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| <metadesc>Dark and Darker Wiki Stats Guide</metadesc> | | <metadesc>Dark and Darker Wiki Stats Guide</metadesc> |
| | {{UpdateStatus|Stats Data}} |
| | {{MechanicsBar}} |
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| | =Stats= |
| | Stats are primarily modified through the gear your character has equipped. [[Weapons]]/[[utilities]] only modify your character while held. For example, holding a Main-Hand and Off-Hand weapon in the first weapon slot will give each other weapon their stats, but neither will benefit from the stats of the weapon(s) in the second slot. Similarly, the bonuses from a [[Flute]] are only granted while wielding the Flute. Stats from these sources will not be reflected in the Lobby. |
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| | Stats may also be modified by perks, [[buffs]], and [[debuffs]]. Stats from perks will be reflected in the Lobby only if those stats are applied unconditionally. Stats from conditional perks (as well as buffs and debuffs) will not be viewable from the Lobby. |
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| ==Charts== | | ==Charts== |
| Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and explanation, it is better to look at chart info. | | Charts are created using the data points directly taken from the game. Therefore, if there is a mismatch between chart and the in game display, it is better to look at chart info. |
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| For example, even though the formula might give 32.5, in game this might get rounded to 33. | | For example, even though the formula might give 32.5, in game the display might get [[Damage_Calculation#Rounding|rounded]] to 33. |
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| | =Attributes= |
| | Main stats that affect multiple other stats. Each [[class]] has varying base attributes, but they sum up to 105 for each class. Can be found as primary stats (stats which are always present on an item of the same name regardless of rarity or instance such as Strength on a [[Padded Tunic]]) as well as [[enchantments]]. |
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| =Attribute Stats=
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| Stats that come from character's attributes.
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| ==Strength== | | ==Strength== |
| ===Physical Power=== | | ===Physical Power=== |
| Physical Power governs your Physical Power Bonus. | | Physical Power governs your Physical Power Bonus. |
| <div style="display:flex;flex-wrap:wrap;">
| | {{Stats Data|physicalpower}} |
| <div style="width:500px;>
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| 0 Strength starts at = 0 Physical Power
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| Every Strength point gives an increase to Physical Power
| | ===Physical Power Bonus=== |
| | <span id="Physical Damage Bonus"> |
| | Also known as Physical Damage Bonus, Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items, and abilities. |
| | {{Stats Data|physicalpowerbonus}}</span> |
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| *0 -> 0
| | Lower limit of -100%. |
| *0 to 100 = 1 per point -> (threshold at 100)
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=PhysicalPower|data=[{"x": 0.0,"y": 0.0},{"x": 100.0,"y": 100.0}]|color=orange}}
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| </div>
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| </div>
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| ===Physical Power Bonus=== | | ===Base Health from Strength=== |
| Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items and abilities.
| | Base Health determines your characters maximum [[Health]]. |
| <div style="display:flex;flex-wrap:wrap;">
| | |
| <div style="width:500px;>
| | See the Hybrid stat [[Stats#Base_Health|Base Health]] for more. |
| 0 Physical Power starts at = -80% Physical Power Bonus
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| | ==Vigor== |
| | ===Base Health from Vigor=== |
| | Base Health determines your characters maximum [[Health]]. |
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| | See the Hybrid stat [[Stats#Base_Health|Base Health]] for more. |
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| | ===Health Recovery=== |
| | Affects the rate at which you restore health when Resting, but not when using Bandages. |
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| Every Physical Power point gives a % increase to overall Physical Power Bonus depending on fixed thresholds
| | <code>Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)</code> |
| *0 -> -80%
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| *0 to 5 = 10% per point -> (threshold at -30%)
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| *5 to 7 = 5% -> -20%
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| *7 to 11 = 3% -> -8% | |
| *11 to 15 = 2% -> 0%
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| *15 to 50 = 1% -> 35%
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| *50 to 100 = 0.5% -> 60%
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| </div> | |
| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=PhysicalDamageMod|data=[{"x": 0.0,"y": -80.0},{"x": 1.0,"y": -70.0},{"x": 5.0,"y": -30.0},{"x": 7.0,"y": -20.0},{"x": 11.0,"y": -8.0},{"x": 15.0,"y": 0.0},{"x": 19.0,"y": 4.0},{"x": 20.0,"y": 5.0},{"x": 21.0,"y": 6.0},{"x": 27.0,"y": 12.0},{"x": 30.0,"y": 15.0},{"x": 35.0,"y": 20.0},{"x": 36.0,"y": 21.0},{"x": 38.0,"y": 23.0},{"x": 39.0,"y": 24.0},{"x": 44.0,"y": 29.0},{"x": 50.0,"y": 35.0},{"x": 51.0,"y": 35.5},{"x": 58.0,"y": 39.0},{"x": 59.0,"y": 39.5},{"x": 64.0,"y": 42.0},{"x": 70.0,"y": 45.0},{"x": 71.0,"y": 45.5},{"x": 76.0,"y": 48.0},{"x": 86.0,"y": 53.0},{"x": 87.0,"y": 53.5},{"x": 98.0,"y": 59.0},{"x": 100.0,"y": 60.0}]|color=orange}}
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| </div>
| | For example, a Barbarian resting with 95% Health Recovery Bonus will recover |
| </div>
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| ===Max Health===
| | <code>Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health</code> |
| Max Health governs your character's maximum available health points.
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| <div style="display:flex;flex-wrap:wrap;"> | |
| <div style="width:500px;>
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| 0 Strength starts at = 60 Max Health
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| Every Strength point gives an increase to Max Health depending on fixed thresholds
| | Can't be found on gear aside from in the form of its governing attribute. |
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| *0 -> 60
| | {{Stats Data|healthrecovery}} |
| *0 to 10 = 3 per point -> (threshold at 90)
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| *10 to 50 = 2 -> 170
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| *50 to 75 = 1 -> 195
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| *75 to 100 = .5 -> 207.5
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=MaxHealthBase|data=[{"x": 0.0,"y": 60.0},{"x": 10.0,"y": 90.0},{"x": 50.0,"y": 170.0},{"x": 75.0,"y": 195.0},{"x": 100.0,"y": 207.5}]|color=orange}} | |
| </div>
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| </div>
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| ==Agility== | | ==Agility== |
| ===Action Speed=== | | ===Action Speed from Agility=== |
| 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. |
| <div style="display:flex;flex-wrap:wrap;">
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| <div style="width:500px;">
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| 0 Agility starts at = -38% Action Speed
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| Every agility point gives a % increase to action speed depending on fixed thresholds
| | See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more. |
| *0 -> -38%
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| *0 to 10 = 3% per point -> (threshold at -8%)
| | ===Move Speed=== |
| *10 to 13 = 2% -> -2%
| | 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. |
| *13 to 25 = 1% -> 10
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| *25 to 41 = 1.5% -> 34%
| | To calculate total Move Speed, add the baseline 300 Move Speed to the appropriate value below. |
| *41 to 50 = 1%-> 43%
| | {{Stats Data|movespeed}} |
| *50 to 100 = 0.5% -> 68%
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| </div>
| | '''Hard capped to 330 Move Speed''' |
| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=ActionSpeed|data=[{"x": 0.0,"y": -38.0},{"x": 8.0,"y": -14.0},{"x": 10.0,"y": -8.0},{"x": 13.0,"y": -2.0},{"x": 18.0,"y": 3.0},{"x": 20.0,"y": 5.0},{"x": 21.0,"y": 6.0},{"x": 25.0,"y": 10.0},{"x": 26.0,"y": 11.5},{"x": 34.0,"y": 23.5},{"x": 38.0,"y": 29.5},{"x": 41.0,"y": 34.0},{"x": 42.0,"y": 35.0},{"x": 46.0,"y": 39.0},{"x": 47.0,"y": 40.0},{"x": 49.0,"y": 42.0},{"x": 50.0,"y": 43.0},{"x": 54.0,"y": 45.0},{"x": 55.0,"y": 45.5},{"x": 60.0,"y": 48.0},{"x": 70.0,"y": 53.0},{"x": 71.0,"y": 53.5},{"x": 82.0,"y": 59.0},{"x": 95.0,"y": 65.5},{"x": 96.0,"y": 66.0},{"x": 100.0,"y": 68.0}]|color=orange}}
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| </div>
| | ===Regular Interaction Speed from Agility=== |
| </div>
| | Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. |
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| ===Move Speed=== | | See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more. |
| 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%.
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| <div style="display:flex;flex-wrap:wrap;">
| | ==Dexterity== |
| <div style="width:500px;>
| | ===Action Speed from Dexterity=== |
| 0 Agility starts at = -30 Move 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. |
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| | See the Hybrid stat [[Stats#Action_Speed|Action Speed]] for more. |
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| Every agility point gives a flat increase to Move Speed depending on fixed thresholds
| | ===Manual Dexterity=== |
| *0 -> -30 Move Speed
| | Manual Dexterity determines how quickly Bard plays an instrument. |
| *0 to 15 = 2 per point -> (threshold at 0)
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| *15 to 45 = 1 -> 30 Move Speed
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| *45 to 65 = 0.5 -> 40 Move Speed (Technically 1 Move Speed every 2 Agility. Agility can not provide decimal Move Speed.)
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| *65 to 100 = 0.33 -> 51 Move Speed (Same as above, 1 Move Speed every 3 Agility.)
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| </div>
| | Can't be found on gear aside from in the form of its governing attribute. |
| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=MoveSpeedBase|data=[{"x": 0.0,"y": -30.0},{"x": 15.0,"y": 0.0},{"x": 45.0,"y": 30.0},{"x": 46.0,"y": 30.0},{"x": 47.0,"y": 31.0},{"x": 48.0,"y": 31.0},{"x": 49.0,"y": 32.0},{"x": 50.0,"y": 32.0},{"x": 51.0,"y": 33.0},{"x": 52.0,"y": 33.0},{"x": 53.0,"y": 34.0},{"x": 54.0,"y": 34.0},{"x": 55.0,"y": 35.0},{"x": 56.0,"y": 35.0},{"x": 57.0,"y": 36.0},{"x": 58.0,"y": 36.0},{"x": 59.0,"y": 37.0},{"x": 60.0,"y": 37.0},{"x": 61.0,"y": 38.0},{"x": 62.0,"y": 38.0},{"x": 63.0,"y": 39.0},{"x": 64.0,"y": 39.0},{"x": 65.0,"y": 40.0},{"x": 67.0,"y": 40.0},{"x": 68.0,"y": 41.0},{"x": 70.0,"y": 41.0},{"x": 71.0,"y": 42.0},{"x": 73.0,"y": 42.0},{"x": 74.0,"y": 43.0},{"x": 76.0,"y": 43.0},{"x": 77.0,"y": 44.0},{"x": 79.0,"y": 44.0},{"x": 80.0,"y": 45.0},{"x": 82.0,"y": 45.0},{"x": 83.0,"y": 46.0},{"x": 85.0,"y": 46.0},{"x": 86.0,"y": 47.0},{"x": 88.0,"y": 47.0},{"x": 89.0,"y": 48.0},{"x": 91.0,"y": 48.0},{"x": 92.0,"y": 49.0},{"x": 94.0,"y": 49.0},{"x": 95.0,"y": 50.0},{"x": 97.0,"y": 50.0},{"x": 98.0,"y": 51.0},{"x": 100.0,"y": 51.0}]|color=orange}}
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| | {{Stats Data|manualdexterity}} |
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| </div>
| | Capped to 50%. |
| </div>
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| ===Item Equip Speed=== | | ===Item Equip Speed=== |
| 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. |
| <div style="display:flex;flex-wrap:wrap;"> | | |
| <div style="width:500px;> | | All other items such as Jewelry, Melee Weapons, Shields, and Consumable/Drink/"non-exploding Light Source" Utility items are instantly equipped. |
| 0 Agility starts at = -95% Item Equip Speed
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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}} |
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| | ==Will== |
| | ===Magical Power=== |
| | <span id="Magic Power"> |
| | Also known as Magic Power, Magical Power governs your Magic Power Bonus. |
| | </span> |
| | {{Stats Data|magicalpower}} |
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| | ===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. |
| | {{Stats Data|magicalpowerbonus}}</span> |
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| | ===Magical Resistance=== |
| | <span id="Magic Resistance"> |
| | Magic Resistance governs your Magical Damage Reduction. |
| | {{Stats Data|magicresistance}}</span> |
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| | ===Magical Damage Reduction=== |
| | <span id="Magic Damage Reduction">Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles. |
| | {{Stats Data|magicaldamagereduction}} |
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| | 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 does not modify buffs you apply to others. |
| | {{Stats Data|buffduration}} |
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| | ===Debuff Duration=== |
| | 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}} |
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| | Debuff Duration has a lower cap of -95%, meaning at minimum a debuff can last 1/20th of its base duration. |
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| | ===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}} |
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| | Note that the Debuff Duration Bonus enchant converts into a negative Debuff Duration, decreasing the duration of debuffs on you. |
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| | Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [[https://darkanddarker.wiki.spellsandguns.com/Damage_Calculation#Damage/Healing_over_Time|over time]], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of. </span> |
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| Every agility point gives a % increase to Item Equip Speed depending on fixed thresholds
| | ==Knowledge == |
| | ===Spell Casting Speed=== |
| | Spell Casting Speed governs the speed at which you cast magical spells. See [[Action/Interaction/Cast_Speed]] for more. |
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| *0 -> -95%
| | {{Stats Data|spellcastingspeed}} |
| *0 to 1 = 0% per point -> (threshold at -95%)
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| *1 to 2 = 4% -> -91%
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| *2 to 15 = 7% -> 0%
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| *15 to 35 = 5% -> 100%
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| *35 to 70 = 2% -> 170%
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| *70 to 100 = 1% -> 200%
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=ItemEquipSpeed|data=[{"x": 0.0,"y": -95.0},{"x": 1.0,"y": -95.0},{"x": 2.0,"y": -91.0},{"x": 3.0,"y": -84.0},{"x": 8.0,"y": -49.0},{"x": 9.0,"y": -42.0},{"x": 11.0,"y": -28.0},{"x": 12.0,"y": -21.0},{"x": 14.0,"y": -7.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": 10.0},{"x": 19.0,"y": 20.0},{"x": 22.0,"y": 35.0},{"x": 23.0,"y": 40.0},{"x": 27.0,"y": 60.0},{"x": 32.0,"y": 85.0},{"x": 35.0,"y": 100.0},{"x": 38.0,"y": 106.0},{"x": 39.0,"y": 108.0},{"x": 44.0,"y": 118.0},{"x": 50.0,"y": 130.0},{"x": 51.0,"y": 132.0},{"x": 56.0,"y": 142.0},{"x": 63.0,"y": 156.0},{"x": 64.0,"y": 158.0},{"x": 69.0,"y": 168.0},{"x": 70.0,"y": 170.0},{"x": 81.0,"y": 181.0},{"x": 82.0,"y": 182.0},{"x": 93.0,"y": 193.0},{"x": 100.0,"y": 200.0}]|color=orange}} | |
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| | <code>Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)</code> |
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| </div>
| | *A Spell Casting Speed of 50% results in the casting time lasting for only 67% of the base casting time. |
| </div>
| | * A Spell Casting Speed of 100% results in the casting time lasting for only 50% of the base casting time. |
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| ===Interaction Speed===
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| Increase Interaction Speed value * 0.4.
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| ==Will== | | ===Memory Capacity=== |
| ===Magic Power=== | | Memory Capacity govern your spell/song cost cap, meaning equipping spells/songs that exceed this cap will not be usable. |
| Magic Power governs your Magic Power Bonus.
| | {{Stats Data|memorycapacity}} |
| <div style="display:flex;flex-wrap:wrap;"> | | |
| <div style="width:500px;> | | <code> Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap </code> |
| 0 Will starts at = 0 Magic Power
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| | Memory Cap Bonus% and Add Memory Cap are two different [[Enchantments]]. |
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| | 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> |
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| Every Will point gives an increase to Magic Power
| | <!-- class="nowrap" will not work for me no matter what I attempt --> |
| *0 -> 0
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| *0 to 100 = 1 per point -> (threshold at 100)
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| </div>
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| <div style="width:400px;">
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| {{#widget:Chart|uniqueId=MagicalPower|data=[{"x": 0.0,"y": 0.0},{"x": 100.0,"y": 100.0}]|color=orange}}
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| </div>
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| </div>
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| ===Magic Power Bonus=== | | {| class="wikitable mw-collapsible mw-collapsed" style="text-align: center;" |
| Magic Power bonus governs the potency of your magical spells and magical damage dealing abilities.
| | |+ class="nowrap" |Knowledge vs Memory Capacity Bonus<!--Formula = RoundUP( ((0.5 + n-1) / Knowledge (-6))*1000) /1000 --> |
| <div style="display:flex;flex-wrap:wrap;"> | | !Classes!!Knowledge (-6)!!(+1)!!(+2) !! (+3)!!(+4)!!(+5)!! (+6)!!(+7)!!(+8)!! (+9)!!(+10)!!(+11)!!(+12) |
| <div style="width:500px;> | | |- |
| 0 Magic Power starts at = -90% Magic Power Bonus | | | 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=== |
| | Increases the amount of [[Spell_Restoration|Spell/(Skill?) Points]] (SP) you restore per tick. |
|
| |
|
| Every Magic Power point gives a % increase to Magic Power Bonus depending on fixed thresholds
| | Despite also being referred to as Spell Recovery Bonus, this also applies to Bard songs. |
|
| |
|
| *0 -> -90%
| | Can't be found on gear aside from in the form of its governing attribute. |
| *0 to 1 = 0% per point -> (threshold at -90%)
| |
| *1 to 5 = 10% -> -50%
| |
| *5 to 15 = 5% -> -0%
| |
| *15 to 25 = 3% -> 30%
| |
| *25 to 40 = 2% -> 60%
| |
| *40 to 50 = 1% -> 70%
| |
| *50 to 100 = 0.5% -> 95%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=MagicalDamageMod|data=[{"x": 0.0,"y": -90.0},{"x": 1.0,"y": -90.0},{"x": 2.0,"y": -80.0},{"x": 3.0,"y": -70.0},{"x": 5.0,"y": -50.0},{"x": 7.0,"y": -40.0},{"x": 8.0,"y": -35.0},{"x": 12.0,"y": -15.0},{"x": 14.0,"y": -5.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": 6.0},{"x": 18.0,"y": 9.0},{"x": 19.0,"y": 12.0},{"x": 21.0,"y": 18.0},{"x": 22.0,"y": 21.0},{"x": 23.0,"y": 24.0},{"x": 25.0,"y": 30.0},{"x": 30.0,"y": 40.0},{"x": 31.0,"y": 42.0},{"x": 33.0,"y": 46.0},{"x": 34.0,"y": 48.0},{"x": 39.0,"y": 58.0},{"x": 40.0,"y": 60.0},{"x": 45.0,"y": 65.0},{"x": 46.0,"y": 66.0},{"x": 50.0,"y": 70.0},{"x": 53.0,"y": 71.5},{"x": 66.0,"y": 78.0},{"x": 67.0,"y": 78.5},{"x": 78.0,"y": 84.0},{"x": 91.0,"y": 90.5},{"x": 92.0,"y": 91.0},{"x": 100.0,"y": 95.0}]|color=orange}}
| |
|
| |
|
| | {{Stats Data|memoryrecovery}} |
|
| |
|
| </div> | | <code>''SP Recharge per tick (SP/tick) = Base Recharge * (1 + Memory Recovery Bonus)''</code> |
| </div> | |
|
| |
|
| ===Magic Resistance=== | | ==Resourcefulness== |
| Magic Resistance governs your Magical Damage Reduction.
| | ===Regular Interaction Speed from Resourcefulness=== |
| <div style="display:flex;flex-wrap:wrap;">
| | Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. |
| <div style="width:500px;>
| |
| 0 Will starts at = -20 Magic Resistance
| |
|
| |
|
| Every Will point gives an increase to Magic Resistance depending on fixed thresholds
| | See the Hybrid stat [[Stats#Regular_Interaction_Speed|Regular Interaction Speed]] for more. |
| *0 -> -20
| |
| *0 to 5 = 4 per point -> (threshold at 0)
| |
| *5 to 35 = 3 -> 90
| |
| *35 to 55 = 2 -> 130
| |
| *55 to 65 = 1 -> 140
| |
| *65 to 91 = 0.5 -> 153 (increases by 1 every 2 points)
| |
| *91 to 92 = -1 -> 152 (probably a mistake)
| |
| *92 to 94 = 1 -> 154
| |
| *94 to 100 = .5 -> 157 (increases by 1 every 2 points)
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=MagicResistance|data=[{"x": 0.0,"y": -20.0},{"x": 5.0,"y": 0.0},{"x": 35.0,"y": 90.0},{"x": 55.0,"y": 130.0},{"x": 66.0,"y": 141.0},{"x": 67.0,"y": 141.0},{"x": 68.0,"y": 142.0},{"x": 69.0,"y": 142.0},{"x": 70.0,"y": 143.0},{"x": 71.0,"y": 143.0},{"x": 72.0,"y": 144.0},{"x": 73.0,"y": 144.0},{"x": 74.0,"y": 145.0},{"x": 75.0,"y": 145.0},{"x": 76.0,"y": 146.0},{"x": 77.0,"y": 146.0},{"x": 78.0,"y": 147.0},{"x": 79.0,"y": 147.0},{"x": 80.0,"y": 148.0},{"x": 82.0,"y": 148.0},{"x": 83.0,"y": 149.0},{"x": 84.0,"y": 149.0},{"x": 85.0,"y": 150.0},{"x": 86.0,"y": 150.0},{"x": 87.0,"y": 151.0},{"x": 88.0,"y": 151.0},{"x": 89.0,"y": 152.0},{"x": 90.0,"y": 152.0},{"x": 91.0,"y": 153.0},{"x": 92.0,"y": 152.0},{"x": 94.0,"y": 154.0},{"x": 95.0,"y": 154.0},{"x": 96.0,"y": 155.0},{"x": 97.0,"y": 155.0},{"x": 98.0,"y": 156.0},{"x": 99.0,"y": 156.0},{"x": 100.0,"y": 157.0}]|color=orange}}
| |
|
| |
|
| </div>
| | ===Cooldown Reduction=== |
| </div>
| | Cooldown Reduction reduces the cooldowns of skills/perks, this includes spells such as [[Sorcerer]] spells. |
|
| |
|
| ===Magical Damage Reduction=== | | <code>Reduced cooldown length = Base Cooldown * (1 - Cooldown Reduction)</code><br><br> |
| Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.
| |
| <div style="display:flex;flex-wrap:wrap;"> | |
| <div style="width:500px;> | |
| Magic Resistance can go as low as -300 = -595% Magical Damage Reduction
| |
|
| |
|
| 0 Magic Resistance starts at = -10% Magical Damage Reduction
| | 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> |
|
| |
|
| Magic Resistance gives a % increase to Magical Damage Reduction depending on fixed thresholds
| | <code>Reduced cooldown length = Post buff/debuff duration cooldown * (1 - Cooldown Reduction)</code> |
|
| |
|
| *-300 -> -595%
| | Can't be found on gear aside from in the form of its governing attribute. |
| *-300 to -15 = 2% per point -> (threshold at -25%)
| |
| *-15 to 10 = 1% -> 0%
| |
| *10 to 19 = 0.5% -> 4.5%
| |
| *19 to 30 = 0.4% -> 8.9%
| |
| *30 to 40 = 0.3% -> 11.9%
| |
| *40 to 50 = 0.2% -> 13.9%
| |
| *50 to 100 = 0.1% -> 18.9%
| |
| *100 to 150 = 0.2% -> 28.9%
| |
| *150 to 250 = 0.3% -> 58.9%
| |
| *250 to 350 = 0.2% -> 78.9%
| |
| *350 to 500 = 0.1% -> 93.9%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=MagicalReduction|data=[{"x": -49.0,"y": -93.0},{"x": -48.0,"y": -91.0},{"x": -42.0,"y": -79.0},{"x": -36.0,"y": -67.0},{"x": -30.0,"y": -55.0},{"x": -25.0,"y": -45.0},{"x": -20.0,"y": -35.0},{"x": -19.0,"y": -33.0},{"x": -17.0,"y": -29.0},{"x": -16.0,"y": -27.0},{"x": -15.0,"y": -25.0},{"x": -14.0,"y": -24.0},{"x": -13.0,"y": -23.0},{"x": -11.0,"y": -21.0},{"x": -10.0,"y": -20.0},{"x": -1.0,"y": -11.0},{"x": 1.0,"y": -9.0},{"x": 4.0,"y": -6.0},{"x": 5.0,"y": -5.0},{"x": 8.0,"y": -2.0},{"x": 10.0,"y": 0.0},{"x": 14.0,"y": 2.0},{"x": 15.0,"y": 2.5},{"x": 16.0,"y": 3.0},{"x": 19.0,"y": 4.5},{"x": 20.0,"y": 4.9},{"x": 23.0,"y": 6.1},{"x": 30.0,"y": 8.9},{"x": 33.0,"y": 9.8},{"x": 34.0,"y": 10.1},{"x": 39.0,"y": 11.6},{"x": 40.0,"y": 11.9},{"x": 41.0,"y": 12.1},{"x": 42.0,"y": 12.3},{"x": 48.0,"y": 13.5},{"x": 50.0,"y": 13.9},{"x": 54.0,"y": 14.3},{"x": 61.0,"y": 15.0},{"x": 69.0,"y": 15.8},{"x": 70.0,"y": 15.9},{"x": 76.0,"y": 16.5},{"x": 77.0,"y": 16.6},{"x": 83.0,"y": 17.2},{"x": 84.0,"y": 17.3},{"x": 91.0,"y": 18.0},{"x": 98.0,"y": 18.7},{"x": 100.0,"y": 18.9},{"x": 102.0,"y": 19.3},{"x": 106.0,"y": 20.1},{"x": 107.0,"y": 20.3},{"x": 110.0,"y": 20.9},{"x": 117.0,"y": 22.3},{"x": 121.0,"y": 23.1},{"x": 122.0,"y": 23.3},{"x": 124.0,"y": 23.7},{"x": 128.0,"y": 24.5},{"x": 129.0,"y": 24.7},{"x": 130.0,"y": 24.9},{"x": 137.0,"y": 26.3},{"x": 145.0,"y": 27.9},{"x": 146.0,"y": 28.1},{"x": 150.0,"y": 28.9},{"x": 152.0,"y": 29.5},{"x": 153.0,"y": 29.8},{"x": 155.0,"y": 30.4},{"x": 156.0,"y": 30.7},{"x": 158.0,"y": 31.3},{"x": 159.0,"y": 31.6},{"x": 162.0,"y": 32.5},{"x": 169.0,"y": 34.6},{"x": 170.0,"y": 34.9},{"x": 172.0,"y": 35.5},{"x": 173.0,"y": 35.8},{"x": 175.0,"y": 36.4},{"x": 176.0,"y": 36.7},{"x": 179.0,"y": 37.6},{"x": 185.0,"y": 39.4},{"x": 189.0,"y": 40.6},{"x": 190.0,"y": 40.9},{"x": 192.0,"y": 41.5},{"x": 193.0,"y": 41.8},{"x": 196.0,"y": 42.7},{"x": 202.0,"y": 44.5},{"x": 206.0,"y": 45.7},{"x": 207.0,"y": 46.0},{"x": 209.0,"y": 46.6},{"x": 210.0,"y": 46.9},{"x": 213.0,"y": 47.8},{"x": 219.0,"y": 49.6},{"x": 220.0,"y": 49.9},{"x": 226.0,"y": 51.7},{"x": 232.0,"y": 53.5},{"x": 237.0,"y": 55.0},{"x": 243.0,"y": 56.8},{"x": 249.0,"y": 58.6},{"x": 250.0,"y": 58.9},{"x": 251.0,"y": 59.1},{"x": 252.0,"y": 59.3},{"x": 257.0,"y": 60.3},{"x": 260.0,"y": 60.9},{"x": 262.0,"y": 61.3},{"x": 265.0,"y": 61.9},{"x": 266.0,"y": 62.1},{"x": 271.0,"y": 63.1},{"x": 274.0,"y": 63.7},{"x": 276.0,"y": 64.1},{"x": 279.0,"y": 64.7},{"x": 280.0,"y": 64.9},{"x": 285.0,"y": 65.9},{"x": 288.0,"y": 66.5},{"x": 289.0,"y": 66.7},{"x": 294.0,"y": 67.7},{"x": 297.0,"y": 68.3},{"x": 299.0,"y": 68.7},{"x": 302.0,"y": 69.3},{"x": 303.0,"y": 69.5},{"x": 308.0,"y": 70.5},{"x": 311.0,"y": 71.1},{"x": 313.0,"y": 71.5},{"x": 316.0,"y": 72.1},{"x": 317.0,"y": 72.3},{"x": 322.0,"y": 73.3},{"x": 325.0,"y": 73.9},{"x": 327.0,"y": 74.3},{"x": 330.0,"y": 74.9},{"x": 331.0,"y": 75.1},{"x": 334.0,"y": 75.7},{"x": 336.0,"y": 76.1},{"x": 339.0,"y": 76.7},{"x": 340.0,"y": 76.9},{"x": 345.0,"y": 77.9},{"x": 348.0,"y": 78.5},{"x": 350.0,"y": 78.9},{"x": 351.0,"y": 79.0},{"x": 354.0,"y": 79.3},{"x": 359.0,"y": 79.8},{"x": 364.0,"y": 80.3},{"x": 368.0,"y": 80.7},{"x": 369.0,"y": 80.8},{"x": 373.0,"y": 81.2},{"x": 374.0,"y": 81.3},{"x": 378.0,"y": 81.7},{"x": 379.0,"y": 81.8},{"x": 382.0,"y": 82.1},{"x": 387.0,"y": 82.6},{"x": 392.0,"y": 83.1},{"x": 396.0,"y": 83.5},{"x": 397.0,"y": 83.6},{"x": 401.0,"y": 84.0},{"x": 402.0,"y": 84.1},{"x": 405.0,"y": 84.4},{"x": 410.0,"y": 84.9},{"x": 415.0,"y": 85.4},{"x": 419.0,"y": 85.8},{"x": 420.0,"y": 85.9},{"x": 424.0,"y": 86.3},{"x": 425.0,"y": 86.4},{"x": 429.0,"y": 86.8},{"x": 430.0,"y": 86.9},{"x": 433.0,"y": 87.2},{"x": 438.0,"y": 87.7},{"x": 442.0,"y": 88.1},{"x": 443.0,"y": 88.2},{"x": 447.0,"y": 88.6},{"x": 448.0,"y": 88.7},{"x": 452.0,"y": 89.1},{"x": 453.0,"y": 89.2},{"x": 456.0,"y": 89.5},{"x": 461.0,"y": 90.0},{"x": 466.0,"y": 90.5},{"x": 470.0,"y": 90.9},{"x": 471.0,"y": 91.0},{"x": 475.0,"y": 91.4},{"x": 476.0,"y": 91.5},{"x": 479.0,"y": 91.8},{"x": 484.0,"y": 92.3},{"x": 489.0,"y": 92.8},{"x": 493.0,"y": 93.2},{"x": 494.0,"y": 93.3},{"x": 498.0,"y": 93.7},{"x": 499.0,"y": 93.8},{"x": 500.0,"y": 93.9}]|color=orange}}
| |
|
| |
|
| | {{Stats_Data|cooldownreduction}} |
|
| |
|
| *Starts from -50 instead of -300 for better visibility
| | ===Persuasiveness=== |
| </div>
| | Persuasiveness determines the duration of Bard songs' buffs/debuffs. |
| </div>
| | {{Stats Data|persuasiveness}} |
|
| |
|
| | Base buff duration formula: |
|
| |
|
| ===Buff Duration===
| | <code>Base Duration x (Persuasiveness/Base Persuasiveness) x Persuasiveness Scaling</code> |
| Buff Duration governs the duration of temporary beneficial status effects.
| |
| <div style="display:flex;flex-wrap:wrap;"> | |
| <div style="width:500px;> | |
| 0 Will starts at = -80% Buff Duration
| |
|
| |
|
| Every Will gives point gives a % increase to Buff Duration depending on fixed thresholds
| | <br>Base Persuasiveness is currently 15 due to [[Bard]]'s 15 Resourcefulness. |
| *0 -> -80%
| |
| *0 to 5 = 10% per point -> (threshold at -30%)
| |
| *5 to 7 = 5% -> -20%
| |
| *7 to 11 = 3% -> -8%
| |
| *11 to 15 = 2% -> 0%
| |
| *15 to 50 = 1% -> 35%
| |
| *50 to 100 = .5% -> 60%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=BuffDurationMod|data=[{"x": 0.0,"y": -80.0},{"x": 1.0,"y": -70.0},{"x": 5.0,"y": -30.0},{"x": 7.0,"y": -20.0},{"x": 11.0,"y": -8.0},{"x": 15.0,"y": 0.0},{"x": 19.0,"y": 4.0},{"x": 20.0,"y": 5.0},{"x": 21.0,"y": 6.0},{"x": 27.0,"y": 12.0},{"x": 30.0,"y": 15.0},{"x": 35.0,"y": 20.0},{"x": 36.0,"y": 21.0},{"x": 38.0,"y": 23.0},{"x": 39.0,"y": 24.0},{"x": 44.0,"y": 29.0},{"x": 50.0,"y": 35.0},{"x": 51.0,"y": 35.5},{"x": 58.0,"y": 39.0},{"x": 59.0,"y": 39.5},{"x": 64.0,"y": 42.0},{"x": 70.0,"y": 45.0},{"x": 71.0,"y": 45.5},{"x": 76.0,"y": 48.0},{"x": 86.0,"y": 53.0},{"x": 87.0,"y": 53.5},{"x": 98.0,"y": 59.0},{"x": 100.0,"y": 60.0}]|color=orange}}
| |
|
| |
|
| | Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.<br> |
|
| |
|
| </div>
| | 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. |
| </div>
| |
|
| |
|
| ===Debuff Duration===
| | 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: |
| Debuff Duration governs the duration of temporary negative status effects.
| |
| <div style="display:flex;flex-wrap:wrap;">
| |
| <div style="width:500px;>
| |
| 0 Will starts at = 400% Debuff Duration
| |
|
| |
|
| Every Will point gives a % increase to Debuff Duration
| | <code>90 x 20/15 x 100% = 120 seconds</code> |
| *0 -> 400%
| |
| *0 to 1 = 170% per point -> (threshold at 233%)
| |
| *1 to 2 = 83% -> 150%
| |
| *2 to 3 = 50% -> 100%
| |
| *3 to 4 = 33.3% -> 66.7%
| |
| *4 to 5 = 23.8% -> 42.9%
| |
| *5 to 6 = 9.6% -> 33.3%
| |
| *6 to 7 = 8.3% -> 25%
| |
| ...
| |
| *100 = -37.5%
| |
|
| |
|
| Use the chart for accurate info.
| | This will also then get multiplied by the receiver's [[Stats#Buff_Duration|Buff Duration]]/[[Stats#Debuff_Duration|Debuff Duration]] |
|
| |
|
| The decrease slowly slows down with different reduction amounts that is not logarithmic nor linear.
| | Can't be found on gear aside from in the form of its governing attribute. |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=DebuffDurationMod|data=[{"x": 0.0,"y": 400.0},{"x": 1.0,"y": 233.3},{"x": 2.0,"y": 150.0},{"x": 3.0,"y": 100.0},{"x": 4.0,"y": 66.7},{"x": 5.0,"y": 42.9},{"x": 6.0,"y": 33.3},{"x": 7.0,"y": 25.0},{"x": 8.0,"y": 20.5},{"x": 9.0,"y": 16.3},{"x": 10.0,"y": 12.4},{"x": 11.0,"y": 8.7},{"x": 12.0,"y": 6.4},{"x": 13.0,"y": 4.2},{"x": 14.0,"y": 2.0},{"x": 15.0,"y": 0.0},{"x": 17.0,"y": -2.0},{"x": 19.0,"y": -3.8},{"x": 20.0,"y": -4.8},{"x": 21.0,"y": -5.7},{"x": 22.0,"y": -6.5},{"x": 24.0,"y": -8.3},{"x": 29.0,"y": -12.3},{"x": 30.0,"y": -13.0},{"x": 31.0,"y": -13.8},{"x": 32.0,"y": -14.5},{"x": 33.0,"y": -15.3},{"x": 36.0,"y": -17.4},{"x": 37.0,"y": -18.0},{"x": 39.0,"y": -19.4},{"x": 41.0,"y": -20.6},{"x": 42.0,"y": -21.3},{"x": 44.0,"y": -22.5},{"x": 46.0,"y": -23.7},{"x": 47.0,"y": -24.2},{"x": 49.0,"y": -25.4},{"x": 50.0,"y": -25.9},{"x": 52.0,"y": -26.5},{"x": 53.0,"y": -26.7},{"x": 54.0,"y": -27.0},{"x": 55.0,"y": -27.3},{"x": 56.0,"y": -27.5},{"x": 58.0,"y": -28.1},{"x": 59.0,"y": -28.3},{"x": 60.0,"y": -28.6},{"x": 61.0,"y": -28.8},{"x": 62.0,"y": -29.1},{"x": 63.0,"y": -29.3},{"x": 64.0,"y": -29.6},{"x": 65.0,"y": -29.8},{"x": 66.0,"y": -30.1},{"x": 67.0,"y": -30.3},{"x": 68.0,"y": -30.6},{"x": 70.0,"y": -31.0},{"x": 71.0,"y": -31.3},{"x": 73.0,"y": -31.7},{"x": 74.0,"y": -32.0},{"x": 76.0,"y": -32.4},{"x": 77.0,"y": -32.7},{"x": 80.0,"y": -33.3},{"x": 81.0,"y": -33.6},{"x": 85.0,"y": -34.4},{"x": 86.0,"y": -34.6},{"x": 87.0,"y": -34.9},{"x": 96.0,"y": -36.7},{"x": 97.0,"y": -36.9},{"x": 100.0,"y": -37.5}]|color=orange}}
| |
|
| |
|
| </div>
| | [https://www.desmos.com/calculator/ouiuljvzua Buff Duration Calculator] |
| </div>
| |
|
| |
|
| ==Knowledge== | | ==Attribute Bonus== |
| ===Spell Casting Speed===
| | 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. |
| Spell Casting Speed governs the speed at which you cast magical spells.
| |
| <div style="display:flex;flex-wrap:wrap;">
| |
| <div style="width:500px;>
| |
| 0 Knowledge starts at = -95% Spell Casting Speed
| |
|
| |
|
| Every Knowledge point gives a % increase to Spell Casting speed depending on fixed thresholds
| | <code>Final Attribute = Attribute * (1 + Attribute Bonus)</code> |
|
| |
|
| *0 -> -93%
| |
| *0 to 1 = 0% per point -> (threshold at -93%)
| |
| *1 to 19 = 5% -> 3%
| |
| *20 to 30 = 3% -> 30%
| |
| *31 to 40 = 4% -> 70%
| |
| *40 to 45 = 3% -> 85%
| |
| *45 to 100 = 2% -> 195%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=SpellCastingSpeed|data=[{"x": 0.0,"y": -93.0},{"x": 1.0,"y": -93.0},{"x": 4.0,"y": -78.0},{"x": 15.0,"y": -23.0},{"x": 19.0,"y": -3.0},{"x": 22.0,"y": 6.0},{"x": 23.0,"y": 9.0},{"x": 24.0,"y": 12.0},{"x": 26.0,"y": 18.0},{"x": 27.0,"y": 21.0},{"x": 28.0,"y": 24.0},{"x": 30.0,"y": 30.0},{"x": 33.0,"y": 42.0},{"x": 34.0,"y": 46.0},{"x": 36.0,"y": 54.0},{"x": 37.0,"y": 58.0},{"x": 39.0,"y": 66.0},{"x": 40.0,"y": 70.0},{"x": 43.0,"y": 79.0},{"x": 44.0,"y": 82.0},{"x": 45.0,"y": 85.0},{"x": 47.0,"y": 89.0},{"x": 48.0,"y": 91.0},{"x": 50.0,"y": 95.0},{"x": 55.0,"y": 105.0},{"x": 56.0,"y": 107.0},{"x": 61.0,"y": 117.0},{"x": 68.0,"y": 131.0},{"x": 69.0,"y": 133.0},{"x": 74.0,"y": 143.0},{"x": 80.0,"y": 155.0},{"x": 81.0,"y": 157.0},{"x": 86.0,"y": 167.0},{"x": 93.0,"y": 181.0},{"x": 94.0,"y": 183.0},{"x": 99.0,"y": 193.0},{"x": 100.0,"y": 195.0}]|color=orange}}
| |
|
| |
|
| | For example, with 30 Strength, and 15% Strength Bonus, final strength would be |
|
| |
|
| </div> | | <code>Final Strength = 30 * (1 + 0.15) = 34.5 Strength</code> |
| </div> | |
|
| |
|
| ===Magical Interaction Speed===
| | Note that attributes can have decimals, though in the in game details page they will be rounded. |
| Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals.
| |
| <div style="display:flex;flex-wrap:wrap;">
| |
| <div style="width:500px;>
| |
| 0 Knowledge starts at = -75% Magical Interaction Speed
| |
|
| |
|
| Every Knowledge point gives a % increase to Magical Interaction Speed depending on fixed thresholds
| | <br>''Not to be confused with Attribute Bonus Ratio ([[Scaling]])'' |
|
| |
|
| *0 -> -75%
| | =Hybrid Stats= |
| *0 to 15 = 5% per point -> (threshold at 0%)
| | Hybrid stats are stats which come from a combination of attributes. For example, Health is determined by both Strength and Vigor. |
| *15 to 25 = 7% -> 70%
| |
| *25 to 35 = 5% -> 120%
| |
| *35 to 84 = 2% -> 218%
| |
| *84 to 85 = 1% -> 219%
| |
| *85 to 86 = 3% -> 222%
| |
| *86 to 100 = 2% -> 250%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=MagicalInteractionSpeed|data=[{"x": 0.0,"y": -75.0},{"x": 2.0,"y": -65.0},{"x": 7.0,"y": -40.0},{"x": 8.0,"y": -35.0},{"x": 12.0,"y": -15.0},{"x": 14.0,"y": -5.0},{"x": 15.0,"y": 0.0},{"x": 18.0,"y": 21.0},{"x": 21.0,"y": 42.0},{"x": 25.0,"y": 70.0},{"x": 28.0,"y": 85.0},{"x": 32.0,"y": 105.0},{"x": 33.0,"y": 110.0},{"x": 34.0,"y": 115.0},{"x": 35.0,"y": 120.0},{"x": 40.0,"y": 130.0},{"x": 41.0,"y": 132.0},{"x": 46.0,"y": 142.0},{"x": 53.0,"y": 156.0},{"x": 54.0,"y": 158.0},{"x": 59.0,"y": 168.0},{"x": 65.0,"y": 180.0},{"x": 66.0,"y": 182.0},{"x": 71.0,"y": 192.0},{"x": 81.0,"y": 212.0},{"x": 82.0,"y": 214.0},{"x": 84.0,"y": 218.0},{"x": 85.0,"y": 219.0},{"x": 86.0,"y": 222.0},{"x": 93.0,"y": 236.0},{"x": 100.0,"y": 250.0}]|color=orange}}
| |
|
| |
|
| </div>
| | 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. |
| </div>
| |
|
| |
|
| ===Spell Memory/Capacity=== | | ==Base Health== |
| Spell Memory or Spell Capacity govern your spell cost cap, meaning equipping spells that exceed this cap will not be usable.
| | <span id="Max Health">Base Health partially determines your characters maximum [[Health]].<span> <!--Hyperlink redirect from Stats#Max Health]]--> |
| <div style="display:flex;flex-wrap:wrap;"> | |
| <div style="width:500px;> | |
| 0 Knowledge starts at = 0 Spell Memory/Capacity
| |
|
| |
|
| Every Knowledge point gives an increase to Spell Capacity
| | {{Stats Data|basehealth}} |
|
| |
|
| *0 to 6 -> 0%
| | Final Health formula with examples can be found on the [[Health#Formula|Health page]]. |
| *6 to 100 = 1% per point -> (threshold at 100%)
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=SpellCapacity|data=[{"x": 0.0,"y": 0.0},{"x": 6.0,"y": 0.0},{"x": 100.0,"y": 94.0}]|color=orange}}
| |
| </div>
| |
| </div>
| |
|
| |
|
| | == 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. |
|
| |
|
| ==Resourcefulness==
| | {{Stats Data|actionspeed}} |
| ===Interaction Speed===
| |
| Increase Interaction Speed value * 0.6.
| |
|
| |
|
| ==Interaction Speed==
| |
| Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.
| |
|
| |
|
| Value = Agility * 0.4 + Resourcefulness * 0.6
| | An Action Speed of 50% results in the animation lasting for only 67% of the base animation length. |
|
| |
|
| <div style="display:flex;flex-wrap:wrap;"> | | <code> New animation length = Base animation length / (1 + Action Speed) </code> |
| <div style="width:500px;"> | |
| 0 value starts at = -75% Interaction Speed
| |
|
| |
|
| Every value gives a % increase to Interaction Speed depending on fixed thresholds
| |
|
| |
|
| *0 -> -75%
| | ==Regular Interaction Speed== |
| *0 to 15 = 5% per point -> (threshold at 0%)
| | Regular Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon. See [[Action/Interaction/Cast_Speed]] for more. |
| *15 to 25 = 7% -> 70%
| |
| *25 to 35 = 5% -> 120%
| |
| *35 to 84 = 2% -> 218%
| |
| *84 to 85 = 1% -> 219%
| |
| *85 to 86 = 3% -> 222%
| |
| *86 to 100 = 2% -> 250%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=RegularInteractionSpeed|data=[{"x": 0.0,"y": -75.0},{"x": 2.0,"y": -65.0},{"x": 7.0,"y": -40.0},{"x": 8.0,"y": -35.0},{"x": 12.0,"y": -15.0},{"x": 14.0,"y": -5.0},{"x": 15.0,"y": 0.0},{"x": 18.0,"y": 21.0},{"x": 21.0,"y": 42.0},{"x": 25.0,"y": 70.0},{"x": 28.0,"y": 85.0},{"x": 32.0,"y": 105.0},{"x": 33.0,"y": 110.0},{"x": 34.0,"y": 115.0},{"x": 35.0,"y": 120.0},{"x": 40.0,"y": 130.0},{"x": 41.0,"y": 132.0},{"x": 46.0,"y": 142.0},{"x": 53.0,"y": 156.0},{"x": 54.0,"y": 158.0},{"x": 59.0,"y": 168.0},{"x": 65.0,"y": 180.0},{"x": 66.0,"y": 182.0},{"x": 71.0,"y": 192.0},{"x": 81.0,"y": 212.0},{"x": 82.0,"y": 214.0},{"x": 84.0,"y": 218.0},{"x": 85.0,"y": 219.0},{"x": 86.0,"y": 222.0},{"x": 93.0,"y": 236.0},{"x": 100.0,"y": 250.0}]|color=orange}}
| |
|
| |
|
| </div>
| | {{Stats Data|regularinteractionspeed}} |
| </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.
| |
| <div style="display:flex;flex-wrap:wrap;">
| |
| <div style="width:500px;>
| |
| Armor Rating can go as low as -300 = -595% Physical Damage Reduction
| |
|
| |
|
| 0 Armor Rating starts at = -10% Physical Damage Reduction
| | <code> New interaction length = Base interaction length / (1 + interaction speed) </code> |
|
| |
|
| Every Armor Rating point gives a % increase to Physical Damage Reduction depending on fixed thresholds
| |
|
| |
|
| *-300 -> -595%
| | For example, an Interaction Speed of 100% results in the interaction time lasting for only 50% of the base interaction length. |
| *-300 to -15 = 2% per point -> (threshold at -25%)
| |
| *-15 to 10 = 1% -> 0%
| |
| *10 to 19 = 0.5% -> 4.5%
| |
| *19 to 30 = 0.4% -> 8.9%
| |
| *30 to 40 = 0.3% -> 11.9%
| |
| *40 to 50 = 0.2% -> 13.9%
| |
| *50 to 100 = 0.1% -> 18.9%
| |
| *100 to 150 = 0.2% -> 28.9%
| |
| *150 to 250 = 0.3% -> 58.9%
| |
| *250 to 350 = 0.2% -> 78.9%
| |
| *350 to 500 = 0.1% -> 93.9%
| |
| </div>
| |
| <div style="width:400px;">
| |
| {{#widget:Chart|uniqueId=PhysicalReduction|data=[{"x": -49.0,"y": -93.0},{"x": -48.0,"y": -91.0},{"x": -42.0,"y": -79.0},{"x": -36.0,"y": -67.0},{"x": -30.0,"y": -55.0},{"x": -25.0,"y": -45.0},{"x": -20.0,"y": -35.0},{"x": -19.0,"y": -33.0},{"x": -17.0,"y": -29.0},{"x": -16.0,"y": -27.0},{"x": -15.0,"y": -25.0},{"x": -14.0,"y": -24.0},{"x": -13.0,"y": -23.0},{"x": -11.0,"y": -21.0},{"x": -10.0,"y": -20.0},{"x": -1.0,"y": -11.0},{"x": 1.0,"y": -9.0},{"x": 4.0,"y": -6.0},{"x": 5.0,"y": -5.0},{"x": 8.0,"y": -2.0},{"x": 10.0,"y": 0.0},{"x": 14.0,"y": 2.0},{"x": 15.0,"y": 2.5},{"x": 16.0,"y": 3.0},{"x": 19.0,"y": 4.5},{"x": 20.0,"y": 4.9},{"x": 23.0,"y": 6.1},{"x": 30.0,"y": 8.9},{"x": 33.0,"y": 9.8},{"x": 34.0,"y": 10.1},{"x": 39.0,"y": 11.6},{"x": 40.0,"y": 11.9},{"x": 41.0,"y": 12.1},{"x": 42.0,"y": 12.3},{"x": 48.0,"y": 13.5},{"x": 50.0,"y": 13.9},{"x": 54.0,"y": 14.3},{"x": 61.0,"y": 15.0},{"x": 69.0,"y": 15.8},{"x": 70.0,"y": 15.9},{"x": 76.0,"y": 16.5},{"x": 77.0,"y": 16.6},{"x": 83.0,"y": 17.2},{"x": 84.0,"y": 17.3},{"x": 91.0,"y": 18.0},{"x": 98.0,"y": 18.7},{"x": 100.0,"y": 18.9},{"x": 102.0,"y": 19.3},{"x": 106.0,"y": 20.1},{"x": 107.0,"y": 20.3},{"x": 110.0,"y": 20.9},{"x": 117.0,"y": 22.3},{"x": 121.0,"y": 23.1},{"x": 122.0,"y": 23.3},{"x": 124.0,"y": 23.7},{"x": 128.0,"y": 24.5},{"x": 129.0,"y": 24.7},{"x": 130.0,"y": 24.9},{"x": 137.0,"y": 26.3},{"x": 145.0,"y": 27.9},{"x": 146.0,"y": 28.1},{"x": 150.0,"y": 28.9},{"x": 152.0,"y": 29.5},{"x": 153.0,"y": 29.8},{"x": 155.0,"y": 30.4},{"x": 156.0,"y": 30.7},{"x": 158.0,"y": 31.3},{"x": 159.0,"y": 31.6},{"x": 162.0,"y": 32.5},{"x": 169.0,"y": 34.6},{"x": 170.0,"y": 34.9},{"x": 172.0,"y": 35.5},{"x": 173.0,"y": 35.8},{"x": 175.0,"y": 36.4},{"x": 176.0,"y": 36.7},{"x": 179.0,"y": 37.6},{"x": 185.0,"y": 39.4},{"x": 189.0,"y": 40.6},{"x": 190.0,"y": 40.9},{"x": 192.0,"y": 41.5},{"x": 193.0,"y": 41.8},{"x": 196.0,"y": 42.7},{"x": 202.0,"y": 44.5},{"x": 206.0,"y": 45.7},{"x": 207.0,"y": 46.0},{"x": 209.0,"y": 46.6},{"x": 210.0,"y": 46.9},{"x": 213.0,"y": 47.8},{"x": 219.0,"y": 49.6},{"x": 220.0,"y": 49.9},{"x": 226.0,"y": 51.7},{"x": 232.0,"y": 53.5},{"x": 237.0,"y": 55.0},{"x": 243.0,"y": 56.8},{"x": 249.0,"y": 58.6},{"x": 250.0,"y": 58.9},{"x": 251.0,"y": 59.1},{"x": 252.0,"y": 59.3},{"x": 257.0,"y": 60.3},{"x": 260.0,"y": 60.9},{"x": 262.0,"y": 61.3},{"x": 265.0,"y": 61.9},{"x": 266.0,"y": 62.1},{"x": 271.0,"y": 63.1},{"x": 274.0,"y": 63.7},{"x": 276.0,"y": 64.1},{"x": 279.0,"y": 64.7},{"x": 280.0,"y": 64.9},{"x": 285.0,"y": 65.9},{"x": 288.0,"y": 66.5},{"x": 289.0,"y": 66.7},{"x": 294.0,"y": 67.7},{"x": 297.0,"y": 68.3},{"x": 299.0,"y": 68.7},{"x": 302.0,"y": 69.3},{"x": 303.0,"y": 69.5},{"x": 308.0,"y": 70.5},{"x": 311.0,"y": 71.1},{"x": 313.0,"y": 71.5},{"x": 316.0,"y": 72.1},{"x": 317.0,"y": 72.3},{"x": 322.0,"y": 73.3},{"x": 325.0,"y": 73.9},{"x": 327.0,"y": 74.3},{"x": 330.0,"y": 74.9},{"x": 331.0,"y": 75.1},{"x": 334.0,"y": 75.7},{"x": 336.0,"y": 76.1},{"x": 339.0,"y": 76.7},{"x": 340.0,"y": 76.9},{"x": 345.0,"y": 77.9},{"x": 348.0,"y": 78.5},{"x": 350.0,"y": 78.9},{"x": 351.0,"y": 79.0},{"x": 354.0,"y": 79.3},{"x": 359.0,"y": 79.8},{"x": 364.0,"y": 80.3},{"x": 368.0,"y": 80.7},{"x": 369.0,"y": 80.8},{"x": 373.0,"y": 81.2},{"x": 374.0,"y": 81.3},{"x": 378.0,"y": 81.7},{"x": 379.0,"y": 81.8},{"x": 382.0,"y": 82.1},{"x": 387.0,"y": 82.6},{"x": 392.0,"y": 83.1},{"x": 396.0,"y": 83.5},{"x": 397.0,"y": 83.6},{"x": 401.0,"y": 84.0},{"x": 402.0,"y": 84.1},{"x": 405.0,"y": 84.4},{"x": 410.0,"y": 84.9},{"x": 415.0,"y": 85.4},{"x": 419.0,"y": 85.8},{"x": 420.0,"y": 85.9},{"x": 424.0,"y": 86.3},{"x": 425.0,"y": 86.4},{"x": 429.0,"y": 86.8},{"x": 430.0,"y": 86.9},{"x": 433.0,"y": 87.2},{"x": 438.0,"y": 87.7},{"x": 442.0,"y": 88.1},{"x": 443.0,"y": 88.2},{"x": 447.0,"y": 88.6},{"x": 448.0,"y": 88.7},{"x": 452.0,"y": 89.1},{"x": 453.0,"y": 89.2},{"x": 456.0,"y": 89.5},{"x": 461.0,"y": 90.0},{"x": 466.0,"y": 90.5},{"x": 470.0,"y": 90.9},{"x": 471.0,"y": 91.0},{"x": 475.0,"y": 91.4},{"x": 476.0,"y": 91.5},{"x": 479.0,"y": 91.8},{"x": 484.0,"y": 92.3},{"x": 489.0,"y": 92.8},{"x": 493.0,"y": 93.2},{"x": 494.0,"y": 93.3},{"x": 498.0,"y": 93.7},{"x": 499.0,"y": 93.8},{"x": 500.0,"y": 93.9}]|color=orange}}
| |
|
| |
|
| | [[Surgical Kit|Surgical Kits]] and [[Bandage|Bandages]] have 50% [[Scaling]] on regular interaction speed, therefore, their formula looks like |
|
| |
|
| *Graph Starts from -50 instead of -300 for better visibility | | <code> New interaction length = Base interaction length / (1 + interaction speed * .5) </code> |
|
| |
|
| </div>
| | =Other Stats= |
| </div>
| |
|
| |
|
| ==Luck== | | ==Armor Rating== |
| Luck increases chance of getting better loot rarity.
| | 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). |
| | <br><br> |
|
| |
|
| Luck stat affects each rarity differently. Luck Cap in the game is 500.
| | Formula can be simplified as:<br> |
| | <code>Final Armor Rating = Armor Rating * (1 + Armor Rating Bonus)</code> |
|
| |
|
| It is only possible to get maximum of 250 Luck in the game currently:
| |
| *100 from [[Bard]]'s Wanderer's Luck
| |
| *Possible 150 luck roll from [[Potion of Luck]]
| |
|
| |
|
| *Junk: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
| | 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> |
| *Poor: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
| |
| *Common: Each luck decreases chance by 0.05%, 500 Luck: 0.75x Chance
| |
| *Uncommon is not affected by luck
| |
| *Rare: not linear, diminishing returns, 500 Luck: 3.5x Chance
| |
| *Epic: not linear, diminishing returns, 500 Luck: 3.88x Chance
| |
| *Legendary: not linear, diminishing returns, 500 Luck: 4.25x Chance
| |
| *Unique: not linear, diminishing returns, 500 Luck: 4.38x Chance
| |
|
| |
|
| ===Luck Value Table=== | | <code>Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating Bonus) + other Armor Rating * (1 + Armor Rating Bonus)</code> |
| {| cellspacing="0" class="wikitable"
| |
| ! Luck !! Junk !! Poor !! Common !! Uncommon !! Rare !! Epic !! Legendary !! Unique
| |
| |-
| |
| | 50 || x0.95 || x0.95 || x0.975 || x1.0 || x1.48 || x1.54 || x1.62 || x1.64
| |
| |-
| |
| | 100 || x0.90 || x0.90 || x0.95 || x1.0 || x1.90 || x2.04 || x2.17 || x2.22
| |
| |-
| |
| | 150 || x0.85 || x0.85 || x0.925 || x1.0 || x2.28 || x2.47 || x2.66 || x2.72
| |
| |-
| |
| | 200 || x0.80 || x0.80 || x0.90 || x1.0 || x2.60 || x2.84 || x3.08 || x3.17
| |
| |-
| |
| | 250 || x0.75 || x0.75 || x0.875 || x1.0 || x2.88 || x3.16 || x3.45 || x3.54
| |
| |}
| |
|
| |
|
| 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 droping high tier loot.
| |
|
| |
|
| Check [[Lootables]] to see which lootables drop high tier loot.
| | 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: |
|
| |
|
| =Enchantment Stats= | | <code>Final Armor Rating = Armor Rating from armor * (1 + Item Armor Rating bonus) + other Armor Rating</code> |
| Stats that come from weapons, armors or jewelry imbued with item enchantments.
| |
|
| |
|
| ==Armor Penetration==
| |
| ''Armor Penetration governs the amount of physical damage you do that will completely bypass your enemy's armor rating.''
| |
|
| |
|
| Unlike in game description, armor pen decreases [[Stats#Physical Damage Reduction|Physical Damage Reduction]] instead of Armor Rating.
| | Example using the last formula:<br> |
| | With 100 AR from equipped Items, 20 from [[Enchantments]], and -40% Item Armor Rating Bonus, the player would result in<br> |
|
| |
|
| <code> | | <code>100 * (1 + -0.4) + 20 = 80 Armor Rating</code> |
| % Physical Damage Reduced = (100 - ''Attacker's Armor Pen'') * ''Target's Physical Damage Reduction''
| | <br> |
| </code> | |
|
| |
|
| 100 Armor Penetration would decrease Damage reduced to 0.
| | == 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}} |
|
| |
|
| ==Headshot Reduction==
| | Physical Damage Reduction is capped to 65% |
| Headshot Reduction governs the amount of mitigated damage conferred by wearing protective head gear.
| |
|
| |
|
| ==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. | | [[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. |
| | |
| | Can't be found on gear (aside from the base values for each weapon) and is not affected by other stats. |
|
| |
|
| ==Magic Penetration== | | ==Item Swap Speed== |
| Magic Penetration governs the amount of magical damage you do that will completely bypass your enemy's magic resistance rating.
| | Speed at which items are swapped as the current active item. Note that this is separate from Wearing Time Speed. |
| | |
| | Affected by [[#Action Speed|Action Speed]]. |
| | |
| | ==Wearing Time Speed== |
| | Speed at which items are worn by equipping them from the inventory. Note that this is separate from Item Swap Speed. |
| | |
| | Affected by [[#Item Equip Speed|Item Equip Speed]]. |
| | |
| | ==Luck== |
| | Luck affects the Loot that is rolled when you open a [[Containers|container]] or kill a [[monster]]. |
| | |
| | Whoever opens the container first or lands the killing blow on the monster is the character whose Luck is used to calculate the drops. |
| | |
| | Luck is capped at 500. |
| | |
| | It is possible to reach the Luck cap: |
| | *50 from [[Bard#Perks-0|Bard's Wanderer's Luck]] |
| | *150 luck roll from a large [[Potion of Luck]] |
| | *10 from craftable [[Hands#Craftable_Hands_Armors-0|golden hands]] armor piece |
| | *40 from [[Golden Cloak]] |
| | *250 from [[Enchantments#Table_of_Enchantment_Values|max enchantment rolls]] ''on other gear'' |
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| | {{NeedsTesting|It is not confirmed if [[Bard#Songs-0|Bard's Unchained Harmony]] applies the Bard's Luck when it opens containers.}} |
| | {{NeedsTesting|Which character's Luck is used if a monster or the environment kills a monster? Do monsters/traps have Luck? Is loot instead rolled when the monster is first looted?}} |
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| | ===Luck Scalar === |
| | {{#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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| | ==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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| | Can't be found on gear and is not affected by other stats. |
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| | =Enchantment Stats= |
| | Stats that come from weapons, armors or jewelry imbued with item [[Enchantments]]. |
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| ==Projectile Reduction==
| | {{Transclude|Enchantments#Enchantment Exclusive Stats}} |
| Projectile Reduction governs the amount of mitigated damage from projectiles.
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| | For the possible values of Enchantments and their historical rolls, see [[Enchantments#Enchantment_Values|Enchantment Values]] |
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| =Unimplemented Stats= | | =Unimplemented Stats= |
| These stats are not yet implemented. | | These stats are not yet implemented. |
| ==Utility Effectiveness== | | ==Utility Effectiveness Bonus== |
| Determines the bonus effectiveness of your utility items | | Determines the bonus effectiveness of your utility items |
| ==Weight Limit==
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| Weight Limit - coming soon!
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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 ?