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| <metadesc>Dark and Darker Wiki Stats Guide</metadesc> | | <metadesc>Dark and Darker Wiki Stats Guide</metadesc> |
| | {{UpdateStatus|Stats Data}} |
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| Page is currently up to date for: {{:TODO|Stats}}
| | =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== |
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| =Attributes= | | =Attributes= |
| Stats that come from character's 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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| ==Strength== | | ==Strength== |
| ===Physical Power=== | | ===Physical Power=== |
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| ===Physical Power Bonus=== | | ===Physical Power Bonus=== |
| - More recently known as Physical Damage Bonus,
| | <span id="Physical Damage Bonus"> |
| Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities. | | 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}} | | {{Stats Data|physicalpowerbonus}}</span> |
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| Capped to -100%
| | Lower limit of -100%. |
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| ===Max Health from Strength=== | | ===Base Health from Strength=== |
| Max Health determines your characters maximum health.
| | Base Health determines your characters maximum [[Health]]. |
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| Strength increases Max Health with 25% Scaling. See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.
| | See the Hybrid stat [[Stats#Base_Health|Base Health]] for more. |
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| ==Vigor== | | ==Vigor== |
| ===Max Health from Vigor=== | | ===Base Health from Vigor=== |
| Max Health determines your characters maximum health.
| | Base Health determines your characters maximum [[Health]]. |
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| Vigor increases Max Health with 75% Scaling. See the Hybrid stat [[Stats#Max_Health|Max Health]] for more.
| | See the Hybrid stat [[Stats#Base_Health|Base Health]] for more. |
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| <code>Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health</code> | | <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}} | | {{Stats Data|healthrecovery}} |
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| 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. | | 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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| Agility increases Action Speed with 25% Scaling. See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.
| | See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more. |
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| ===Move Speed=== | | ===Move Speed=== |
| Move Speed governs the speed at which your character moves. This stat is also directly influenced by wearing gear. Every 1 point in Move Speed is equal to 0.3333...% Move Speed. The default Move Speed for each class is 300, which translates to 100% Move Speed, with penalties or bonuses provided based on Agility. Performing certain actions, such as attacking, or moving in certain directions will also affect Move Speed. Backwards = 60%, Crouch = 65%, Walk = 65%. | | 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. |
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| | To calculate total Move Speed, add the baseline 300 Move Speed to the appropriate value below. |
| {{Stats Data|movespeed}} | | {{Stats Data|movespeed}} |
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| '''Hard capped to 350 Movement speed''' | | '''Hard capped to 330 Move Speed''' |
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| ===Regular Interaction Speed from Agility=== | | ===Regular Interaction Speed from Agility=== |
| Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. | | Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. |
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| Agility increases Regular Interaction Speed with 40% Scaling. See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.
| | See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more. |
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| ==Dexterity== | | ==Dexterity== |
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| 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. | | 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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| Dexterity increases Action Speed with 75% Scaling. See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more.
| | See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more. |
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| ===Manual Dexterity=== | | ===Manual Dexterity=== |
| Manual Dexterity determines how quickly Bard plays an instrument. | | Manual Dexterity determines how quickly Bard plays an instrument. |
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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|manualdexterity}} | | {{Stats Data|manualdexterity}} |
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| | Capped to 50%. |
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| ===Item Equip Speed=== | | ===Item Equip Speed=== |
| Item Equip Speed exclusively governs the speed at which you equip armors, as equipping weapons, jewelry and utility items is instant. | | Item Equip Speed adjusts the speed at which you equip all Armors, Ranged Weapons, and Throwable/Percussion/"explosive Light Source" Utility items. |
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| | All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/"non-exploding Light Source" Utility items are instantly equipped. |
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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|itemequipspeed}} | | {{Stats Data|itemequipspeed}} |
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| ==Will== | | ==Will== |
| ===Magic Power=== | | ===Magical Power=== |
| Magic Power governs your Magic Power Bonus. | | <span id="Magic Power"> |
| | Also known as Magic Power, Magical Power governs your Magic Power Bonus. |
| | </span> |
| {{Stats Data|magicalpower}} | | {{Stats Data|magicalpower}} |
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| ===Magic Power Bonus=== | | ===Magic Power Bonus=== |
| | <span id="Magical Damage Bonus"> |
| | Also known as Magical Damage Bonus, though contrary to this alternative name, it affects [[Healing]] too.</span> |
| | <span id="Magical Power Bonus"> |
| Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities. | | Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities. |
| {{Stats Data|magicalpowerbonus}} | | {{Stats Data|magicalpowerbonus}}</span> |
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| ===Magic Resistance=== | | ===Magical Resistance=== |
| | <span id="Magic Resistance"> |
| Magic Resistance governs your Magical Damage Reduction. | | Magic Resistance governs your Magical Damage Reduction. |
| {{Stats Data|magicresistance}} | | {{Stats Data|magicresistance}}</span> |
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| ===Magical Damage Reduction=== | | ===Magical Damage Reduction=== |
| Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles. Please note that there is currently a bug where Magical Damage Reduction is additively 10% lower than the following expected amounts. | | <span id="Magic Damage Reduction">Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles. |
| {{Stats Data|magicaldamagereduction}} | | {{Stats Data|magicaldamagereduction}} |
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| Magical Damage Reduction is capped to 85% | | Magical Damage Reduction is capped to 65%</span> |
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| | === Buff Duration === |
| | Buff Duration modifies the duration of any temporary beneficial status effects you have. |
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| ===Buff Duration===
| | Buff Duration does not modify buffs you apply to others. |
| Buff Duration governs the duration of temporary beneficial status effects.
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| {{Stats Data|buffduration}} | | {{Stats Data|buffduration}} |
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| ===Debuff Duration=== | | ===Debuff Duration=== |
| Debuff Duration governs the duration of temporary negative status effects. A negative Debuff Duration is beneficial to have, as it will shorten the duration of debuffs. A positive Debuff Duration stat means debuffs last longer, which is detrimental to the player. | | Debuff Duration modifies the duration of temporary negative status effects; a negative value will shorten the duration, which is beneficial, and vise versa. |
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| | Debuff Duration does not modify debuffs you apply to others. |
| {{Stats Data|debuffduration}} | | {{Stats Data|debuffduration}} |
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| ===Magical Interaction Speed=== | | Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration. |
| Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals. | | |
| | ===Magical Interaction Speed === |
| | <span id="Magic Interaction Speed"> |
| | 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. |
| {{Stats Data|magicalinteractionspeed}} | | {{Stats Data|magicalinteractionspeed}} |
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| Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you. | | 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. | | 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> |
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| ==Knowledge== | | ==Knowledge == |
| ===Spell Casting Speed=== | | ===Spell Casting Speed=== |
| Spell Casting Speed governs the speed at which you cast magical spells. | | Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more. |
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| {{Stats Data|spellcastingspeed}} | | {{Stats Data|spellcastingspeed}} |
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| <code>Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)</code> | | <code>Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)</code> |
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| * 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 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. | | * A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time. |
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| Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. | | Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. |
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| For example, with 12 Memory Cap from 18 knowledge, +8 Add Memory Cap, and 7.7% Memory Cap Bonus, the final Memory Capacity will be | | 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 |
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| <code> ceil(12 * 1.077) + 8 = 21 Memory Capacity</code> | | <code> ceil(12 * 1.077) + 8 = 21 Memory Capacity</code> |
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| | <!-- class="nowrap" will not work for me no matter what I attempt --> |
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| | {| 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) |
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| | | Warlock || <small>15</small> <big>(9)</big>|| 5.6%||16.7%||27.8%||38.9%||50.0%||61.2%|| || || || || || |
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| | | || <small>16</small> <big>(10)</big>||5.0%||15.0%||25.0%||35.0%||45.0%||55.0%||65.0%|| || || ||N/A|| |
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| | | ||<small>17</small> <big>(11)</big>||4.6%|| 13.7%|| 22.8%|| 31.9%|| 41.0% || 50.0% |
| | |59.1%||68.2%|| || || || |
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| | | ||<small>18</small> <big>(12)</big>||4.2%|| 12.5%|| 20.9%|| 29.2%|| 37.5%|| 45.9% ||54.2%||62.5%|| || || || |
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| | | ||<small>19</small> <big>(13)</big>||3.9% || 11.6% || 19.3% || 27.0% || 34.7% || 42.4% || 50.0% || 57.7% || 65.4% || || || |
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| | |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%|| || |
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| | | ||<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%|| |
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| | | ||<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%|| |
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| | | ||<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% |
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| | | ||<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% |
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| | | 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% |
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| | | ||<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% |
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| | | ||<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% |
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| | | ||<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% |
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| | | ||<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% |
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| | | ||<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% |
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| | | ||<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% |
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| | | ||<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% |
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| | | ||<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% |
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| | | ||<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% |
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| | | ||<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% |
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| | | ||<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% |
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| ===Memory Recovery=== | | ===Memory Recovery=== |
| Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. | | Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. |
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| | Despite also being referred to as Spell Recovery Bonus, this also applies to Bard songs. |
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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|memoryrecovery}} | | {{Stats Data|memoryrecovery}} |
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| Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. | | Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. |
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| Resourcefulness increases Regular Interaction Speed with 60% Scaling. See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more.
| | See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more. |
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| | ===Cooldown Reduction=== |
| | Cooldown Reduction reduces the cooldowns of skills/perks, this includes spells such as [[Sorcerer]] spells. |
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| | <code>Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)</code><br><br> |
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| | 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> |
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| | <code>Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)</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|cooldownreduction}} |
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| | In addition to the curve above capping at 65%, the final Cooldown Reduction Bonus (after adding other sources), is also capped to 65%. |
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| ===Persuasiveness=== | | ===Persuasiveness=== |
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| Base buff duration formula: | | Base buff duration formula: |
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| <code>Scaling x Persuasiveness</code> | | <code>Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling</code> |
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| | <br>Base Persuasiveness is currently 15 due to [[Bard]]'s 15 Resourcefulness. |
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| | Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.<br> |
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| | 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. |
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| | 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: |
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| | <code>90 x 20/15 x 100% = 120 seconds</code> |
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| | This will also then get multiplied by the receiver's [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]] |
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| | Can't be found on gear aside from in the form of its governing attribute. |
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| | [https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator] |
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| Each point in [[Stats#Resourcefulness]]/Persuasiveness over the base of 15 grants a 6.66% longer base duration.
| | ==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. |
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| 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 there are noted to not scale with Persuasiveness, 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.
| | <code>Final Attribute = Attribute * (1 + Attribute Bonus)</code> |
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| For example, Perfectly played Rousing Rhythms have 4.5x scaling and if Bard has 20 Persuasiveness, outgoing buff duration will be:
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| <code>4.5 x 20 = 90</code> seconds
| | For example, with 30 Strength, and 15% Strength Bonus, final strength would be |
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| This will also get multiplied by the receiver's [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]]
| | <code>Final Strength = 30 * (1 + 0.15) = 34.5 Strength</code> |
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| [https://www.desmos.com/calculator/sihhlsxqnt Buff Duration Calculator] | | Note that attributes can have decimals, though in the in game details page they will be rounded. |
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| | <br>''Not to be confused with Attribute Bonus Ratio ([[Scaling]])'' |
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| =Hybrid Stats= | | =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 stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor. |
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| ==Max Health== | | 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. |
| Max Health determines your characters maximum health. | | |
| | ==Base Health== |
| | <span id="Max Health">Base Health partially determines your characters maximum [[Health]].<span> <!--Hyperlink redirect from Stats#Max Health]]--> |
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| {{Stats Data|maxhealth}} | | {{Stats Data|basehealth}} |
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| Final Max Health = ? | | Final Health formula with examples can be found on the [[Health#Formula|Health page]]. |
| *Comprised of Strength/Vigor, Max Health Bonus%, +Max Health, and %Max Health increases through buffs.
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| ==Action Speed== | | == 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. | | 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. |
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| {{Stats Data|actionspeed}} | | {{Stats Data|actionspeed}} |
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| ==Regular Interaction Speed== | | ==Regular Interaction Speed== |
| Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. | | Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more. |
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| {{Stats Data|regularinteractionspeed}} | | {{Stats Data|regularinteractionspeed}} |
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| For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length. | | For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length. |
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| [[Surgical Kit]]s have 50% scaling on regular interaction speed, therefore, their formula looks like | | [[Surgical Kit|Surgical Kits]] and [[Bandage|Bandages]] have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like |
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| <code> New interaction length = Base interaction length / (1 + interaction speed * .5) </code> | | <code> New interaction length = Base interaction length / (1 + interaction speed * .5) </code> |
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| =Other Stats= | | =Other Stats= |
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| ==Physical Damage Reduction== | | ==Armor Rating== |
| 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.
| | 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). |
| {{Stats Data|physicaldamagereduction}}
| | <br><br> |
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| | Formula can be simplified as:<br> |
| | <code>Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)</code> |
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| Physical Damage Reduction is capped to 85%
| | 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> |
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| | <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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| ==Impact Power==
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| [[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.
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| ==Luck==
| | 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: |
| Luck increases chance of getting better loot rarity. Whoever opens the loot first or kills the mob first is the person whos luck is used to calculate the drops.
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| Luck stat affects each rarity differently. Luck Cap in the game is 500.
| | <code>Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating</code> |
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| It is only possible to get maximum of 289 Luck in the game currently:
| | Example using the last formula:<br> |
| *50 from [[Bard]]'s Wanderer's Luck
| | With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in<br> |
| *Possible 150 luck roll from a large [[Potion of Luck]]
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| *25 from a [[Fangs of Death Necklace]]
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| *24(12 x 2) from two [[Grimsmile Ring| Grimsmile Rings]]
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| *40 from all 4 legendary armor pieces (except cloak)
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| <div style="display:flex;flex-wrap:wrap;"> | | <code>100 * (1 + -0.4) + 20 = 80 Armor Rating</code> |
| <div style="width:500px;> | |
| <br> | | <br> |
| *1-Junk: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
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| *2-Poor: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
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| *3-Common: Each luck decreases chance by 0.05%, 500 Luck: 0.75x Chance
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| *4-Uncommon is not affected by luck
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| *5-Rare: not linear, diminishing returns, 500 Luck: 3.5x Chance
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| *6-Epic: not linear, diminishing returns, 500 Luck: 3.88x Chance
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| *7-Legendary: not linear, diminishing returns, 500 Luck: 4.25x Chance
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| *8-Unique: not linear, diminishing returns, 500 Luck: 4.38x Chance
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| </div>
| | == 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 Damage Reduction is capped to 65% |
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| <div style="width:500px;">
| | ==Impact Power== |
| <tabber>
| | [[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. |
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| {{#widget:Chart|uniqueId=LuckGrade00|data=[{"x": 0,"y": 100.0},{"x": 50,"y": 95.0},{"x": 100,"y": 90.0},{"x": 150,"y": 85.0},{"x": 200,"y": 80.0},{"x": 250,"y": 75.0},{"x": 300,"y": 70.0},{"x": 350,"y": 65.0},{"x": 400,"y": 60.0},{"x": 450,"y": 55.0},{"x": 500,"y": 50.0}]|color=orange}}
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| |-|2=
| | Can't be found on gear (aside from the base values for each weapon) and is not affected by other stats. |
| <br>
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| {{#widget:Chart|uniqueId=LuckGrade01|data=[{"x": 0,"y": 100.0},{"x": 50,"y": 95.0},{"x": 100,"y": 90.0},{"x": 150,"y": 85.0},{"x": 200,"y": 80.0},{"x": 250,"y": 75.0},{"x": 300,"y": 70.0},{"x": 350,"y": 65.0},{"x": 400,"y": 60.0},{"x": 450,"y": 55.0},{"x": 500,"y": 50.0}]|color=orange}}
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| |-|3=
| | ==Item Swap Speed== |
| <br>
| | Speed at which items are swapped as the current active item. Note that this is separate from Wearing Time Speed. |
| {{#widget:Chart|uniqueId=LuckGrade02|data=[{"x": 0,"y": 100.0},{"x": 50,"y": 97.5},{"x": 100,"y": 95.0},{"x": 150,"y": 92.5},{"x": 200,"y": 90.0},{"x": 250,"y": 87.5},{"x": 300,"y": 85.0},{"x": 350,"y": 82.5},{"x": 400,"y": 80.0},{"x": 450,"y": 77.5},{"x": 500,"y": 75.0}]|color=orange}}
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| |-|4=
| | Affected by [[#Action Speed|Action Speed]]. |
| <br>
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| {{#widget:Chart|uniqueId=LuckGrade03|data=[{"x": 0,"y": 1.0},{"x": 500,"y": 1.0}]|color=orange}}
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| | ==Wearing Time Speed== |
| {{#widget:Chart|uniqueId=LuckGrade04|data=[{"x": 0,"y": 1.0},{"x": 16,"y": 1.16},{"x": 23,"y": 1.23},{"x": 31,"y": 1.3},{"x": 38,"y": 1.37},{"x": 50,"y": 1.48},{"x": 61,"y": 1.57},{"x": 69,"y": 1.64},{"x": 75,"y": 1.7},{"x": 81,"y": 1.75},{"x": 90,"y": 1.82},{"x": 107,"y": 1.96},{"x": 117,"y": 2.03},{"x": 123,"y": 2.08},{"x": 129,"y": 2.12},{"x": 136,"y": 2.18},{"x": 150,"y": 2.28},{"x": 161,"y": 2.35},{"x": 170,"y": 2.41},{"x": 176,"y": 2.45},{"x": 182,"y": 2.49},{"x": 194,"y": 2.57},{"x": 212,"y": 2.67},{"x": 221,"y": 2.72},{"x": 229,"y": 2.77},{"x": 236,"y": 2.81},{"x": 246,"y": 2.86},{"x": 254,"y": 2.9},{"x": 263,"y": 2.94},{"x": 270,"y": 2.97},{"x": 278,"y": 3.01},{"x": 285,"y": 3.04},{"x": 296,"y": 3.09},{"x": 308,"y": 3.13},{"x": 319,"y": 3.18},{"x": 326,"y": 3.2},{"x": 334,"y": 3.23},{"x": 350,"y": 3.28},{"x": 365,"y": 3.32},{"x": 373,"y": 3.34},{"x": 381,"y": 3.36},{"x": 393,"y": 3.39},{"x": 408,"y": 3.42},{"x": 415,"y": 3.43},{"x": 421,"y": 3.44},{"x": 429,"y": 3.45},{"x": 436,"y": 3.46},{"x": 447,"y": 3.48},{"x": 459,"y": 3.49},{"x": 467,"y": 3.49},{"x": 473,"y": 3.5},{"x": 480,"y": 3.5},{"x": 493,"y": 3.5},{"x": 500,"y": 3.5}]|color=orange}}
| | Speed at which items are worn by equipping them from the inventory. Note that this is separate from Item Swap Speed. |
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| | Affected by [[#Item Equip Speed|Item Equip Speed]]. |
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| <br>
| | ==ShapeShift Primitive based== |
| |-|6=
| | Shapeshift damage/healing that is Strength based, Agility based, etc. utilize a portion of that stat (such as Strength) to determine the base damage/heal. |
| {{#widget:Chart|uniqueId=LuckGrade05|data=[{"x": 0,"y": 1.0},{"x": 8,"y": 1.09},{"x": 15,"y": 1.17},{"x": 23,"y": 1.26},{"x": 36,"y": 1.4},{"x": 43,"y": 1.47},{"x": 50,"y": 1.55},{"x": 59,"y": 1.64},{"x": 70,"y": 1.75},{"x": 83,"y": 1.88},{"x": 89,"y": 1.93},{"x": 97,"y": 2.01},{"x": 107,"y": 2.1},{"x": 120,"y": 2.22},{"x": 127,"y": 2.28},{"x": 133,"y": 2.33},{"x": 140,"y": 2.39},{"x": 148,"y": 2.45},{"x": 160,"y": 2.55},{"x": 167,"y": 2.6},{"x": 174,"y": 2.65},{"x": 181,"y": 2.71},{"x": 204,"y": 2.87},{"x": 212,"y": 2.92},{"x": 218,"y": 2.96},{"x": 224,"y": 3.0},{"x": 234,"y": 3.06},{"x": 252,"y": 3.17},{"x": 258,"y": 3.2},{"x": 266,"y": 3.25},{"x": 273,"y": 3.29},{"x": 288,"y": 3.36},{"x": 298,"y": 3.41},{"x": 304,"y": 3.44},{"x": 311,"y": 3.47},{"x": 318,"y": 3.5},{"x": 329,"y": 3.54},{"x": 339,"y": 3.58},{"x": 346,"y": 3.61},{"x": 352,"y": 3.63},{"x": 363,"y": 3.66},{"x": 381,"y": 3.72},{"x": 388,"y": 3.73},{"x": 394,"y": 3.75},{"x": 401,"y": 3.77},{"x": 408,"y": 3.78},{"x": 418,"y": 3.8},{"x": 426,"y": 3.82},{"x": 433,"y": 3.83},{"x": 438,"y": 3.84},{"x": 447,"y": 3.85},{"x": 458,"y": 3.86},{"x": 466,"y": 3.87},{"x": 475,"y": 3.87},{"x": 480,"y": 3.88},{"x": 490,"y": 3.88},{"x": 500,"y": 3.88}]|color=orange}}
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| <br> | | <br>It is referred to below as Primitive Calc Value. Primitive Calc refers to the amount of the primitive attribute, such as 15 Strength. In this case, the curve starts at 0 Strength, and ends at 100 Strength, dealing anywhere from ~-3 to ~17 damage/heal (PMC). This curve applies the same to all attributes, and is affected by [[Damage#Primitive Multiplier|Primitive Multiplier]]. For more information on ShapeShift damage/healing, see [[Damage#Sha[eshift]].<br> |
| |-|7=
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| {{#widget:Chart|uniqueId=LuckGrade06|data=[{"x": 0,"y": 1.0},{"x": 12,"y": 1.15},{"x": 19,"y": 1.24},{"x": 26,"y": 1.33},{"x": 34,"y": 1.43},{"x": 43,"y": 1.54},{"x": 53,"y": 1.65},{"x": 60,"y": 1.73},{"x": 67,"y": 1.81},{"x": 87,"y": 2.03},{"x": 94,"y": 2.11},{"x": 100,"y": 2.17},{"x": 112,"y": 2.3},{"x": 128,"y": 2.45},{"x": 134,"y": 2.51},{"x": 141,"y": 2.58},{"x": 150,"y": 2.66},{"x": 164,"y": 2.78},{"x": 173,"y": 2.86},{"x": 181,"y": 2.93},{"x": 199,"y": 3.08},{"x": 206,"y": 3.14},{"x": 213,"y": 3.18},{"x": 219,"y": 3.23},{"x": 229,"y": 3.3},{"x": 244,"y": 3.4},{"x": 250,"y": 3.45},{"x": 259,"y": 3.5},{"x": 273,"y": 3.58},{"x": 283,"y": 3.64},{"x": 289,"y": 3.67},{"x": 295,"y": 3.71},{"x": 303,"y": 3.75},{"x": 312,"y": 3.79},{"x": 320,"y": 3.83},{"x": 326,"y": 3.86},{"x": 333,"y": 3.89},{"x": 350,"y": 3.96},{"x": 359,"y": 4.0},{"x": 366,"y": 4.02},{"x": 374,"y": 4.05},{"x": 382,"y": 4.07},{"x": 391,"y": 4.1},{"x": 401,"y": 4.13},{"x": 407,"y": 4.14},{"x": 415,"y": 4.16},{"x": 424,"y": 4.18},{"x": 436,"y": 4.2},{"x": 443,"y": 4.21},{"x": 451,"y": 4.22},{"x": 469,"y": 4.24},{"x": 476,"y": 4.25},{"x": 484,"y": 4.25},{"x": 499,"y": 4.26},{"x": 500,"y": 4.26}]|color=orange}}
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| <br>
| | {{Stats_Data|primitivecalcvalue}} |
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| {{#widget:Chart|uniqueId=LuckGrade07|data=[{"x": 0,"y": 1.0},{"x": 8,"y": 1.11},{"x": 17,"y": 1.23},{"x": 33,"y": 1.43},{"x": 41,"y": 1.53},{"x": 50,"y": 1.64},{"x": 65,"y": 1.82},{"x": 73,"y": 1.92},{"x": 80,"y": 2.0},{"x": 90,"y": 2.11},{"x": 99,"y": 2.21},{"x": 107,"y": 2.29},{"x": 113,"y": 2.37},{"x": 127,"y": 2.5},{"x": 142,"y": 2.65},{"x": 148,"y": 2.7},{"x": 154,"y": 2.76},{"x": 163,"y": 2.84},{"x": 178,"y": 2.98},{"x": 185,"y": 3.04},{"x": 191,"y": 3.09},{"x": 199,"y": 3.15},{"x": 215,"y": 3.28},{"x": 222,"y": 3.33},{"x": 229,"y": 3.39},{"x": 245,"y": 3.5},{"x": 252,"y": 3.56},{"x": 260,"y": 3.6},{"x": 267,"y": 3.65},{"x": 285,"y": 3.75},{"x": 293,"y": 3.8},{"x": 300,"y": 3.84},{"x": 308,"y": 3.88},{"x": 318,"y": 3.93},{"x": 329,"y": 3.98},{"x": 337,"y": 4.02},{"x": 345,"y": 4.05},{"x": 358,"y": 4.11},{"x": 367,"y": 4.14},{"x": 373,"y": 4.16},{"x": 380,"y": 4.19},{"x": 391,"y": 4.22},{"x": 401,"y": 4.25},{"x": 408,"y": 4.27},{"x": 416,"y": 4.29},{"x": 428,"y": 4.31},{"x": 436,"y": 4.33},{"x": 443,"y": 4.34},{"x": 449,"y": 4.35},{"x": 459,"y": 4.36},{"x": 473,"y": 4.37},{"x": 480,"y": 4.38},{"x": 488,"y": 4.38},{"x": 500,"y": 4.38}]|color=orange}}
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| | ==Luck== |
| | Luck affects the Loot that is rolled when you open a [[Containers|container]] or kill a [[monster]]. |
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| | Whoever opens the container first or lands the killing blow on the monster is the character whose Luck is used to calculate the drops. |
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| <br>
| | Luck is capped at 500. |
| </tabber>
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| </div>
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| </div>
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| | 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'' |
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| ===Luck Value Table===
| | {{NeedsTesting|It is not confirmed if [[Bard#Songs-0|Bard's Unchained Harmony]] applies the Bard's Luck when it opens containers.}} |
| {| cellspacing="0" class="wikitable" | | {{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?}} |
| ! Luck !! <span class="colorrarity0">Junk</span> !! <span class="colorrarity1">Poor</span> !! <span class="colorrarity2">Common</span> !! <span class="colorrarity3">Uncommon</span> !! <span class="colorrarity4">Rare</span> !! <span class="colorrarity5">Epic</span> !! <span class="colorrarity6">Legendary</span> !! <span class="colorrarity7">Unique</span>
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| | 50 || x0.95 || x0.95 || x0.975 || x1.0 || x1.048 || x1.054 || x1.062 || x1.064
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| |-
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| | 100 || x0.90 || x0.90 || x0.95 || x1.0 || x1.09 || x1.2 || x1.21 || x1.22
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| | 150 || x0.85 || x0.85 || x0.925 || x1.0 || x1.22 || x1.24 || x1.26 || x1.27
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| | 200 || x0.80 || x0.80 || x0.90 || x1.0 || x1.26 || x1.28 || x1.3 || x1.31
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| |-
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| | 250 || x0.75 || x0.75 || x0.875 || x1.0 || x1.28 || x3.16 || x3.45 || x1.35
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| |-
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| | 300 || x0.70 || x0.70 || x0.85 || x1.0 || x1.31 || x1.34 || x1.37 || x1.38
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| |} | |
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| It is important to note that Luck only increases chance of finding a high tier loot only if looted container/corpse has a chance of dropping high tier loot.
| | ===Luck Scalar === |
| So if loot table has no "Epic" drop chance, high luck won't make it drop "Epic" even if you have 250 luck as 0% chance multiplied by 3.16 is still 0.
| | {{#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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| Check [[Lootables]] to see which lootables drop high tier loot.
| | ==Max Spell Count== |
| | 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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| Loot is rolled when you open the container or kill the mob. (It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)
| | Can't be found on gear and is not affected by other stats. |
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| =Enchantment Stats= | | =Enchantment Stats= |
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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 |