|
|
(71 intermediate revisions by 8 users not shown) |
Line 1: |
Line 1: |
| <metadesc>Dark and Darker Wiki Stats Guide</metadesc> | | <metadesc>Dark and Darker Wiki Stats Guide</metadesc> |
| | {{UpdateStatus|Stats Data}} |
| | {{MechanicsBar}} |
|
| |
|
| <p style="width: 100%;border: 1px solid #DD952A;text-align: center;font-size: 24px;padding: 3px;font-weight: bold;margin: 9px;border-radius: 10px;">Stats are currently up to date for: {{:TODO|Stats}}</p>
| | =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. |
| | |
| | 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. |
|
| |
|
| ==Charts== | | ==Charts== |
Line 9: |
Line 14: |
|
| |
|
| =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]]. |
| | |
| ==Strength== | | ==Strength== |
| ===Physical Power=== | | ===Physical Power=== |
Line 16: |
Line 22: |
|
| |
|
| ===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> |
|
| |
|
| Capped to -100%
| | Lower limit of -100%. |
|
| |
|
| ===Max Health from Strength=== | | ===Base Health from Strength=== |
| Max Health determines your characters maximum [[Health]].
| | Base Health determines your characters maximum [[Health]]. |
|
| |
|
| 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. |
|
| |
|
|
| |
|
| ==Vigor== | | ==Vigor== |
| ===Max Health from Vigor=== | | ===Base Health from Vigor=== |
| Max Health determines your characters maximum [[Health]].
| | Base Health determines your characters maximum [[Health]]. |
|
| |
|
| 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. |
|
| |
|
|
| |
|
Line 43: |
Line 49: |
|
| |
|
| <code>Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health</code> | | <code>Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health</code> |
| | |
| | Can't be found on gear aside from in the form of its governing attribute. |
|
| |
|
| {{Stats Data|healthrecovery}} | | {{Stats Data|healthrecovery}} |
Line 51: |
Line 59: |
| 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. |
|
| |
|
| 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. |
|
| |
|
| ===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 = 60%, Walk = 60%. | | 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. |
| | |
| | To calculate total Move Speed, add the baseline 300 Move Speed to the appropriate value below. |
| {{Stats Data|movespeed}} | | {{Stats Data|movespeed}} |
|
| |
|
| '''Hard capped to 350 Movement speed''' | | '''Hard capped to 330 Move Speed''' |
|
| |
|
| ===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. |
|
| |
|
| 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. |
|
| |
|
| ==Dexterity== | | ==Dexterity== |
Line 68: |
Line 78: |
| 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. |
|
| |
|
| 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. |
|
| |
|
| ===Manual Dexterity=== | | ===Manual Dexterity=== |
| Manual Dexterity determines how quickly Bard plays an instrument. | | Manual Dexterity determines how quickly Bard plays an instrument. |
| | |
| | Can't be found on gear aside from in the form of its governing attribute. |
| | |
| {{Stats Data|manualdexterity}} | | {{Stats Data|manualdexterity}} |
| | |
| | Capped to 50%. |
|
| |
|
| ===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. |
| | |
| | All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/"non-exploding Light Source" Utility items are instantly equipped. |
| | |
| | Can't be found on gear aside from in the form of its governing attribute. |
| | |
| {{Stats Data|itemequipspeed}} | | {{Stats Data|itemequipspeed}} |
|
| |
|
| ==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}} |
|
| |
|
| ===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> |
| | |
|
| |
|
| ===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> |
|
| |
|
| ===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}} |
|
| |
|
| Magical Damage Reduction is capped to 85% | | Magical Damage Reduction is capped to 65%</span> |
| | |
| | === Buff Duration === |
| | Buff Duration modifies the duration of any temporary beneficial status effects you have. |
|
| |
|
| ===Buff Duration===
| | Buff Duration does not modify buffs you apply to others. |
| Buff Duration governs the duration of temporary beneficial status effects.
| |
| {{Stats Data|buffduration}} | | {{Stats Data|buffduration}} |
|
| |
|
| ===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. |
| | |
| | Debuff Duration does not modify debuffs you apply to others. |
| {{Stats Data|debuffduration}} | | {{Stats Data|debuffduration}} |
|
| |
|
| ===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 === |
| | <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. | | 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}} |
Line 111: |
Line 145: |
| 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. |
|
| |
|
| 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> |
|
| |
|
| ==Knowledge== | | ==Knowledge == |
| ===Spell Casting Speed=== | | ===Spell Casting Speed=== |
| Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more. | | Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more. |
Line 121: |
Line 155: |
| <code>Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)</code> | | <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 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. |
|
| |
|
| |
|
|
| |
|
Line 134: |
Line 167: |
| Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. | | Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. |
|
| |
|
| 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 |
|
| |
|
| <code> ceil(12 * 1.077) + 8 = 21 Memory Capacity</code> | | <code> ceil(12 * 1.077) + 8 = 21 Memory Capacity</code> |
| | |
| | <!-- class="nowrap" will not work for me no matter what I attempt --> |
| | |
| | {| 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% |
| | |} |
|
| |
|
| ===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. |
| | |
| | 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}} | | {{Stats Data|memoryrecovery}} |
Line 149: |
Line 239: |
| 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. |
|
| |
|
| 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. |
| | |
| | ===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}} |
| | |
| | In addition to the curve above capping at 65%, the final Cooldown Reduction Bonus (after adding other sources), is also capped to 65%. |
|
| |
|
| ===Persuasiveness=== | | ===Persuasiveness=== |
Line 157: |
Line 262: |
| Base buff duration formula: | | Base buff duration formula: |
|
| |
|
| <code>Scaling x Persuasiveness</code> | | <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] |
|
| |
|
| Each point in 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. |
|
| |
|
| 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> |
|
| |
|
| For example, Perfectly played Rousing Rhythms have 4.5x scaling and if Bard has 20 Persuasiveness, outgoing buff duration will be:
| |
|
| |
|
| <code>4.5 x 20 = 90</code> seconds
| | For example, with 30 Strength, and 15% Strength Bonus, final strength would be |
|
| |
|
| 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> |
|
| |
|
| [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. |
| | |
| | <br>''Not to be confused with Attribute Bonus Ratio ([[Scaling]])'' |
|
| |
|
| =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. |
|
| |
|
| ==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]]--> |
|
| |
|
| {{Stats Data|maxhealth}} | | {{Stats Data|basehealth}} |
|
| |
|
| Final Max Health formula with examples can be found on the [[Health]] page. | | Final Health formula with examples can be found on the [[Health#Formula|Health page]]. |
|
| |
|
| ==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. See [[Action/Interaction/Cast_Speed]] for more. | | 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. |
|
| |
|
Line 203: |
Line 328: |
| 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. |
|
| |
|
| [[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 |
|
| |
|
| <code> New interaction length = Base interaction length / (1 + interaction speed * .5) </code> | | <code> New interaction length = Base interaction length / (1 + interaction speed * .5) </code> |
Line 209: |
Line 334: |
| =Other Stats= | | =Other Stats= |
|
| |
|
| ==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> |
| | |
| Physical Damage Reduction is capped to 75%
| |
| | |
| ==Impact Power==
| |
| [[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.
| |
| | |
| ==Luck==
| |
| Loot is rolled when you open the container or kill the mob.
| |
| | |
| Whoever opens the loot first or kills the mob first is the person whose luck is used to calculate the drops.<br>
| |
| (It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)
| |
| | |
| Luck is capped at 500.<br>
| |
| It is possible to get maximum of 450 Luck in the game currently:
| |
| *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]]
| |
| *200 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] on other gear
| |
| | |
| ===Luck Scalar===
| |
| Each Luck Grade's Luck Scalar is used to calculate new drop rates.<br>
| |
| However, Luck Scalars are but one piece of information needed to calculate drop probability at X Luck.<br>
| |
| The calculation is not a simple multiplication, so do not expect Uniques to be 4.382 times more common at 500 Luck.
| |
| | |
| Luck Scalar trends:
| |
| *0 - Junk: linear, each luck decreases the Junk Luck Scalar by 0.001.
| |
| *1 - Poor: linear, each luck decreases the Poor Luck Scalar by 0.001.
| |
| *2 - Common: linear, each luck decreases the Common Luck Scalar by 0.0005.
| |
| *3 - Uncommon: linear, each luck increasing the Uncommon Luck Scalar by 0.
| |
| *4 - Rare: not linear, increasing but diminishing returns.
| |
| *5 - Epic: not linear, increasing but diminishing returns.
| |
| *6 - Legendary: not linear, increasing but diminishing returns.
| |
| *7 - Unique: not linear, increasing but diminishing returns.
| |
| <div style="display:inline-block; width:740px; vertical-align:top;">
| |
| Luck Scalar Table
| |
| {| cellspacing="0" class="wikitable" style="text-align:center; text-shadow:0px 0px 4px #000;"
| |
| |- style="font-weight:bold; background-color:#FFF3;"
| |
| |Luck || 0 || 50 || 100 || 150 || 200 || 250 || 300 || 350 || 400 || 450 || 500
| |
| |- style="background-color:#FFF1;"
| |
| | style="font-weight:bold; background-color:#FFF2;" | <span class="colorrarity0">Junk</span> || 1.000 || 0.950 || 0.900 || 0.850 || 0.800 || 0.750 || 0.700 || 0.650 || 0.600 || 0.550 || 0.500
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF3;" | <span class="colorrarity1">Poor</span> || 1.000 || 0.950 || 0.900 || 0.850 || 0.800 || 0.750 || 0.700 || 0.650 || 0.600 || 0.550 || 0.500
| |
| |- style="background-color:#FFF1;"
| |
| | style="font-weight:bold; background-color:#FFF2;" | <span class="colorrarity2">Common</span> || 1.000 || 0.975 || 0.950 || 0.925 || 0.900 || 0.875 || 0.850 || 0.825 || 0.800 || 0.775 || 0.750
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF3;" | <span class="colorrarity3">Uncommon</span> || 1.000 || 1.000 || 1.000 || 1.000 || 1.000 || 1.000 || 1.000 || 1.000 || 1.000 || 1.000 || 1.000
| |
| |- style="background-color:#FFF1;"
| |
| | style="font-weight:bold; background-color:#FFF2;" | <span class="colorrarity4">Rare</span> || 1.000 || 1.476 || 1.901 || 2.277 || 2.602 || 2.878 || 3.103 || 3.279 || 3.404 || 3.480 || 3.505
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF3;" | <span class="colorrarity5">Epic</span> || 1.000 || 1.547 || 2.036 || 2.468 || 2.842 || 3.159 || 3.418 || 3.620 || 3.765 || 3.751 || 3.881
| |
| |- style="background-color:#FFF1;"
| |
| | style="font-weight:bold; background-color:#FFF2;" | <span class="colorrarity6">Legendary</span> || 1.000 || 1.618 || 2.171 || 2.659 || 3.083 || 3.441 || 3.734 || 3.962 || 4.125 || 4.223 || 4.257
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF3;" | <span class="colorrarity7">Unique</span> || 1.000 || 1.642 || 2.216 || 2.723 || 3.163 || 3.535 || 3.839 || 4.076 || 4.245 || 4.347 || 4.382
| |
| |}
| |
| | |
| If the Luck Scalar Table and Graph don't cover a Scalar value you wish to see, use the [https://www.desmos.com/calculator/bjmdlsym5d desmos graph].
| |
| The desmos graph displays the LaTeX equations which are continuous curves, but keep in mind that fractional values of Luck do not exist.
| |
| </div><div style="display:inline-block; width:500px; height:410px; border-left:20px solid #0000;">
| |
| Luck Scalar Graph
| |
| <tabber>
| |
| |-|0=
| |
| {{Stats_Data|luckgrade00}}
| |
| | |
| |-|1=
| |
| {{Stats_Data|luckgrade01}}
| |
| | |
| |-|2=
| |
| {{Stats_Data|luckgrade02}}
| |
| | |
| |-|3=
| |
| {{Stats_Data|luckgrade03}}
| |
| | |
| |-|4=
| |
| {{Stats_Data|luckgrade04}}
| |
| | |
| |-|5=
| |
| {{Stats_Data|luckgrade05}}
| |
| | |
| |-|6=
| |
| {{Stats_Data|luckgrade06}}
| |
| | |
| |-|7=
| |
| {{Stats_Data|luckgrade07}}
| |
| </tabber>
| |
| </div>
| |
|
| |
|
| ===Loot Drop Tables and Drop Rate Tables=== | | Formula can be simplified as:<br> |
| | <code>Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)</code> |
|
| |
|
| Each drop instance makes use of three pieces of information: the Loot Drop table, the Drop Rate table, and the player's luck.
| |
|
| |
|
| Loot Drop tables list all possible items for a specific drop instance, and for each item therein it associates a Luck Grade.<br>
| | 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> |
| Drop Rate tables assign a "rate" to each Luck Grade; when normalized, these rates represent the probability of getting a drop of that Luck Grade.
| |
|
| |
|
| Each Luck Grade's drop rate is split evenly between items that share that Luck Grade. This means that items sharing a Loot Drop table and Luck Grade, will always have the same probability of dropping.<br>
| | <code>Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)</code> |
| However, be aware that Monsters and Containers can have multiple Loot Drop Tables, each with their own Drop Rate table. See [[Lich#Loot_Tables|Lich]] for example.
| |
|
| |
|
| A Drop can be rolled more than once, but each roll is independent of the others.<br>
| |
| Lich rolls their gear Loot and Drop tables twice, theoretically making it possible (though extremely unlikely) to get two Artifacts from a single HR Lich kill.
| |
|
| |
|
| ===Probabilities from 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: |
| To calculate the drop rate at X Luck there are three steps.<br>
| |
| # For each Luck Grade's Drop Rate apply the corresponding Luck Scalar.<br>
| |
| # Find the dot product between the Luck Scalar vector at X Luck and the Base Rate.<br>(This is the same as adding up each term from the first step.)<br>
| |
| # For each term in the first step divide by the dot product from the second step to get the new drop rate at X Luck.
| |
| <tabber>
| |
| |-|Quest Drop Example=
| |
| The table below is the Drop Rate table of Quest Drops.
| |
|
| |
|
| Every monster with a quest drop uses the Drop Rate table.<br>
| | <code>Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating</code> |
| However, depending on the monster's Loot Drop Table, many of the Luck Grade rates will be associated with dropping nothing.
| |
|
| |
|
| And in other instances, like [[Demon_Centaur#250-1|Demon Centaur]], a Luck Grade's rate may be split between two Loot Drops.<br>
| |
| This will not affect the calculations below, but they will determine an individual item's probability.
| |
|
| |
|
| {| cellspacing="0" class="wikitable" style="text-align:center; text-shadow:0px 0px 4px #0008;"
| | Example using the last formula:<br> |
| |- style="font-weight:bold; background-color:#FFF4;"
| | With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in<br> |
| |Luck Grade ||Drop Rate
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity0">Junk</span> ||220
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity1">Poor</span> ||250
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity2">Common</span> ||200
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity3">Uncommon</span> ||150
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity4">Rare</span> ||100
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity5">Epic</span> ||50
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity6">Legendary</span> ||20
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity7">Unique</span> ||10
| |
| |}
| |
|
| |
|
| <p style="font-size:18px; width:fit-content; border:1px solid #DD952A; border-radius:15px; padding:7px;">Click expand to see the calculations for 0, 250, and 500 Luck.<p> | | <code>100 * (1 + -0.4) + 20 = 80 Armor Rating</code> |
| | |
| <div class="mw-collapsible mw-collapsed" style="width: fit-content">
| |
| <div class="mw-collapsible-content"> | |
| <br> | | <br> |
| At 0 Luck, the dot product is
| |
|
| |
|
| {{#tag:math|\color{White}1.000 \cdot 220 + 1.000 \cdot 250 + 1.000 \cdot 200 + 1.000 \cdot 150 + 1.000 \cdot 100 + 1.000 \cdot 50 + 1.000 \cdot 20 + 1.000 \cdot 10 = 1000}} | | == 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}} |
|
| |
|
| {| cellspacing="0" class="wikitable" style="text-align:center; text-shadow:0px 0px 4px #0008;"
| | Physical Damage Reduction is capped to 65% |
| |- style="font-weight:bold; background-color:#FFF4;"
| |
| |Luck Grade ||Drop Probability at 0 Luck
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity0">Junk</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 220}{1000}=22\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity1">Poor</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 250}{1000}=25\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity2">Common</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 200}{1000}=20\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity3">Uncommon</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 150}{1000}=15\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity4">Rare</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 100}{1000}=10\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity5">Epic</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 50}{1000}=5\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity6">Legendary</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 20}{1000}=2\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity7">Unique</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 10}{1000}=1\%}}
| |
| |}
| |
| <br>
| |
| At 250 Luck, the dot product is
| |
|
| |
|
| {{#tag:math|\color{White}0.750 \cdot 220 + 0.750 \cdot 250 + 0.875 \cdot 200 + 1.000 \cdot 150 + 2.878 \cdot 100 + 3.125 \cdot 50 + 3.441 \cdot 20 + 3.535 \cdot 10 = 1227.42}}
| | ==Impact Power== |
| | [[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. |
|
| |
|
| {| cellspacing="0" class="wikitable" style="text-align:center; text-shadow:0px 0px 4px #0008;"
| | Can't be found on gear (aside from the base values for each weapon) and is not affected by other stats. |
| |- style="font-weight:bold; background-color:#FFF4;"
| |
| |Luck Grade ||Drop Probability at 250 Luck
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity0">Junk</span> ||{{#tag:math|\color{White}\frac{0.750 \cdot 220}{1000}=13.443\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity1">Poor</span> ||{{#tag:math|\color{White}\frac{0.750 \cdot 250}{1000}=15.276\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity2">Common</span> ||{{#tag:math|\color{White}\frac{0.875 \cdot 200}{1000}=14.258\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity3">Uncommon</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 150}{1000}=12.221\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity4">Rare</span> ||{{#tag:math|\color{White}\frac{2.878 \cdot 100}{1000}=23.448\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity5">Epic</span> ||{{#tag:math|\color{White}\frac{3.125 \cdot 50}{1000}=12.868\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity6">Legendary</span> ||{{#tag:math|\color{White}\frac{3.441 \cdot 20}{1000}=5.607\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity7">Unique</span> ||{{#tag:math|\color{White}\frac{3.535 \cdot 10}{1000}=2.880\%}}
| |
| |}
| |
| <br>
| |
| At 500 Luck, the dot product is
| |
|
| |
|
| {{#tag:math|\color{White}0.500 \cdot 220 + 0.500 \cdot 250 + 0.750 \cdot 200 + 1.000 \cdot 150 + 3.505 \cdot 100 + 3.881 \cdot 50 + 4.257 \cdot 20 + 4.382 \cdot 10 = 1208.51}}
| | ==Item Swap Speed== |
| | Speed at which items are swapped as the current active item. Note that this is separate from Wearing Time Speed. |
|
| |
|
| {| cellspacing="0" class="wikitable" style="text-align:center; text-shadow:0px 0px 4px #0008;"
| | Affected by [[#Action Speed|Action Speed]]. |
| |- style="font-weight:bold; background-color:#FFF4;"
| |
| |Luck Grade ||Drop Probability at 500 Luck
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity0">Junk</span> ||{{#tag:math|\color{White}\frac{0.500 \cdot 220}{1000}=9.102\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity1">Poor</span> ||{{#tag:math|\color{White}\frac{0.500 \cdot 250}{1000}=10.343\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity2">Common</span> ||{{#tag:math|\color{White}\frac{0.750 \cdot 200}{1000}=12.412\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity3">Uncommon</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 150}{1000}=12.412\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity4">Rare</span> ||{{#tag:math|\color{White}\frac{3.505 \cdot 100}{1000}=29.003\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity5">Epic</span> ||{{#tag:math|\color{White}\frac{3.881 \cdot 50}{1000}=16.057\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity6">Legendary</span> ||{{#tag:math|\color{White}\frac{4.257 \cdot 20}{1000}=7.045\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity7">Unique</span> ||{{#tag:math|\color{White}\frac{4.382 \cdot 10}{1000}=3.626\%}}
| |
| |}
| |
| </div></div>
| |
|
| |
|
| |-|Gold Coin Chest Example=
| | ==Wearing Time Speed== |
| | Speed at which items are worn by equipping them from the inventory. Note that this is separate from Item Swap Speed. |
|
| |
|
| The table below is the Drop Rate table of the Gold Coin Chest.
| | Affected by [[#Item Equip Speed|Item Equip Speed]]. |
|
| |
|
| The Loot Drop table is rather simple. At Luck Grade 0, "Junk", you get nothing. At Luck Grade 2, "Common", you get 1x Gold Coin Chest.
| | ==ShapeShift Primitive based== |
| | 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. |
|
| |
|
| Notice that despite the [[Gold Coin Chest]]'s item rarity being unique, its Luck Grade is actually Common.<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> |
| Item Rarity does not equal Luck Grade, despite the two being equal for most items.
| |
| {| cellspacing="0" class="wikitable" style="text-align:center; text-shadow:0px 0px 4px #0008;"
| |
| |- style="font-weight:bold; background-color:#FFF4;"
| |
| |Luck Grade ||Drop Rate
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity0">Junk</span> ||99900
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity1">Poor</span> ||0
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity2">Common</span> ||100
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity3">Uncommon</span> ||0
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity4">Rare</span> ||0
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity5">Epic</span> ||0
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity6">Legendary</span> ||0
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity7">Unique</span> ||0
| |
| |}
| |
|
| |
|
| <p style="font-size:18px; width:fit-content; border:1px solid #DD952A; border-radius:15px; padding:7px;">Click expand to see the calculations for 0, 250, and 500 Luck.<p>
| | {{Stats_Data|primitivecalcvalue}} |
|
| |
|
| <div class="mw-collapsible mw-collapsed" style="width: fit-content">
| | ==Luck== |
| <div class="mw-collapsible-content">
| | Luck affects the Loot that is rolled when you open a [[Containers|container]] or kill a [[monster]]. |
| <br>
| |
| As seen in both examples, Drop Rate tables generally sum to a power of ten. This makes the probability calculations at 0 Luck trivial since all the Luck Scalars are simply 1.
| |
|
| |
|
| At 0 Luck, the dot product is
| | Whoever opens the container first or lands the killing blow on the monster is the character whose Luck is used to calculate the drops. |
|
| |
|
| {{#tag:math|\color{White}1.000 \cdot 99900 + 1.000 \cdot 0 + 1.000 \cdot 100 + 1.000 \cdot 0 + 1.000 \cdot 0 + 1.000 \cdot 0 + 1.000 \cdot 0 + 1.000 \cdot 0 = 100000}}
| | Luck is capped at 500. |
|
| |
|
| {| cellspacing="0" class="wikitable" style="text-align:center; text-shadow:0px 0px 4px #0008;"
| | It is possible to reach the Luck cap: |
| |- style="font-weight:bold; background-color:#FFF4;"
| | *50 from [[Bard#Perks-0|Bard's Wanderer's Luck]] |
| |Luck Grade ||Drop Probability at 0 Luck
| | *150 luck roll from a large [[Potion of Luck]] |
| |-
| | *10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity0">Junk</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 99900}{100000}=99.9\%}}
| | *40 from [[Golden Cloak]] |
| |-
| | *250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] ''on other gear'' |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity1">Poor</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 0}{100000}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity2">Common</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 100}{100000}=0.1\%}}
| |
| |- | |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity3">Uncommon</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 0}{100000}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity4">Rare</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 0}{100000}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity5">Epic</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 0}{100000}=0\%}}
| |
| |- | |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity6">Legendary</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 0}{100000}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity7">Unique</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 0}{100000}=0\%}}
| |
| |}
| |
| <br>
| |
| At 250 Luck, the dot product is
| |
|
| |
|
| {{#tag:math|\color{White}0.750 \cdot 99900 + 0.750 \cdot 0 + 0.875 \cdot 100 + 1.000 \cdot 0 + 2.878 \cdot 0 + 3.159 \cdot 0 + 3.441 \cdot 0 + 3.535 \cdot 0 = 75012.5}} | | {{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?}} |
|
| |
|
| {| cellspacing="0" class="wikitable" style="text-align:center; text-shadow:0px 0px 4px #0008;"
| | ===Luck Scalar === |
| |- style="font-weight:bold; background-color:#FFF4;"
| | {{#lsth:Luck|Luck Scalar}} |
| |Luck Grade ||Drop Probability at 250 Luck
| | <i>Note that Luck <b>does</b> work at all amounts, not just in intervals of 50.</i> |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity0">Junk</span> ||{{#tag:math|\color{White}\frac{0.750 \cdot 99900}{75012.5}=99.883\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity1">Poor</span> ||{{#tag:math|\color{White}\frac{0.750 \cdot 0}{75012.5}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity2">Common</span> ||{{#tag:math|\color{White}\frac{0.875 \cdot 100}{75012.5}=0.117\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity3">Uncommon</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 0}{75012.5}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity4">Rare</span> ||{{#tag:math|\color{White}\frac{2.878 \cdot 0}{75012.5}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity5">Epic</span> ||{{#tag:math|\color{White}\frac{3.159 \cdot 0}{75012.5}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity6">Legendary</span> ||{{#tag:math|\color{White}\frac{3.441 \cdot 0}{75012.5}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity7">Unique</span> ||{{#tag:math|\color{White}\frac{3.535 \cdot 0}{75012.5}=0\%}}
| |
| |}
| |
| <br>
| |
| At 500 Luck, the dot product is
| |
|
| |
|
| {{#tag:math|\color{White}0.500 \cdot 99900 + 0.500 \cdot 0 + 0.750 \cdot 100 + 1.000 \cdot 0 + 3.505 \cdot 0 + 3.881 \cdot 0 + 4.257 \cdot 0 + 4.382 \cdot 0 = 50025}}
| | ==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 |
|
| |
|
| {| cellspacing="0" class="wikitable" style="text-align:center; text-shadow:0px 0px 4px #0008;"
| | Can't be found on gear and is not affected by other stats. |
| |- style="font-weight:bold; background-color:#FFF4;"
| |
| |Luck Grade ||Drop Probability at 500 Luck
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity0">Junk</span> ||{{#tag:math|\color{White}\frac{0.500 \cdot 99900}{50025}=99.850\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity1">Poor</span> ||{{#tag:math|\color{White}\frac{0.500 \cdot 0}{50025}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity2">Common</span> ||{{#tag:math|\color{White}\frac{0.750 \cdot 100}{50025}=0.150\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity3">Uncommon</span> ||{{#tag:math|\color{White}\frac{1.000 \cdot 0}{50025}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity4">Rare</span> ||{{#tag:math|\color{White}\frac{3.505 \cdot 0}{50025}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity5">Epic</span> ||{{#tag:math|\color{White}\frac{3.881 \cdot 0}{50025}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity6">Legendary</span> ||{{#tag:math|\color{White}\frac{4.257 \cdot 0}{50025}=0\%}}
| |
| |-
| |
| | style="font-weight:bold; background-color:#FFF4;" | <span class="colorrarity7">Unique</span> ||{{#tag:math|\color{White}\frac{4.382 \cdot 0}{50025}=0\%}}
| |
| |}
| |
| </div></div>
| |
| </tabber>
| |
|
| |
|
| =Enchantment Stats= | | =Enchantment Stats= |
Line 552: |
Line 421: |
| =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 |
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 ?