.0,"y": 68.0}]|color=orange}}
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| </div>
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| </div>
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| ===Move Speed=== | | ===Move Speed=== |
| <div style="display:flex;flex-wrap:wrap;">
| | Move Speed governs the speed at which your character runs or walks. Every 3 points in Move Speed is equal to 1% movement speed. There are many factors which can affect Move Speed, see [[Movement Speed]] for details. |
| <div style="width:500px;>
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| 0 Agility starts at = -30% Move Speed
| | To calculate total Move Speed, add the baseline 300 Move Speed to the appropriate value below. |
| | {{Stats Data|movespeed}} |
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| | '''Hard capped to 330 Move Speed''' |
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| | ===Regular Interaction Speed from Agility=== |
| | Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. |
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| | See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more. |
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| | ==Dexterity== |
| | ===Action Speed from Dexterity=== |
| | Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables. |
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| | See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more. |
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| Every agility point gives % Move speed between intervals
| | ===Manual Dexterity=== |
| *0 -> -30%
| | Manual Dexterity determines how quickly Bard plays an instrument. |
| *0 to 15 = 2% per point -> (threshold at 0%)
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| *15 to 45 = 1.0% - 30%
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| *45 to 65 = 0.5% - 40% (increases by 1 every 2 points)
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| *65 to 100 = 0.33% - 51% (increases by 1 every 3 points)
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| </div>
| | Can't be found on gear aside from in the form of its governing attribute. |
| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=MoveSpeedBase|data=[{"x": 0.0,"y": -30.0},{"x": 15.0,"y": 0.0},{"x": 45.0,"y": 30.0},{"x": 46.0,"y": 30.0},{"x": 47.0,"y": 31.0},{"x": 48.0,"y": 31.0},{"x": 49.0,"y": 32.0},{"x": 50.0,"y": 32.0},{"x": 51.0,"y": 33.0},{"x": 52.0,"y": 33.0},{"x": 53.0,"y": 34.0},{"x": 54.0,"y": 34.0},{"x": 55.0,"y": 35.0},{"x": 56.0,"y": 35.0},{"x": 57.0,"y": 36.0},{"x": 58.0,"y": 36.0},{"x": 59.0,"y": 37.0},{"x": 60.0,"y": 37.0},{"x": 61.0,"y": 38.0},{"x": 62.0,"y": 38.0},{"x": 63.0,"y": 39.0},{"x": 64.0,"y": 39.0},{"x": 65.0,"y": 40.0},{"x": 67.0,"y": 40.0},{"x": 68.0,"y": 41.0},{"x": 70.0,"y": 41.0},{"x": 71.0,"y": 42.0},{"x": 73.0,"y": 42.0},{"x": 74.0,"y": 43.0},{"x": 76.0,"y": 43.0},{"x": 77.0,"y": 44.0},{"x": 79.0,"y": 44.0},{"x": 80.0,"y": 45.0},{"x": 82.0,"y": 45.0},{"x": 83.0,"y": 46.0},{"x": 85.0,"y": 46.0},{"x": 86.0,"y": 47.0},{"x": 88.0,"y": 47.0},{"x": 89.0,"y": 48.0},{"x": 91.0,"y": 48.0},{"x": 92.0,"y": 49.0},{"x": 94.0,"y": 49.0},{"x": 95.0,"y": 50.0},{"x": 97.0,"y": 50.0},{"x": 98.0,"y": 51.0},{"x": 100.0,"y": 51.0}]|color=orange}}
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| | {{Stats Data|manualdexterity}} |
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| </div>
| | Capped to 50%. |
| </div>
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| ===Item Equip Speed=== | | ===Item Equip Speed=== |
| <div style="display:flex;flex-wrap:wrap;">
| | Item Equip Speed adjusts the speed at which you equip all Armors, Ranged Weapons, and Throwable/Percussion/"explosive Light Source" Utility items. |
| <div style="width:500px;>
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| 0 Agility starts at = -95% Item Equip Speed
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| Every agility point gives % Item Equip speed between intervals
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| *0 -> -95%
| | All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/"non-exploding Light Source" Utility items are instantly equipped. |
| *0 to 1 = 0% per point -> (threshold at -95%)
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| *1 to 2 = 4% -> -91%
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| *2 to 15 = 7% -> 0%
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| *15 to 35 = 5% -> 100%
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| *35 to 70 = 2% -> 170%
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| *70 to 100 = 1% -> 200%
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=ItemEquipSpeed|data=[{"x": 0.0,"y": -95.0},{"x": 1.0,"y": -95.0},{"x": 2.0,"y": -91.0},{"x": 3.0,"y": -84.0},{"x": 8.0,"y": -49.0},{"x": 9.0,"y": -42.0},{"x": 11.0,"y": -28.0},{"x": 12.0,"y": -21.0},{"x": 14.0,"y": -7.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": 10.0},{"x": 19.0,"y": 20.0},{"x": 22.0,"y": 35.0},{"x": 23.0,"y": 40.0},{"x": 27.0,"y": 60.0},{"x": 32.0,"y": 85.0},{"x": 35.0,"y": 100.0},{"x": 38.0,"y": 106.0},{"x": 39.0,"y": 108.0},{"x": 44.0,"y": 118.0},{"x": 50.0,"y": 130.0},{"x": 51.0,"y": 132.0},{"x": 56.0,"y": 142.0},{"x": 63.0,"y": 156.0},{"x": 64.0,"y": 158.0},{"x": 69.0,"y": 168.0},{"x": 70.0,"y": 170.0},{"x": 81.0,"y": 181.0},{"x": 82.0,"y": 182.0},{"x": 93.0,"y": 193.0},{"x": 100.0,"y": 200.0}]|color=orange}}
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| </div>
| | Can't be found on gear aside from in the form of its governing attribute. |
| </div>
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| | {{Stats Data|itemequipspeed}} |
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| ==Will== | | ==Will== |
| | ===Magical Power=== |
| | <span id="Magic Power"> |
| | Also known as Magic Power, Magical Power governs your Magic Power Bonus. |
| | </span> |
| | {{Stats Data|magicalpower}} |
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| ===Spell Power=== | | ===Magic Power Bonus=== |
| <div style="display:flex;flex-wrap:wrap;"> | | <span id="Magical Damage Bonus"> |
| <div style="width:500px;> | | Also known as Magical Damage Bonus, though contrary to this alternative name, it affects [[Healing]] too.</span> |
| 0 Will starts at = 0 Spell Power
| | <span id="Magical Power Bonus"> |
| | Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities. |
| | {{Stats Data|magicalpowerbonus}}</span> |
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| Every Will gives increase to your Spell Power
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| *0 -> 0
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| *0 to 100 = 1 per point -> (threshold at 100)
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=MagicalPower|data=[{"x": 0.0,"y": 0.0},{"x": 100.0,"y": 100.0}]|color=orange}}
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| </div>
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| </div>
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| ===Magic Resistance=== | | ===Magical Resistance=== |
| <div style="display:flex;flex-wrap:wrap;"> | | <span id="Magic Resistance"> |
| <div style="width:500px;> | | Magic Resistance governs your Magical Damage Reduction. |
| 0 Will starts at = -20 Magic Resistance
| | {{Stats Data|magicresistance}}</span> |
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| Every Will gives increase to Magic Resistance
| | ===Magical Damage Reduction=== |
| *0 -> -20
| | <span id="Magic Damage Reduction">Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles. |
| *0 to 5 = 4 per point -> (threshold at 0)
| | {{Stats Data|magicaldamagereduction}} |
| *5 to 35 = 3 -> 90
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| *35 to 55 = 2 -> 130
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| *55 to 65 = 1 -> 140
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| *65 to 91 = 0.5 -> 153 (increases by 1 every 2 points)
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| *91 to 92 = -1 -> 152 (probably a mistake)
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| *92 to 94 = 1 -> 154
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| *94 to 100 = .5 -> 157 (increases by 1 every 2 points)
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| </div> | |
| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=MagicResistance|data=[{"x": 0.0,"y": -20.0},{"x": 5.0,"y": 0.0},{"x": 35.0,"y": 90.0},{"x": 55.0,"y": 130.0},{"x": 66.0,"y": 141.0},{"x": 67.0,"y": 141.0},{"x": 68.0,"y": 142.0},{"x": 69.0,"y": 142.0},{"x": 70.0,"y": 143.0},{"x": 71.0,"y": 143.0},{"x": 72.0,"y": 144.0},{"x": 73.0,"y": 144.0},{"x": 74.0,"y": 145.0},{"x": 75.0,"y": 145.0},{"x": 76.0,"y": 146.0},{"x": 77.0,"y": 146.0},{"x": 78.0,"y": 147.0},{"x": 79.0,"y": 147.0},{"x": 80.0,"y": 148.0},{"x": 82.0,"y": 148.0},{"x": 83.0,"y": 149.0},{"x": 84.0,"y": 149.0},{"x": 85.0,"y": 150.0},{"x": 86.0,"y": 150.0},{"x": 87.0,"y": 151.0},{"x": 88.0,"y": 151.0},{"x": 89.0,"y": 152.0},{"x": 90.0,"y": 152.0},{"x": 91.0,"y": 153.0},{"x": 92.0,"y": 152.0},{"x": 94.0,"y": 154.0},{"x": 95.0,"y": 154.0},{"x": 96.0,"y": 155.0},{"x": 97.0,"y": 155.0},{"x": 98.0,"y": 156.0},{"x": 99.0,"y": 156.0},{"x": 100.0,"y": 157.0}]|color=orange}}
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| </div>
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| </div>
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| ===Buff Duration===
| | Magical Damage Reduction is capped to 65%</span> |
| <div style="display:flex;flex-wrap:wrap;">
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| <div style="width:500px;> | |
| 0 Will starts at = -80% Buff Duration
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| Every Will gives % increase to your Buff Duration
| | === Buff Duration === |
| *0 -> -80%
| | Buff Duration modifies the duration of any temporary beneficial status effects you have. |
| *0 to 5 = 10% per point -> (threshold at -30%)
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| *5 to 7 = 5% -> -20%
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| *7 to 11 = 3% -> -8%
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| *11 to 15 = 2% -> 0%
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| *15 to 50 = 1% -> 35%
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| *50 to 100 = .5% -> 60%
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=BuffDurationMod|data=[{"x": 0.0,"y": -80.0},{"x": 1.0,"y": -70.0},{"x": 5.0,"y": -30.0},{"x": 7.0,"y": -20.0},{"x": 11.0,"y": -8.0},{"x": 15.0,"y": 0.0},{"x": 19.0,"y": 4.0},{"x": 20.0,"y": 5.0},{"x": 21.0,"y": 6.0},{"x": 27.0,"y": 12.0},{"x": 30.0,"y": 15.0},{"x": 35.0,"y": 20.0},{"x": 36.0,"y": 21.0},{"x": 38.0,"y": 23.0},{"x": 39.0,"y": 24.0},{"x": 44.0,"y": 29.0},{"x": 50.0,"y": 35.0},{"x": 51.0,"y": 35.5},{"x": 58.0,"y": 39.0},{"x": 59.0,"y": 39.5},{"x": 64.0,"y": 42.0},{"x": 70.0,"y": 45.0},{"x": 71.0,"y": 45.5},{"x": 76.0,"y": 48.0},{"x": 86.0,"y": 53.0},{"x": 87.0,"y": 53.5},{"x": 98.0,"y": 59.0},{"x": 100.0,"y": 60.0}]|color=orange}}
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| </div>
| | Buff Duration does not modify buffs you apply to others. |
| </div>
| | {{Stats Data|buffduration}} |
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| ===Debuff Duration=== | | ===Debuff Duration=== |
| <div style="display:flex;flex-wrap:wrap;">
| | Debuff Duration modifies the duration of temporary negative status effects; a negative value will shorten the duration, which is beneficial, and vise versa. |
| <div style="width:500px;>
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| 0 Will starts at = 400% Debuff Duration
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| Every Will gives % decreases to your Debuff Duration
| | Debuff Duration does not modify debuffs you apply to others. |
| *0 -> 400%
| | {{Stats Data|debuffduration}} |
| *0 to 1 = 170% per point -> (threshold at 233%)
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| *1 to 2 = 83% -> 150%
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| *2 to 3 = 50% -> 100%
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| *3 to 4 = 33.3% -> 66.7%
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| *4 to 5 = 23.8% -> 42.9%
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| *5 to 6 = 9.6% -> 33.3%
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| *6 to 7 = 8.3% -> 25%
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| ...
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| *100 = -37.5%
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| Use the chart for accurate info.
| | Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration. |
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| The decrease slowly slows down with different reduction amounts that is not logarithmic nor linear.
| | ===Magical Interaction Speed === |
| </div>
| | <span id="Magic Interaction Speed"> |
| <div style="width:400px;"> | | Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals. See [[Action/Interaction/Cast_Speed]] for more. |
| {{#widget:Chart|uniqueId=DebuffDurationMod|data=[{"x": 0.0,"y": 400.0},{"x": 1.0,"y": 233.3},{"x": 2.0,"y": 150.0},{"x": 3.0,"y": 100.0},{"x": 4.0,"y": 66.7},{"x": 5.0,"y": 42.9},{"x": 6.0,"y": 33.3},{"x": 7.0,"y": 25.0},{"x": 8.0,"y": 20.5},{"x": 9.0,"y": 16.3},{"x": 10.0,"y": 12.4},{"x": 11.0,"y": 8.7},{"x": 12.0,"y": 6.4},{"x": 13.0,"y": 4.2},{"x": 14.0,"y": 2.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": -2.0},{"x": 19.0,"y": -3.8},{"x": 20.0,"y": -4.8},{"x": 21.0,"y": -5.7},{"x": 22.0,"y": -6.5},{"x": 24.0,"y": -8.3},{"x": 29.0,"y": -12.3},{"x": 30.0,"y": -13.0},{"x": 31.0,"y": -13.8},{"x": 32.0,"y": -14.5},{"x": 33.0,"y": -15.3},{"x": 36.0,"y": -17.4},{"x": 37.0,"y": -18.0},{"x": 39.0,"y": -19.4},{"x": 41.0,"y": -20.6},{"x": 42.0,"y": -21.3},{"x": 44.0,"y": -22.5},{"x": 46.0,"y": -23.7},{"x": 47.0,"y": -24.2},{"x": 49.0,"y": -25.4},{"x": 50.0,"y": -25.9},{"x": 52.0,"y": -26.5},{"x": 53.0,"y": -26.7},{"x": 54.0,"y": -27.0},{"x": 55.0,"y": -27.3},{"x": 56.0,"y": -27.5},{"x": 58.0,"y": -28.1},{"x": 59.0,"y": -28.3},{"x": 60.0,"y": -28.6},{"x": 61.0,"y": -28.8},{"x": 62.0,"y": -29.1},{"x": 63.0,"y": -29.3},{"x": 64.0,"y": -29.6},{"x": 65.0,"y": -29.8},{"x": 66.0,"y": -30.1},{"x": 67.0,"y": -30.3},{"x": 68.0,"y": -30.6},{"x": 70.0,"y": -31.0},{"x": 71.0,"y": -31.3},{"x": 73.0,"y": -31.7},{"x": 74.0,"y": -32.0},{"x": 76.0,"y": -32.4},{"x": 77.0,"y": -32.7},{"x": 80.0,"y": -33.3},{"x": 81.0,"y": -33.6},{"x": 85.0,"y": -34.4},{"x": 86.0,"y": -34.6},{"x": 87.0,"y": -34.9},{"x": 96.0,"y": -36.7},{"x": 97.0,"y": -36.9},{"x": 100.0,"y": -37.5}]|color=orange}}
| | {{Stats Data|magicalinteractionspeed}} |
| </div>
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| </div>
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| ==Knowledge== | | Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you. |
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| | Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [[https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage/Healing_over_Time|over time]], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. </span> |
| | |
| | ==Knowledge == |
| ===Spell Casting Speed=== | | ===Spell Casting Speed=== |
| <div style="display:flex;flex-wrap:wrap;"> | | Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more. |
| <div style="width:500px;>
| | |
| 0 Knowledge starts at = -95% Spell Casting Speed
| | {{Stats Data|spellcastingspeed}} |
| | |
| | <code>Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)</code> |
| | |
| | *A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time. |
| | * A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time. |
|
| |
|
| Every Knowledge point gives % Spell Casting speed between intervals
| |
|
| |
|
| *0 -> -95%
| | ===Memory Capacity=== |
| *0 to 1 = 0% per point -> (threshold at -95%)
| | Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable. |
| *1 to 30 = 5% -> 50%
| | {{Stats Data|memorycapacity}} |
| *30 to 40 = 3% -> 80%
| |
| *40 to 100 = 2% -> 200%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=SpellCastingSpeed|data=[{"x": 0.0,"y": -95.0},{"x": 1.0,"y": -95.0},{"x": 9.0,"y": -55.0},{"x": 13.0,"y": -35.0},{"x": 17.0,"y": -15.0},{"x": 19.0,"y": -5.0},{"x": 21.0,"y": 5.0},{"x": 22.0,"y": 10.0},{"x": 24.0,"y": 20.0},{"x": 27.0,"y": 35.0},{"x": 28.0,"y": 40.0},{"x": 30.0,"y": 50.0},{"x": 33.0,"y": 59.0},{"x": 36.0,"y": 68.0},{"x": 37.0,"y": 71.0},{"x": 40.0,"y": 80.0},{"x": 42.0,"y": 84.0},{"x": 48.0,"y": 96.0},{"x": 53.0,"y": 106.0},{"x": 54.0,"y": 108.0},{"x": 59.0,"y": 118.0},{"x": 65.0,"y": 130.0},{"x": 66.0,"y": 132.0},{"x": 71.0,"y": 142.0},{"x": 78.0,"y": 156.0},{"x": 79.0,"y": 158.0},{"x": 84.0,"y": 168.0},{"x": 90.0,"y": 180.0},{"x": 91.0,"y": 182.0},{"x": 96.0,"y": 192.0},{"x": 100.0,"y": 200.0}]|color=orange}}
| |
|
| |
|
| </div> | | <code> Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap </code> |
| </div> | |
|
| |
|
| ===Magical Interaction Speed===
| | Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. |
| <div style="display:flex;flex-wrap:wrap;">
| |
| <div style="width:500px;>
| |
| 0 Knowledge starts at = -75% Magical Interaction Speed
| |
|
| |
|
| Every Knowledge point gives % Magical Interaction Speed between intervals
| | For example, with 12 Memory Cap from 18 knowledge, 7.7% Memory Cap Bonus, and +8 Add Memory Cap, the final Memory Capacity will be |
|
| |
|
| *0 -> -75%
| | <code> ceil(12 * 1.077) + 8 = 21 Memory Capacity</code> |
| *0 to 15 = 5% per point -> (threshold at 0%)
| |
| *15 to 25 = 7% -> 70%
| |
| *25 to 35 = 5% -> 120%
| |
| *35 to 84 = 2% -> 218%
| |
| *84 to 85 = 1% -> 219% | |
| *85 to 86 = 3% -> 222%
| |
| *86 to 100 = 2% -> 250%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=MagicalInteractionSpeed|data=[{"x": 0.0,"y": -75.0},{"x": 2.0,"y": -65.0},{"x": 7.0,"y": -40.0},{"x": 8.0,"y": -35.0},{"x": 12.0,"y": -15.0},{"x": 14.0,"y": -5.0},{"x": 15.0,"y": 0.0},{"x": 18.0,"y": 21.0},{"x": 21.0,"y": 42.0},{"x": 25.0,"y": 70.0},{"x": 28.0,"y": 85.0},{"x": 32.0,"y": 105.0},{"x": 33.0,"y": 110.0},{"x": 34.0,"y": 115.0},{"x": 35.0,"y": 120.0},{"x": 40.0,"y": 130.0},{"x": 41.0,"y": 132.0},{"x": 46.0,"y": 142.0},{"x": 53.0,"y": 156.0},{"x": 54.0,"y": 158.0},{"x": 59.0,"y": 168.0},{"x": 65.0,"y": 180.0},{"x": 66.0,"y": 182.0},{"x": 71.0,"y": 192.0},{"x": 81.0,"y": 212.0},{"x": 82.0,"y": 214.0},{"x": 84.0,"y": 218.0},{"x": 85.0,"y": 219.0},{"x": 86.0,"y": 222.0},{"x": 93.0,"y": 236.0},{"x": 100.0,"y": 250.0}]|color=orange}}
| |
| </div>
| |
| </div> | |
|
| |
|
| ===Spell Capacity===
| | <!-- class="nowrap" will not work for me no matter what I attempt --> |
| <div style="display:flex;flex-wrap:wrap;"> | |
| <div style="width:500px;>
| |
| 0 Knowledge starts at = 0% Spell Capacity
| |
|
| |
|
| Every Knowledge point gives % Spell Capacity between intervals
| | {| class="wikitable mw-collapsible mw-collapsed" style="text-align: center;" |
| | |+ class="nowrap" |Knowledge vs Memory Capacity Bonus<!--Formula = RoundUP( ((0.5 + n-1) / Knowledge (-6))*1000) /1000 --> |
| | !Classes!!Knowledge (-6)!!(+1)!!(+2) !! (+3)!!(+4)!!(+5)!! (+6)!!(+7)!!(+8)!! (+9)!!(+10)!!(+11)!!(+12) |
| | |- |
| | | Warlock || <small>15</small> <big>(9)</big>|| 5.6%||16.7%||27.8%||38.9%||50.0%||61.2%|| || || || || || |
| | |- |
| | | || <small>16</small> <big>(10)</big>||5.0%||15.0%||25.0%||35.0%||45.0%||55.0%||65.0%|| || || ||N/A|| |
| | |- |
| | | ||<small>17</small> <big>(11)</big>||4.6%|| 13.7%|| 22.8%|| 31.9%|| 41.0% || 50.0% |
| | |59.1%||68.2%|| || || || |
| | |- |
| | | ||<small>18</small> <big>(12)</big>||4.2%|| 12.5%|| 20.9%|| 29.2%|| 37.5%|| 45.9% ||54.2%||62.5%|| || || || |
| | |- |
| | | ||<small>19</small> <big>(13)</big>||3.9% || 11.6% || 19.3% || 27.0% || 34.7% || 42.4% || 50.0% || 57.7% || 65.4% || || || |
| | |- |
| | |Bard/Cleric/Druid||<small>20</small> <big>(14)</big>||3.6%||10.8%||17.9%||25.0%||32.2%||39.3%||46.5%||53.6%||60.8%||67.9%|| || |
| | |- |
| | | ||<small>21</small> <big>(15)</big>||3.4%|| 10.0%|| 16.7%|| 23.4%|| 30.0%|| 36.7%|| 43.4%|| 50.0%|| 56.7%|| 63.4%|| 70.0%|| |
| | |- |
| | | ||<small>22</small> <big>(16)</big>||3.2%||9.4%|| 15.7%|| 21.9%|| 28.2%|| 34.4%|| 40.7%|| 46.9%|| 53.2%|| 59.4%||65.7%|| |
| | |- |
| | | ||<small>23</small> <big>(17)</big>||3.0%||8.9%||14.8%||20.6%||26.5%||32.4%||38.3%||44.2%||50.0%||55.9%||61.8%||67.7% |
| | |- |
| | | ||<small>24</small> <big>(18)</big>||2.8% ||8.4% ||13.9% ||19.5% ||25.0% ||30.6% ||36.2% ||41.7% ||47.3% ||52.8% ||58.4% ||63.9% |
| | |- |
| | | Wizard||<small>25</small> <big>(19)</big>||2.7%||7.9%||13.2%||18.5%||23.7%||29.0%||34.3%||39.5%||44.8%||50.0%||55.3%||60.6% |
| | |- |
| | | ||<small>26</small> <big>(20)</big>||2.5%||7.5%||12.5%||17.5%||22.5%||27.5%||32.5%||37.5%||42.5%||47.5%||52.5%||57.5% |
| | |- |
| | | ||<small>27</small> <big>(21)</big>||2.4%||7.2%||12.0%||16.7%||21.5%||26.2%||31.0%||35.8%||40.5%||45.3%||50.0%||54.8% |
| | |- |
| | | ||<small>28</small> <big>(22)</big>||2.3%||6.9%||12.5%||16.0%||20.5%||25.0%||29.6%||34.1%||38.7%||43.2%||47.8%||52.3% |
| | |- |
| | | ||<small>29</small> <big>(23)</big>||2.2%||6.6%||10.9%||15.3%||19.6%||24.0%||28.3%||32.7%||37.0%||41.4%||45.7%||50.0% |
| | |- |
| | | ||<small>30</small> <big>(24)</big>||2.1%||6.3%||10.5%||14.6%||18.8%||23.0%||27.1%||31.3%||35.5%||39.6%||43.8%||48.0% |
| | |- |
| | | ||<small>31</small> <big>(25)</big>||2.0%||6.0%||10.0%||14.0%||18.0%||22.0%||26.0%||30.0%||34.0%||38.0%||42.0%||46.0% |
| | |- |
| | | ||<small>32</small> <big>(26)</big>||2.0%||5.8%||9.7%||13.5%||17.4%||21.2%||25.0%||28.9%||32.7%||36.6%||40.4%||44.3% |
| | |- |
| | | ||<small>33</small> <big>(27)</big>||1.9% ||5.6% ||9.3%||13.0%||16.7%||20.4%||24.1%||27.8%||31.5%||35.2%||38.9%|| 42.6% |
| | |- |
| | | ||<small>34</small> <big>(28)</big>||1.8% ||5.4% ||9.0%||12.5%||16.1%||19.7%||23.3%||26.8%||30.4%||34.0%||37.5%|| 41.1% |
| | |- |
| | | ||<small>35</small> <big>(29)</big>||1.8% ||5.2% ||8.7%||12.1%||15.6%||19.0%||22.5%||25.9%||29.4%||32.8%||36.3%||39.7% |
| | |- |
| | | ||<small>36</small> <big>(30)</big>||1.7%||5.0%||8.4%||11.7%||15.0%||18.4%||21.7%||25.0% |
| | |28.4% ||31.7%||35.0%||38.4% |
| | |} |
|
| |
|
| *0 -> 0%
| | ===Memory Recovery=== |
| *0 to 100 = 1% per point -> (threshold at 100%)
| | Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=SpellCapacity|data=[{"x": 0.0,"y": 0.0},{"x": 100.0,"y": 100.0}]|color=orange}}
| |
| </div>
| |
| </div>
| |
|
| |
|
| | Despite also being referred to as Spell Recovery Bonus, this also applies to Bard songs. |
| | |
| | Can't be found on gear aside from in the form of its governing attribute. |
| | |
| | {{Stats Data|memoryrecovery}} |
| | |
| | <code>''SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)''</code> |
|
| |
|
| ==Resourcefulness== | | ==Resourcefulness== |
| ===Interaction Speed=== | | ===Regular Interaction Speed from Resourcefulness=== |
| <div style="display:flex;flex-wrap:wrap;"> | | Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. |
| <div style="width:500px;> | | |
| 0 Resourcefulness starts at = -75% Interaction Speed | | See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more. |
| | |
| | ===Cooldown Reduction=== |
| | Cooldown Reduction reduces the cooldowns of skills/perks, this includes spells such as [[Sorcerer]] spells. |
| | |
| | <code>Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)</code><br><br> |
| | |
| | Note that perk cooldowns are in the form of a debuff and are additionally affected by [[Stats#Buff_Duration|Buff]]/[[Stats#Debuff_Duration|Debuff Duration]].<br> |
| | |
| | <code>Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)</code> |
| | |
| | Can't be found on gear aside from in the form of its governing attribute. |
| | |
| | {{Stats_Data|cooldownreduction}} |
| | |
| | ===Persuasiveness=== |
| | Persuasiveness determines the duration of Bard songs' buffs/debuffs. |
| | {{Stats Data|persuasiveness}} |
| | |
| | Base buff duration formula: |
| | |
| | <code>Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling</code> |
| | |
| | <br>Base Persuasiveness is currently 15 due to [[Bard]]'s 15 Resourcefulness. |
| | |
| | Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.<br> |
| | |
| | The duration listed both in game and in a song's description at [[Bard]] represent the duration of the song at the base of 15 Persuasiveness. Some songs are noted as 0% Persuasiveness Scaling, meaning they always last the listed amount, before Buff/Debuff duration. Some songs technically apply no duration or their affect lasts only while Channeling, like Peacemaking and Chaotic Discord. |
| | |
| | For example, Perfectly played Rousing Rhythms has a 90s duration (as of writing this) there if Bard has 20 Persuasiveness, outgoing base buff duration will be: |
| | |
| | <code>90 x 20/15 x 100% = 120 seconds</code> |
| | |
| | This will also then get multiplied by the receiver's [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]] |
| | |
| | Can't be found on gear aside from in the form of its governing attribute. |
| | |
| | [https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator] |
| | |
| | ==Attribute Bonus== |
| | Attributes can be multiplied by sources such as [[Warlock]]'s Curse of Weakness, or [[Wizard]]'s Sage perk. These multipliers are applied after all other sources of additional attributes. |
| | |
| | <code>Final Attribute = Attribute * (1 + Attribute Bonus)</code> |
| | |
| | |
| | For example, with 30 Strength, and 15% Strength Bonus, final strength would be |
| | |
| | <code>Final Strength = 30 * (1 + 0.15) = 34.5 Strength</code> |
| | |
| | Note that attributes can have decimals, though in the in game details page they will be rounded. |
| | |
| | <br>''Not to be confused with Attribute Bonus Ratio ([[Scaling]])'' |
| | |
| | =Hybrid Stats= |
| | Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor. |
| | |
| | Hybrid stats are calculated by first using separate weights to combine the relevant attributes into a Rating (which is not displayed in the Details screen), and then converting that Rating into the value displayed in the Details screen. This intermediate Rating can be fractional and is not rounded before being converted to the appropriate stat. |
| | |
| | ==Base Health== |
| | <span id="Max Health">Base Health partially determines your characters maximum [[Health]].<span> <!--Hyperlink redirect from Stats#Max Health]]--> |
| | |
| | {{Stats Data|basehealth}} |
| | |
| | Final Health formula with examples can be found on the [[Health#Formula|Health page]]. |
| | |
| | == Action Speed== |
| | Action Speed governs the speed at which you interact with your weapons, meaning stowing, swapping, reloading or attacking with weapons, as well as the speed of usage of consumables. See [[Action/Interaction/Cast_Speed]] for more. |
| | |
| | {{Stats Data|actionspeed}} |
| | |
| | |
| | An Action Speed of 50% results in the animation lasting for only 67% of the base animation length. |
| | |
| | <code> New animation length = Base animation length / (1 + Action Speed) </code> |
|
| |
|
| Every Resourcefulness gives % increase to your Interaction Speed with objects
| |
|
| |
|
| *0 -> 75%
| | ==Regular Interaction Speed== |
| *0 to 15 = 5% per point -> (threshold at 0%)
| | Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more. |
| *15 to 25 = 7% -> 70%
| |
| *25 to 35 = 5% -> 120%
| |
| *35 to 84 = 2% -> 218%
| |
| *84 to 85 = 1% -> 219%
| |
| *85 to 86 = 3% -> 222%
| |
| *86 to 100 = 2% -> 250%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=RegularInteractionSpeed|data=[{"x": 0.0,"y": -75.0},{"x": 2.0,"y": -65.0},{"x": 7.0,"y": -40.0},{"x": 8.0,"y": -35.0},{"x": 12.0,"y": -15.0},{"x": 14.0,"y": -5.0},{"x": 15.0,"y": 0.0},{"x": 18.0,"y": 21.0},{"x": 21.0,"y": 42.0},{"x": 25.0,"y": 70.0},{"x": 28.0,"y": 85.0},{"x": 32.0,"y": 105.0},{"x": 33.0,"y": 110.0},{"x": 34.0,"y": 115.0},{"x": 35.0,"y": 120.0},{"x": 40.0,"y": 130.0},{"x": 41.0,"y": 132.0},{"x": 46.0,"y": 142.0},{"x": 53.0,"y": 156.0},{"x": 54.0,"y": 158.0},{"x": 59.0,"y": 168.0},{"x": 65.0,"y": 180.0},{"x": 66.0,"y": 182.0},{"x": 71.0,"y": 192.0},{"x": 81.0,"y": 212.0},{"x": 82.0,"y": 214.0},{"x": 84.0,"y": 218.0},{"x": 85.0,"y": 219.0},{"x": 86.0,"y": 222.0},{"x": 93.0,"y": 236.0},{"x": 100.0,"y": 250.0}]|color=orange}}
| |
| </div>
| |
| </div>
| |
|
| |
|
| | {{Stats Data|regularinteractionspeed}} |
|
| |
|
|
| |
|
| | <code> New interaction length = Base interaction length / (1 + interaction speed) </code> |
|
| |
|
| ==Magic Power Bonus==
| |
| <div style="display:flex;flex-wrap:wrap;">
| |
| <div style="width:500px;>
| |
| 0 Magic Power Bonus starts at = -90% Magic Damage
| |
|
| |
|
| Every Magic Power Bonus gives % increase to your overall magic damage
| | For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length. |
|
| |
|
| *0 -> -90%
| | [[Surgical Kit|Surgical Kits]] and [[Bandage|Bandages]] have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like |
| *0 to 1 = 0% per point -> (threshold at -90%)
| |
| *1 to 5 = 10% -> -50%
| |
| *5 to 15 = 5% -> -0%
| |
| *15 to 25 = 3% -> 30%
| |
| *25 to 40 = 2% -> 60%
| |
| *40 to 50 = 1% -> 70%
| |
| *50 to 100 = 0.5% -> 95%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=MagicalDamageMod|data=[{"x": 0.0,"y": -90.0},{"x": 1.0,"y": -90.0},{"x": 2.0,"y": -80.0},{"x": 3.0,"y": -70.0},{"x": 5.0,"y": -50.0},{"x": 7.0,"y": -40.0},{"x": 8.0,"y": -35.0},{"x": 12.0,"y": -15.0},{"x": 14.0,"y": -5.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": 6.0},{"x": 18.0,"y": 9.0},{"x": 19.0,"y": 12.0},{"x": 21.0,"y": 18.0},{"x": 22.0,"y": 21.0},{"x": 23.0,"y": 24.0},{"x": 25.0,"y": 30.0},{"x": 30.0,"y": 40.0},{"x": 31.0,"y": 42.0},{"x": 33.0,"y": 46.0},{"x": 34.0,"y": 48.0},{"x": 39.0,"y": 58.0},{"x": 40.0,"y": 60.0},{"x": 45.0,"y": 65.0},{"x": 46.0,"y": 66.0},{"x": 50.0,"y": 70.0},{"x": 53.0,"y": 71.5},{"x": 66.0,"y": 78.0},{"x": 67.0,"y": 78.5},{"x": 78.0,"y": 84.0},{"x": 91.0,"y": 90.5},{"x": 92.0,"y": 91.0},{"x": 100.0,"y": 95.0}]|color=orange}}
| |
|
| |
|
| </div> | | <code> New interaction length = Base interaction length / (1 + interaction speed * .5) </code> |
| </div> | |
|
| |
|
| | =Other Stats= |
|
| |
|
| ==Armor Rating== | | ==Armor Rating== |
| <div style="display:flex;flex-wrap:wrap;"> | | Armor Rating (AR) is determined from the armor your wearing, but can also be increased in some ways such as [[Fighter]]'s Barricade (Armor Rating) or [[Fighter]]'s Defense Mastery (Armor Rating Bonus). |
| <div style="width:500px;> | | <br><br> |
| Armor Rating can go as low as -300 starts at = -595% Physical Damage Reduction
| |
|
| |
|
| 0 Armor Rating starts at = -10% Physical Damage Reduction
| | Formula can be simplified as:<br> |
| | <code>Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)</code> |
|
| |
|
| Every Armor Rating gives % Physical Damage Reduction between intervals
| |
|
| |
|
| *-300 -> -595%
| | Note that [[Fighter]]'s Defense Mastery and [[Rogue]]'s Weakpoint Attack are specifically Item Armor Rating Bonus, meaning they only affect the AR from Items (excluding enchants), where the following formula should be applied.<br> |
| *-300 to -15 = 2% per point -> (threshold at -25%)
| |
| *-15 to 10 = 1% -> 0%
| |
| *10 to 19 = 0.5% -> 4.5%
| |
| *19 to 30 = 0.4% -> 8.9%
| |
| *30 to 40 = 0.3% -> 11.9%
| |
| *40 to 50 = 0.2% -> 13.9%
| |
| *50 to 100 = 0.1% -> 18.9%
| |
| *100 to 150 = 0.2% -> 28.9%
| |
| *150 to 250 = 0.3% -> 58.9%
| |
| *250 to 350 = 0.2% -> 78.9%
| |
| *350 to 500 = 0.1% -> 93.9%
| |
| </div>
| |
| <div style="width:400px;"> | |
| {{#widget:Chart|uniqueId=PhysicalReduction|data=[{"x": -49.0,"y": -93.0},{"x": -48.0,"y": -91.0},{"x": -42.0,"y": -79.0},{"x": -36.0,"y": -67.0},{"x": -30.0,"y": -55.0},{"x": -25.0,"y": -45.0},{"x": -20.0,"y": -35.0},{"x": -19.0,"y": -33.0},{"x": -17.0,"y": -29.0},{"x": -16.0,"y": -27.0},{"x": -15.0,"y": -25.0},{"x": -14.0,"y": -24.0},{"x": -13.0,"y": -23.0},{"x": -11.0,"y": -21.0},{"x": -10.0,"y": -20.0},{"x": -1.0,"y": -11.0},{"x": 1.0,"y": -9.0},{"x": 4.0,"y": -6.0},{"x": 5.0,"y": -5.0},{"x": 8.0,"y": -2.0},{"x": 10.0,"y": 0.0},{"x": 14.0,"y": 2.0},{"x": 15.0,"y": 2.5},{"x": 16.0,"y": 3.0},{"x": 19.0,"y": 4.5},{"x": 20.0,"y": 4.9},{"x": 23.0,"y": 6.1},{"x": 30.0,"y": 8.9},{"x": 33.0,"y": 9.8},{"x": 34.0,"y": 10.1},{"x": 39.0,"y": 11.6},{"x": 40.0,"y": 11.9},{"x": 41.0,"y": 12.1},{"x": 42.0,"y": 12.3},{"x": 48.0,"y": 13.5},{"x": 50.0,"y": 13.9},{"x": 54.0,"y": 14.3},{"x": 61.0,"y": 15.0},{"x": 69.0,"y": 15.8},{"x": 70.0,"y": 15.9},{"x": 76.0,"y": 16.5},{"x": 77.0,"y": 16.6},{"x": 83.0,"y": 17.2},{"x": 84.0,"y": 17.3},{"x": 91.0,"y": 18.0},{"x": 98.0,"y": 18.7},{"x": 100.0,"y": 18.9},{"x": 102.0,"y": 19.3},{"x": 106.0,"y": 20.1},{"x": 107.0,"y": 20.3},{"x": 110.0,"y": 20.9},{"x": 117.0,"y": 22.3},{"x": 121.0,"y": 23.1},{"x": 122.0,"y": 23.3},{"x": 124.0,"y": 23.7},{"x": 128.0,"y": 24.5},{"x": 129.0,"y": 24.7},{"x": 130.0,"y": 24.9},{"x": 137.0,"y": 26.3},{"x": 145.0,"y": 27.9},{"x": 146.0,"y": 28.1},{"x": 150.0,"y": 28.9},{"x": 152.0,"y": 29.5},{"x": 153.0,"y": 29.8},{"x": 155.0,"y": 30.4},{"x": 156.0,"y": 30.7},{"x": 158.0,"y": 31.3},{"x": 159.0,"y": 31.6},{"x": 162.0,"y": 32.5},{"x": 169.0,"y": 34.6},{"x": 170.0,"y": 34.9},{"x": 172.0,"y": 35.5},{"x": 173.0,"y": 35.8},{"x": 175.0,"y": 36.4},{"x": 176.0,"y": 36.7},{"x": 179.0,"y": 37.6},{"x": 185.0,"y": 39.4},{"x": 189.0,"y": 40.6},{"x": 190.0,"y": 40.9},{"x": 192.0,"y": 41.5},{"x": 193.0,"y": 41.8},{"x": 196.0,"y": 42.7},{"x": 202.0,"y": 44.5},{"x": 206.0,"y": 45.7},{"x": 207.0,"y": 46.0},{"x": 209.0,"y": 46.6},{"x": 210.0,"y": 46.9},{"x": 213.0,"y": 47.8},{"x": 219.0,"y": 49.6},{"x": 220.0,"y": 49.9},{"x": 226.0,"y": 51.7},{"x": 232.0,"y": 53.5},{"x": 237.0,"y": 55.0},{"x": 243.0,"y": 56.8},{"x": 249.0,"y": 58.6},{"x": 250.0,"y": 58.9},{"x": 251.0,"y": 59.1},{"x": 252.0,"y": 59.3},{"x": 257.0,"y": 60.3},{"x": 260.0,"y": 60.9},{"x": 262.0,"y": 61.3},{"x": 265.0,"y": 61.9},{"x": 266.0,"y": 62.1},{"x": 271.0,"y": 63.1},{"x": 274.0,"y": 63.7},{"x": 276.0,"y": 64.1},{"x": 279.0,"y": 64.7},{"x": 280.0,"y": 64.9},{"x": 285.0,"y": 65.9},{"x": 288.0,"y": 66.5},{"x": 289.0,"y": 66.7},{"x": 294.0,"y": 67.7},{"x": 297.0,"y": 68.3},{"x": 299.0,"y": 68.7},{"x": 302.0,"y": 69.3},{"x": 303.0,"y": 69.5},{"x": 308.0,"y": 70.5},{"x": 311.0,"y": 71.1},{"x": 313.0,"y": 71.5},{"x": 316.0,"y": 72.1},{"x": 317.0,"y": 72.3},{"x": 322.0,"y": 73.3},{"x": 325.0,"y": 73.9},{"x": 327.0,"y": 74.3},{"x": 330.0,"y": 74.9},{"x": 331.0,"y": 75.1},{"x": 334.0,"y": 75.7},{"x": 336.0,"y": 76.1},{"x": 339.0,"y": 76.7},{"x": 340.0,"y": 76.9},{"x": 345.0,"y": 77.9},{"x": 348.0,"y": 78.5},{"x": 350.0,"y": 78.9},{"x": 351.0,"y": 79.0},{"x": 354.0,"y": 79.3},{"x": 359.0,"y": 79.8},{"x": 364.0,"y": 80.3},{"x": 368.0,"y": 80.7},{"x": 369.0,"y": 80.8},{"x": 373.0,"y": 81.2},{"x": 374.0,"y": 81.3},{"x": 378.0,"y": 81.7},{"x": 379.0,"y": 81.8},{"x": 382.0,"y": 82.1},{"x": 387.0,"y": 82.6},{"x": 392.0,"y": 83.1},{"x": 396.0,"y": 83.5},{"x": 397.0,"y": 83.6},{"x": 401.0,"y": 84.0},{"x": 402.0,"y": 84.1},{"x": 405.0,"y": 84.4},{"x": 410.0,"y": 84.9},{"x": 415.0,"y": 85.4},{"x": 419.0,"y": 85.8},{"x": 420.0,"y": 85.9},{"x": 424.0,"y": 86.3},{"x": 425.0,"y": 86.4},{"x": 429.0,"y": 86.8},{"x": 430.0,"y": 86.9},{"x": 433.0,"y": 87.2},{"x": 438.0,"y": 87.7},{"x": 442.0,"y": 88.1},{"x": 443.0,"y": 88.2},{"x": 447.0,"y": 88.6},{"x": 448.0,"y": 88.7},{"x": 452.0,"y": 89.1},{"x": 453.0,"y": 89.2},{"x": 456.0,"y": 89.5},{"x": 461.0,"y": 90.0},{"x": 466.0,"y": 90.5},{"x": 470.0,"y": 90.9},{"x": 471.0,"y": 91.0},{"x": 475.0,"y": 91.4},{"x": 476.0,"y": 91.5},{"x": 479.0,"y": 91.8},{"x": 484.0,"y": 92.3},{"x": 489.0,"y": 92.8},{"x": 493.0,"y": 93.2},{"x": 494.0,"y": 93.3},{"x": 498.0,"y": 93.7},{"x": 499.0,"y": 93.8},{"x": 500.0,"y": 93.9}]|color=orange}}
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|
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|
| *Starts from -50 instead of -300 for better visibility | | <code>Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)</code> |
|
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| </div>
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| </div>
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|
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|
| ==Magic Resistance==
| | Note that only Item Armor Rating Bonus exists currently, and not Armor Rating Bonus. Therefore, the shortest form of this expanded formula can be written as: |
| <div style="display:flex;flex-wrap:wrap;">
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| <div style="width:500px;>
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| Magic Resistance can go as low as -300 starts at = -595% Magical Damage Reduction
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|
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|
| 0 Magic Resistance starts at = -10% Magical Damage Reduction
| | <code>Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating</code> |
|
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|
| Magic Resistance gives % Magical Damage Reduction between intervals
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|
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|
| *-300 -> -595%
| | Example using the last formula:<br> |
| *-300 to -15 = 2% per point -> (threshold at -25%)
| | With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in<br> |
| *-15 to 10 = 1% -> 0%
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| *10 to 19 = 0.5% -> 4.5%
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| *19 to 30 = 0.4% -> 8.9%
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| *30 to 40 = 0.3% -> 11.9%
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| *40 to 50 = 0.2% -> 13.9%
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| *50 to 100 = 0.1% -> 18.9%
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| *100 to 150 = 0.2% -> 28.9%
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| *150 to 250 = 0.3% -> 58.9%
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| *250 to 350 = 0.2% -> 78.9%
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| *350 to 500 = 0.1% -> 93.9%
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| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=MagicalReduction|data=[{"x": -49.0,"y": -93.0},{"x": -48.0,"y": -91.0},{"x": -42.0,"y": -79.0},{"x": -36.0,"y": -67.0},{"x": -30.0,"y": -55.0},{"x": -25.0,"y": -45.0},{"x": -20.0,"y": -35.0},{"x": -19.0,"y": -33.0},{"x": -17.0,"y": -29.0},{"x": -16.0,"y": -27.0},{"x": -15.0,"y": -25.0},{"x": -14.0,"y": -24.0},{"x": -13.0,"y": -23.0},{"x": -11.0,"y": -21.0},{"x": -10.0,"y": -20.0},{"x": -1.0,"y": -11.0},{"x": 1.0,"y": -9.0},{"x": 4.0,"y": -6.0},{"x": 5.0,"y": -5.0},{"x": 8.0,"y": -2.0},{"x": 10.0,"y": 0.0},{"x": 14.0,"y": 2.0},{"x": 15.0,"y": 2.5},{"x": 16.0,"y": 3.0},{"x": 19.0,"y": 4.5},{"x": 20.0,"y": 4.9},{"x": 23.0,"y": 6.1},{"x": 30.0,"y": 8.9},{"x": 33.0,"y": 9.8},{"x": 34.0,"y": 10.1},{"x": 39.0,"y": 11.6},{"x": 40.0,"y": 11.9},{"x": 41.0,"y": 12.1},{"x": 42.0,"y": 12.3},{"x": 48.0,"y": 13.5},{"x": 50.0,"y": 13.9},{"x": 54.0,"y": 14.3},{"x": 61.0,"y": 15.0},{"x": 69.0,"y": 15.8},{"x": 70.0,"y": 15.9},{"x": 76.0,"y": 16.5},{"x": 77.0,"y": 16.6},{"x": 83.0,"y": 17.2},{"x": 84.0,"y": 17.3},{"x": 91.0,"y": 18.0},{"x": 98.0,"y": 18.7},{"x": 100.0,"y": 18.9},{"x": 102.0,"y": 19.3},{"x": 106.0,"y": 20.1},{"x": 107.0,"y": 20.3},{"x": 110.0,"y": 20.9},{"x": 117.0,"y": 22.3},{"x": 121.0,"y": 23.1},{"x": 122.0,"y": 23.3},{"x": 124.0,"y": 23.7},{"x": 128.0,"y": 24.5},{"x": 129.0,"y": 24.7},{"x": 130.0,"y": 24.9},{"x": 137.0,"y": 26.3},{"x": 145.0,"y": 27.9},{"x": 146.0,"y": 28.1},{"x": 150.0,"y": 28.9},{"x": 152.0,"y": 29.5},{"x": 153.0,"y": 29.8},{"x": 155.0,"y": 30.4},{"x": 156.0,"y": 30.7},{"x": 158.0,"y": 31.3},{"x": 159.0,"y": 31.6},{"x": 162.0,"y": 32.5},{"x": 169.0,"y": 34.6},{"x": 170.0,"y": 34.9},{"x": 172.0,"y": 35.5},{"x": 173.0,"y": 35.8},{"x": 175.0,"y": 36.4},{"x": 176.0,"y": 36.7},{"x": 179.0,"y": 37.6},{"x": 185.0,"y": 39.4},{"x": 189.0,"y": 40.6},{"x": 190.0,"y": 40.9},{"x": 192.0,"y": 41.5},{"x": 193.0,"y": 41.8},{"x": 196.0,"y": 42.7},{"x": 202.0,"y": 44.5},{"x": 206.0,"y": 45.7},{"x": 207.0,"y": 46.0},{"x": 209.0,"y": 46.6},{"x": 210.0,"y": 46.9},{"x": 213.0,"y": 47.8},{"x": 219.0,"y": 49.6},{"x": 220.0,"y": 49.9},{"x": 226.0,"y": 51.7},{"x": 232.0,"y": 53.5},{"x": 237.0,"y": 55.0},{"x": 243.0,"y": 56.8},{"x": 249.0,"y": 58.6},{"x": 250.0,"y": 58.9},{"x": 251.0,"y": 59.1},{"x": 252.0,"y": 59.3},{"x": 257.0,"y": 60.3},{"x": 260.0,"y": 60.9},{"x": 262.0,"y": 61.3},{"x": 265.0,"y": 61.9},{"x": 266.0,"y": 62.1},{"x": 271.0,"y": 63.1},{"x": 274.0,"y": 63.7},{"x": 276.0,"y": 64.1},{"x": 279.0,"y": 64.7},{"x": 280.0,"y": 64.9},{"x": 285.0,"y": 65.9},{"x": 288.0,"y": 66.5},{"x": 289.0,"y": 66.7},{"x": 294.0,"y": 67.7},{"x": 297.0,"y": 68.3},{"x": 299.0,"y": 68.7},{"x": 302.0,"y": 69.3},{"x": 303.0,"y": 69.5},{"x": 308.0,"y": 70.5},{"x": 311.0,"y": 71.1},{"x": 313.0,"y": 71.5},{"x": 316.0,"y": 72.1},{"x": 317.0,"y": 72.3},{"x": 322.0,"y": 73.3},{"x": 325.0,"y": 73.9},{"x": 327.0,"y": 74.3},{"x": 330.0,"y": 74.9},{"x": 331.0,"y": 75.1},{"x": 334.0,"y": 75.7},{"x": 336.0,"y": 76.1},{"x": 339.0,"y": 76.7},{"x": 340.0,"y": 76.9},{"x": 345.0,"y": 77.9},{"x": 348.0,"y": 78.5},{"x": 350.0,"y": 78.9},{"x": 351.0,"y": 79.0},{"x": 354.0,"y": 79.3},{"x": 359.0,"y": 79.8},{"x": 364.0,"y": 80.3},{"x": 368.0,"y": 80.7},{"x": 369.0,"y": 80.8},{"x": 373.0,"y": 81.2},{"x": 374.0,"y": 81.3},{"x": 378.0,"y": 81.7},{"x": 379.0,"y": 81.8},{"x": 382.0,"y": 82.1},{"x": 387.0,"y": 82.6},{"x": 392.0,"y": 83.1},{"x": 396.0,"y": 83.5},{"x": 397.0,"y": 83.6},{"x": 401.0,"y": 84.0},{"x": 402.0,"y": 84.1},{"x": 405.0,"y": 84.4},{"x": 410.0,"y": 84.9},{"x": 415.0,"y": 85.4},{"x": 419.0,"y": 85.8},{"x": 420.0,"y": 85.9},{"x": 424.0,"y": 86.3},{"x": 425.0,"y": 86.4},{"x": 429.0,"y": 86.8},{"x": 430.0,"y": 86.9},{"x": 433.0,"y": 87.2},{"x": 438.0,"y": 87.7},{"x": 442.0,"y": 88.1},{"x": 443.0,"y": 88.2},{"x": 447.0,"y": 88.6},{"x": 448.0,"y": 88.7},{"x": 452.0,"y": 89.1},{"x": 453.0,"y": 89.2},{"x": 456.0,"y": 89.5},{"x": 461.0,"y": 90.0},{"x": 466.0,"y": 90.5},{"x": 470.0,"y": 90.9},{"x": 471.0,"y": 91.0},{"x": 475.0,"y": 91.4},{"x": 476.0,"y": 91.5},{"x": 479.0,"y": 91.8},{"x": 484.0,"y": 92.3},{"x": 489.0,"y": 92.8},{"x": 493.0,"y": 93.2},{"x": 494.0,"y": 93.3},{"x": 498.0,"y": 93.7},{"x": 499.0,"y": 93.8},{"x": 500.0,"y": 93.9}]|color=orange}}
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| *Starts from -50 instead of -300 for better visibility | | <code>100 * (1 + -0.4) + 20 = 80 Armor Rating</code> |
| </div> | | <br> |
| </div> | |
|
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|
| | == Physical Damage Reduction== |
| | Physical Damage Reduction governs your resistance to physical damage dealing weapons and projectiles. Unlike Magic Resistance that is increased by Will, Armor Rating does not have an attribute stat that it scales off. |
| | {{Stats Data|physicaldamagereduction}} |
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| ==Physical Power Bonus==
| | Physical Damage Reduction is capped to 65% |
| <div style="display:flex;flex-wrap:wrap;">
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| <div style="width:500px;>
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| 0 Physical Power Bonus starts at = -80% physical pamage Bonus
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| Every Physical Power Bonus gives % increase to your overall physical damage
| | ==Impact Power== |
| *0 -> -80%
| | [[Impact_Power|Impact Power]] governs the strength of your weapon strikes against a target, it determines if you can break objects and stagger blocking enemies. |
| *0 to 5 = 10% per point -> (threshold at -30%)
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| *5 to 7 = 5% -> -20%
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| *7 to 11 = 3% -> -8%
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| *11 to 15 = 2% -> 0%
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| *15 to 50 = 1% -> 35%
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| *50 to 100 = 0.5% -> 60%
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=PhysicalDamageMod|data=[{"x": 0.0,"y": -80.0},{"x": 1.0,"y": -70.0},{"x": 5.0,"y": -30.0},{"x": 7.0,"y": -20.0},{"x": 11.0,"y": -8.0},{"x": 15.0,"y": 0.0},{"x": 19.0,"y": 4.0},{"x": 20.0,"y": 5.0},{"x": 21.0,"y": 6.0},{"x": 27.0,"y": 12.0},{"x": 30.0,"y": 15.0},{"x": 35.0,"y": 20.0},{"x": 36.0,"y": 21.0},{"x": 38.0,"y": 23.0},{"x": 39.0,"y": 24.0},{"x": 44.0,"y": 29.0},{"x": 50.0,"y": 35.0},{"x": 51.0,"y": 35.5},{"x": 58.0,"y": 39.0},{"x": 59.0,"y": 39.5},{"x": 64.0,"y": 42.0},{"x": 70.0,"y": 45.0},{"x": 71.0,"y": 45.5},{"x": 76.0,"y": 48.0},{"x": 86.0,"y": 53.0},{"x": 87.0,"y": 53.5},{"x": 98.0,"y": 59.0},{"x": 100.0,"y": 60.0}]|color=orange}}
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| </div>
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| </div>
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|
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|
| =Enchantment Stats= | | Can't be found on gear (aside from the base values for each weapon) and is not affected by other stats. |
| Stats that come from weapon, armor, item enchantments
| | |
| | ==Item Swap Speed== |
| | Speed at which items are swapped as the current active item. Note that this is separate from Wearing Time Speed. |
| | |
| | Affected by [[#Action Speed|Action Speed]]. |
| | |
| | ==Wearing Time Speed== |
| | Speed at which items are worn by equipping them from the inventory. Note that this is separate from Item Swap Speed. |
| | |
| | Affected by [[#Item Equip Speed|Item Equip Speed]]. |
| | |
| | ==Luck== |
| | Luck affects the Loot that is rolled when you open a [[Containers|container]] or kill a [[monster]]. |
| | |
| | Whoever opens the container first or lands the killing blow on the monster is the character whose Luck is used to calculate the drops. |
| | |
| | Luck is capped at 500. |
| | |
| | It is possible to reach the Luck cap: |
| | *50 from [[Bard#Perks-0|Bard's Wanderer's Luck]] |
| | *150 luck roll from a large [[Potion of Luck]] |
| | *10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece |
| | *40 from [[Golden Cloak]] |
| | *250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] ''on other gear'' |
| | |
| | {{NeedsTesting|It is not confirmed if [[Bard#Songs-0|Bard's Unchained Harmony]] applies the Bard's Luck when it opens containers.}} |
| | {{NeedsTesting|Which character's Luck is used if a monster or the environment kills a monster? Do monsters/traps have Luck? Is loot instead rolled when the monster is first looted?}} |
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| ==Armor Penetration== | | ===Luck Scalar === |
| Determines the amount you reduce a target's physical damage reduction amount.
| | {{#lsth:Luck|Luck Scalar}} |
| | <i>Note that Luck <b>does</b> work at all amounts, not just in intervals of 50.</i> |
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|
| ==Headshot Reduction== | | ==Max Spell Count== |
| How much the headshot bonus damage is mitigated
| | Determines the number of spells that can be stored at once. For example, at base, [[Wizard]] can store up to 5 Fireballs. This can be increased with Max Spell Count Bonus multiplicatively |
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| ==Impact Power==
| | Can't be found on gear and is not affected by other stats. |
| How strong your current weapon strikes a target. Determines if you can break objects and stagger enemies.
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| ==Magic Penetration== | | =Enchantment Stats= |
| Determines the amount you reduce a target's magic reduction amount.
| | Stats that come from weapons, armors or jewelry imbued with item [[Enchantments]]. |
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| ==Projectile Reduction==
| | {{Transclude|Enchantments#Enchantment Exclusive Stats}} |
| The amount of damage mitigation from a projectile
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|
| | For the possible values of Enchantments and their historical rolls, see [[Enchantments#Enchantment_Values|Enchantment Values]] |
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| =Unimplemented Stats= | | =Unimplemented Stats= |
| These stats are not yet implemented. | | These stats are not yet implemented. |
| ==Utility Effectiveness== | | ==Utility Effectiveness Bonus== |
| Determines the bonus effectiveness of your utility items | | Determines the bonus effectiveness of your utility items |
| ==Weight Limit==
| |
| Weight Limit - coming soon!
| |
I can't believe that the physical and magical curves in a game could be modified to be the same. This is too strange. Are the basic damage of melee weapons and magic weapons the same concept? What is the difference between physical damage and magical damage? This is a ridiculous change. I think there is a better solution to weaken the magic profession.I think game planners are being lazy when making this decision.
With this latest patch the notes have:
- Flattened the Physical Damage Bonus (PDB) curve at the upper end.
- Updated the Magical Damage Bonus (MDB) curve so it now matches the new PDB curve.
But in testing last night I noticed that the PDB chart still matches what is in game, while the MDB chart doesn't. Was the PDB chart updated while the other wasn't or is something else going on?
is luck working?
Something seems off with the physical power and the Magic Power chart, as a naked fighter I have 16 Physical Power, shouldn't I have 15? When I equip riveted gloves it jumps to 17 which is correct according to the graph. The same goes for Magic Power
Numbers between Magical Resistance chart and in game (Magic Resist Rating) doesn't match
A nude Fighter has 15 will which equals to 30 Magic Rating, which equals to 7,8 Magic Resis OK
But
A nude Druid has 18 will, looking at the chart this should be equal to 30 + (from 15 to 33: 4 each) 3 X 4 = 12 --> 42 Magic Resist Rating which would be equal to (33 magic resis bottom segment) 9% + (from 33 to 53: 0,3 each) 9 X 0,3 = 11,7% Magic Resis
However in game a nude Druid is displayed with 52 Magic Rating and 14,7% Magic Resis (A player with 52 magic resis does actually adds up to 14,7 magic resis, so it is the will conversion which is different in the chart)
200——300护甲值的物理伤害减免实际上比统计表上的少了0.1%
Which one is better to stack if fighting against Wizard/Warlock?
title
Did they revert the armor scaling nerf? Why does it say 175 to 230 = 0.3% each, up to 48%, it used to be 0.25% per after they nerfed it?
Why can't the loss duration bonus and gain duration bonus be applied to others?
"Cooldown Reduction reduces the cooldowns of skills/perks. Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)
Note that perk cooldowns are in the form of a buff/debuff and are additionally affected by Buff/Debuff Duration. Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)"
Since some skills/perk also is affected by Buff/Debuff, how do you implement that to the total skill's cooldown time?
The Item Equip Speed speed section says that weapons equip instantly and therefore don't benefit from the stat, but equipping a Hand Crossbow as a Rogue does seem to have a progress bar (progress circle?). I haven't tested anything with other classes.
Physical damage reduction curve currently isn't correct; they updated it about 3 days ago for Early Access Hotfix #55: "Slightly lowered the amount of Physical Damage Resistance earned per Armor Rating within the upper sweet spot of the curve (~200 Armor Rating.)".
I tested it to double check, and the armor does indeed have some new sort of scaling in the 175-230 region that isn't described above. When I increased armor from 175 to 181, I gained 1.5% reduction instead of the expected 1.8% damage reduction (33% total), and when I increased it by another 15 armor to 196, instead of gaining 4.5% reduction, I only gained 3.7% (36.7% total)
After reading over this wiki to better understand the game and how it works, and finally reaching this page, I feel like this is something I need to point out and see if anyone else agrees: Knowledge is a really frustrating stat because of it's inequality between martial and caster classes.
I understand that Ironmace can't just give every non-caster class a base 5 in Knowledge like Barb has and allocate those extra points somewhere more useful, but it's also somewhat annoying to see that it's not even uniform amongst the other martial classes. Rogue has 10, Ranger has 12, and Fighter has 15. Granted, Fighter has 15 in *everything*, but still, I find it strange and a little irritating that the only true "dump stat" for martials is still at least a two-digit number for everything but Barb. I know Multiclassing used to be a thing sometime before the current update, which I guess is the only reason that Knowledge might be useful on a martial class, but without Multiclassing in the game currently it just feels bad to see these points allocated into a stat that does precisely nothing for martials.
And even WITH Multiclassing, only Fighter has a base Knowledge stat comparable to any of the casting classes (Warlock in particular with their base 15) to make it actually useful in any degree - which feels wrong to me, coming from a Dungeons & Dragons background. In Dungeons & Dragons, Rangers are half-casters while Eldritch Knight Fighters are only third-casters - same as Arcane Trickster Rogues. Yet based on Knowledge in this game, Fighters are on par with Warlocks, Rangers are like half-casters, and Rogues like third-casters. I know that Dark and Darker isn't meant to be one-to-one with Dungeons & Dragons (despite both sharing the D&D/DnD abbreviation, humorously enough), but it still just feels wrong to me. Even from a purely Dark and Darker perspective, if the intent is to give some martials a little bit better Knowledge to incentivize/permit multiclassing into casting, would 10 or 12 base Knowledge even be worth it? Even base 15 Knowledge feels a little limited with it's Memory Cap of 9; a base Cap of 6, and especially 4, just sounds like an awful waste of a Skill slot and Weapon slot to me. And that's even before considering the extra Knowledge, Memory Cap, Casting Speed, etc. rolls you'd want on gear just to catch up and make multiclass casting worth it - rolls which are actively competing against the standard desirable rolls for Rogues and Rangers.
Does anyone else share this sentiment about Knowledge on non-casters being a point of contention? I almost feel like Knowledge should have some other effect that isn't specifically casting-related. After all, every other stat in the game has something it influences that makes it necessary to some degree, like Action and Regular Action Speeds. Why should Knowledge be the only one that gives absolutely no upside to classes that don't have spells, yet still have upwards of 10 Knowledge? I don't even have a proposition as to what Knowledge could influence, because everything else stat-wise makes sense and is well-thought out. Knowledge just feels really weird as a stat that's only important for casters. It almost makes me think that it should be removed, and things like Memory Capacity, Recovery, and Spellcasting Speed should be delegated to other stats. But that would be unfair to casters in the same way that it's currently unfair to martial classes (well, not the SAME way; more like the opposite side of the same coin). I don't know, maybe I'm weird for thinking about it in this way, but seeing how the other stats work compared to Knowledge, it just makes Knowledge feel somewhat flawed, without an obvious fix or solution.
The curve and the spell casting speed calculation are wrong. We now have more spell casting speed than mentioned on the wiki. I did the tests by comparing and calculating with the knowledge on the game. The same may be true of regular interaction speed, which was changed at the same time as spell casting speed.
If a class can manage pull off more than 100% Armor Penetration, Example: 125% Armor Penetration 58 Windlass Crossbow
Will it do a bit more damage?
Thank you in advance!
Does Poisoned Weapon from Rogue is affected by Magic Resist?
What stats should we prioritize to increase damage with bows?
I know that the current move speed limit is 350, if my stats are calculated to 380 and I use a -30 weapon, will I move at 350 or 320?
Does this work, assuming I've got the weapon out in hand when I interact?
Does weapon damage on a spellbook make the spells more powerful? hit more?
Is any stat affect reload speed for crossbow and bow ?