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m (15 base res instead of 20 for bard) |
(hybrid stats wip) |
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[https://www.desmos.com/calculator/k9kjmyzd3f Buff Duration Calculator] | [https://www.desmos.com/calculator/k9kjmyzd3f Buff Duration Calculator] | ||
=Hybrid Stats= | |||
Hybrid stats are stats which come from a combination of attributes. | |||
==Max Health== | |||
Max Health comes from both Strength and Vigor. Strength has 25% Scaling, and Vigor has 75%, which then get combined into a Sum and translated into Max Health. | |||
<code>Sum = Strength * .25 + Vigor * .75</code> | |||
<div style="display:flex;flex-wrap:wrap;"> | |||
<div style="width:500px;> | |||
Each point in their Sum increases Max Health by different amounts at varying thresholds. | |||
Sum of 0 starts at 60 Max Health | |||
*0 -> 60 | |||
*0 to 10 = 3 each, up to 90 | |||
*10 to 50 = 2 each, up to 170 | |||
*50 to 75 = 1 each, up to 195 | |||
*75 to 100 = 0.5 each, up to 207.5 | |||
</div> | |||
<div style="width:400px;"> | |||
{{#widget:Chart|uniqueId=MaxHealth|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> | |||
</div> | |||
=Other Stats= | =Other Stats= |
Revision as of 00:50, 29 November 2023
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.
For example, even though the formula might give 32.5, in game this might get rounded to 33.
Attributes
Stats that come from character's attributes.
Strength
Physical Power
Physical Power governs your Physical Power Bonus.
0 Strength starts at = 0 Physical Power
Every Strength point gives an increase to Physical Power
- 0 -> 0
- 0 to 100 = 1 each, up to 100
Physical Power Bonus
- More recently known as Physical Damage Bonus Physical Power Bonus governs the potency of your physical damage dealing weapons, utility items and abilities.
0 Physical Power starts at = -80% Physical Power Bonus
Every Physical Power point gives a % increase to overall Physical Power Bonus depending on fixed thresholds
- 0 -> -80%
- 0 to 5 = 10% each, up to -30%
- 5 to 7 = 5% each, up to -20%
- 7 to 11 = 3% each, up to -8%
- 11 to 15 = 2% each, up to 0%
- 15 to 50 = 1% each, up to 35%
- 50 to 100 = 0.5% each, up to 60%
Max Health from Strength
Max Health governs your character's maximum available health points. Max Health is comprised of both Strength, which has a weight of 25%, and Vigor, which has a weight of 75%.
Note that your displayed Max Health will be the sum of Strength-sourced Max Health and Vigor-sourced Max Health.
For example, Fighter's 15 strength and 15 vigor results in 25 strength sourced health and 75 vigor sourced health, resulting in 100 Max Health.
0 Strength starts at = 45 Max Health
Every Strength point gives an increase to Max Health depending on fixed thresholds
- 0 -> 15
- 0 to 10 = 0.75 each, up to 22.5
- 10 to 50 = 0.5 each, up to 42.5
- 50 to 75 = 0.25 each, up to 48.75
- 75 to 100 = 0.125 each, up to 51.875
Vigor
Max Health from Vigor
Max Health governs your character's maximum available health points. Max Health is comprised of both Vigor, which has a weight of 75%, and Strength, which has a weight of 25%.
Note that your displayed Max Health will be the sum of Vigor-sourced Max Health and Strength-sourced Max Health.
For example, Fighter's 15 strength and 15 vigor results in 25 strength sourced health and 75 vigor sourced health, resulting in 100 Max Health.
0 Vigor starts at = 45 Max Health
Every Vigor point gives an increase to Max Health depending on fixed thresholds
- 0 -> 45
- 0 to 10 = 2.25 each, up to 67.5
- 10 to 50 = 1.5 each, up to 127.5
- 50 to 75 = 0.75 each, up to 146.25
- 75 to 100 = 0.375 each, up to 155.625
Health Recovery
Affects the rate at which you restore health when Resting, but not when using Bandages.
Health Recovered per tick = Base Recovery * (1 + Health Recovery Bonus)
For example, a Barbarian resting with 95% Health Recovery Bonus will recover
Health Recovered every 2s = 1 * (1 + .95) = 1.95 Health
Each point in Vigor increases Health Recovery Bonus
- 0 -> -55%
- 0 to 5 = 5% each, up to -30%
- 5 to 15 = 3% each, up to 0%
- 15 to 25 = 7% each, up to 70%
- 25 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%
Agility
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.
0 Agility starts at = -38% Action Speed
Every agility point gives a % increase to action speed depending on fixed thresholds
- 0 -> -38%
- 0 to 10 = 3% each, up to -8%
- 10 to 13 = 2% each, up to -2%
- 13 to 25 = 1% each, up to 10%
- 25 to 41 = 1.5% each, up to 34%
- 41 to 50 = 1% each, up to 43%
- 50 to 100 = 0.5% each, up to 68%
Move Speed
Move Speed governs the speed at which your character moves. This stat is also directly influenced by wearing gear. Every 1 point in Move Speed is equal to 0.3333...% Move Speed. The default Move Speed for each class is 300, which translates to 100% Move Speed, with penalties or bonuses provided based on Agility. Performing certain actions, such as attacking, or moving in certain directions will also affect Move Speed. Backwards = 60%, Crouch = 65%, Walk = 65%.
0 Agility starts at = -30 Move Speed
Every agility point gives a flat increase to Move Speed depending on fixed thresholds
- 0 -> -30 Move Speed
- 0 to 15 = 2 each, up to 0
- 15 to 45 = 1 each, up to 30
- 45 to 65 = 0.5 each, up to 40 (Technically 1 Move Speed every 2 Agility. Agility can not provide decimal Move Speed.)
- 65 to 100 = 0.33 each, up to 51 Move Speed (Same as above, 1 Move Speed every 3 Agility.)
Hard cap= 350 move 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.
0 Agility starts at = -95% Item Equip Speed
Every agility point gives a % increase to Item Equip Speed depending on fixed thresholds
- 0 -> -95%
- 0 to 1 = 0% each, up to -95%
- 1 to 2 = 4% each, up to -91%
- 2 to 15 = 7% each, up to 0%
- 15 to 35 = 5% each, up to 100%
- 35 to 70 = 2% each, up to 170%
- 70 to 100 = 1% each, up to 200%
Dexterity
Action Speed
?
Interaction Speed
?
Manual Dexterity
Manual Dexterity determines how quickly Bard plays an instrument.
0 Agility starts at = -15% Manual Dexterity, play speed
Every agility point gives a % increase to Manual Dexterity depending on fixed thresholds
- 0 -> -15%
- 0 to 15 = 1% each, up to 0%
- 15 to 23 = 3% each, up to 24%
- 23 to 31 = 2% each, up to 40%
- 31 to 37 = 1% each, up to 46%
- 37 to 45 = 0.5% each, up to 50%
- 45 to 95 = 0.1% each, up to 55%
Interaction Speed
Increase Interaction Speed value * 0.4.
Check Interaction Speed for more
Will
Magic Power
Magic Power governs your Magic Power Bonus.
0 Will starts at = 0 Magic Power
Every Will point gives an increase to Magic Power
- 0 -> 0
- 0 to 100 = 1 each, up to 100
Magic Power Bonus
Magic Power bonus governs the potency of your magical spells, magical damage dealing abilities and magical healing abilities.
0 Magic Power starts at = -90% Magic Power Bonus
Every Magic Power point gives a % increase to Magic Power Bonus depending on fixed thresholds
- 0 -> -90%
- 0 to 1 = 0% each, up to -90%
- 1 to 5 = 10% each, up to -50%
- 5 to 15 = 5% each, up to -0%
- 15 to 25 = 3% each, up to 30%
- 25 to 40 = 2% each, up to 60%
- 40 to 50 = 1% each, up to 70%
- 50 to 100 = 0.5% each, up to 95%
Magic Resistance
Magic Resistance governs your Magical Damage Reduction.
0 Will starts at = -20 Magic Resistance
Every Will point gives an increase to Magic Resistance depending on fixed thresholds
- 0 -> -20
- 0 to 5 = 4 each, up to 0
- 5 to 35 = 3 each, up to 90
- 35 to 55 = 2 each, up to 130
- 55 to 65 = 1 each, up to 140
- 65 to 91 = 0.5 each, up to 153 (increases by 1 every 2 points)
- 91 to 92 = -1 -> 152 (probably a mistake)
- 92 to 94 = 1 each, up to 154
- 94 to 100 = 0.5 each, up to 157 (increases by 1 every 2 points)
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.
Magic Resistance can go as low as -300 = -595% Magical Damage Reduction
0 Magic Resistance starts at = -10% Magical Damage Reduction
Magic Resistance gives a % increase to Magical Damage Reduction depending on fixed thresholds
- -300 -> -595%
- -300 to -15 = 2% each, up to -25%
- -15 to 10 = 1% each, up to 0%
- 10 to 19 = 0.5% each, up to 4.5%
- 19 to 30 = 0.4% each, up to 8.9%
- 30 to 40 = 0.3% each, up to 11.9%
- 40 to 50 = 0.2% each, up to 13.9%
- 50 to 100 = 0.1% each, up to 18.9%
- 100 to 150 = 0.2% each, up to 28.9%
- 150 to 250 = 0.3% each, up to 58.9%
- 250 to 350 = 0.2% each, up to 78.9%
- 350 to 500 = 0.1% each, up to 93.9%
- Starts from -50 instead of -300 for better visibility
Buff Duration
Buff Duration governs the duration of temporary beneficial status effects.
0 Will starts at = -80% Buff Duration
Every Will gives point gives a % increase to Buff Duration depending on fixed thresholds
- 0 -> -80%
- 0 to 5 = 10% each, up to -30%
- 5 to 7 = 5% each, up to -20%
- 7 to 11 = 3% each, up to -8%
- 11 to 15 = 2% each, up to 0%
- 15 to 50 = 1% each, up to 35%
- 50 to 100 = 0.5% each, up to 60%
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.
0 Will starts at = 400% Debuff Duration
Every Will point gives a % decrease to Debuff Duration
- 0 -> 400%
- 0 to 1 = 170%each, up to233%)
- 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.
The decrease slowly slows down with different reduction amounts that is not logarithmic nor linear.
Durations are not rounded and last their exact amount. However, actions that are performed in intervals, like Damage/Healing [time], are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of.
Knowledge
Spell Casting Speed
Spell Casting Speed governs the speed at which you cast magical spells.
Spell Casting Time = (Base Casting Time)/(1 + Spell Casting Speed)
0 Knowledge starts at = -95% Spell Casting Speed
Every Knowledge point gives a % increase to Spell Casting speed depending on fixed thresholds
- 0 -> -93%
- 0 to 1 = 0% per point -> (threshold at -93%)
- 1 to 19 = 5% -> -3%
- 19 to 30 = 3% -> 30%
- 30 to 40 = 4% -> 70%
- 40 to 45 = 3% -> 85%
- 45 to 100 = 2% -> 195%
Magical Interaction Speed
Magical Interaction Speed affects the speed with which the player interacts with magical objects, such as Shrines and Portals.
0 Knowledge starts at = -75% Magical Interaction Speed
Every Knowledge point gives a % increase to Magical Interaction Speed depending on fixed thresholds
- 0 -> -75%
- 0 to 15 = 5% each, up to 0%
- 15 to 25 = 7% each, up to 70%
- 25 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%
Memory Capacity
Memory Capacity govern your spell cost cap, meaning equipping spells that exceed this cap will not be usable.
0 Knowledge starts at = 0 Spell Memory/Capacity
Every Knowledge point gives an increase to Spell Capacity
- 0 to 6 -> 0
- 6 to 100 = 1 each, up to 94
Total Memory Capacity = ceil(Memory Cap from Knowledge * (1 + Memory Cap Bonus%)) + Add Memory Cap
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
ceil(12 * 1.077) + 8 = 21 Memory Capacity
Spell Recovery
Increases the amount of Spell/(Skill?) Points (SP) you restore per tick.
SP Recharge per tick (SP/tick) = Base Recharge * (1 + Spell Recovery Bonus)
Each point in Knowledge increases your Spell Recovery Bonus.
- 0 -> 43%
- 0 to 28 = 1.5% each, up to 85%
- 28 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%
Resourcefulness
Interaction Speed
Increase Interaction Speed value * 0.6.
Check Interaction Speed for more
Persuasiveness
Persuasiveness determines the duration of Bard songs' buffs/debuffs.
0 Resourcefulness starts at = 0 Persuasiveness
- 0 -> 0%
- 0 to 35 -> 1 each, up to 35
- 35 to 71 = 0.5 each, up to 53
- 71 to 99 = 0.25 each, up to 60
Base buff duration formula:
Scaling x Persuasiveness
Note that as of Patch #2 11/22/2023, Bard's base resourcefulness is 15 instead of 20. Each point in Persuasiveness over the base of 15 grants a 6.66% longer base duration.
For example, Perfectly played Rousing Rhythms have 4.5x scaling and if Bard has 20 Persuasiveness, outgoing buff duration will be:
4.5 x 20 = 90
seconds
This will also get multiplied by the receiver's Buff Duration
Hybrid Stats
Hybrid stats are stats which come from a combination of attributes.
Max Health
Max Health comes from both Strength and Vigor. Strength has 25% Scaling, and Vigor has 75%, which then get combined into a Sum and translated into Max Health.
Sum = Strength * .25 + Vigor * .75
Each point in their Sum increases Max Health by different amounts at varying thresholds. Sum of 0 starts at 60 Max Health
- 0 -> 60
- 0 to 10 = 3 each, up to 90
- 10 to 50 = 2 each, up to 170
- 50 to 75 = 1 each, up to 195
- 75 to 100 = 0.5 each, up to 207.5
Other Stats
Interaction Speed
Interaction Speed governs the speed at which you interact with objects/mechanisms in the dungeon.
Value = Agility * 0.4 + Resourcefulness * 0.6
0 value starts at = -75% Interaction Speed
Every value gives a % increase to Interaction Speed depending on fixed thresholds
- 0 -> -55%
- 0 to 5 = 5% each, up to -30%
- 5 to 15 = 3% each, up to 0%
- 15 to 25 = 7% each, up to 70%
- 25 to 35 = 5% each, up to 120%
- 35 to 84 = 2% each, up to 218%
- 84 to 85 = 1% each, up to 219%
- 85 to 86 = 3% each, up to 222%
- 86 to 100 = 2% each, up to 250%
Interaction Speed has 50% Scaling for Bandages and Surgical kits, in the same fashion that some damage bonuses scale.
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.
Armor Rating can go as low as -300 = -619% Physical Damage Reduction
0 Armor Rating starts at = -22% Physical Damage Reduction
Every Armor Rating point gives a % increase to Physical Damage Reduction depending on fixed thresholds
- -300 -> -619%
- -300 to -3 = 2% each, up to -25%
- -3 to 22 = 1% each, up to 0%
- 22 to 31 = 0.5% each, up to 4.5%
- 31 to 42 = 0.4% each, up to 8.9%
- 42 to 52 = 0.3% each, up to 11.9%
- 52 to 62 = 0.2% each, up to 13.9%
- 62 to 112 = 0.1% each, up to 18.9%
- 112 to 175 = 0.2% each, up to 31.5%
- 175 to 262 = 0.3% each, up to 57.6%
- 262 to 317 = 0.2% each, up to 68.6%
- 317 to 400 = 0.1% each, up to 76.9%
- 400 to 424 = 0.05% each, up to 78.1%
- 424 to 450 = 0.025% each, up to 78.75%
- 450 to 500 = 0.02% each, up to 79.75%
Armor cap is 85% which can be reached by other perks and shrine buffs.
- Graph Starts from -49 instead of -300 for better visibility
Luck
Luck increases chance of getting better loot rarity. Whoever opens the loot first or kills the mob first is the person whos luck is used to calculate the drops.
Luck stat affects each rarity differently. Luck Cap in the game is 500.
It is only possible to get maximum of 249 Luck in the game currently:
- 50 from Bard's Wanderer's Luck
- Possible 150 luck roll from a large Potion of Luck
- 25 from a Fangs of Death Necklace
- 24(12 x 2) from two Grimsmile Rings
- 1-Junk: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
- 2-Poor: Each luck decreases chance by 0.1%, 500 Luck: 0.5x Chance
- 3-Common: Each luck decreases chance by 0.05%, 500 Luck: 0.75x Chance
- 4-Uncommon is not affected by luck
- 5-Rare: not linear, diminishing returns, 500 Luck: 3.5x Chance
- 6-Epic: not linear, diminishing returns, 500 Luck: 3.88x Chance
- 7-Legendary: not linear, diminishing returns, 500 Luck: 4.25x Chance
- 8-Unique: not linear, diminishing returns, 500 Luck: 4.38x Chance
Luck Value Table
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 |
300 | x0.70 | x0.70 | x0.85 | x1.0 | x3.11 | x3.42 | x3.73 | x3.84 |
It is important to note that Luck only increases chance of finding a high tier loot only if looted container/corpse has a chance of dropping high tier loot. So if loot table has no "Epic" drop chance, high luck won't make it drop "Epic" even if you have 250 luck as 0% chance multiplied by 3.16 is still 0.
Check Lootables to see which lootables drop high tier loot.
Loot is rolled when you open the container or kill the mob. (It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)
Enchantment Stats
Stats that come from weapons, armors or jewelry imbued with item enchantments.
Additional Magical Damage
Increases Magical Damage dealt (not affected by Magical Power Bonus).
Additional Physical Damage
Increases Physical Damage dealt (not affected by Physical Power Bonus).
All Attributes/Primitive
Increases all Attributes (Strength, Agility, Will, Knowledge, Resourcefulness).
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 Physical Damage Reduction instead of Armor Rating. It has no affect on negative Physical Damage Reduction.
% Physical Damage Reduced = (100 - Attacker's Armor Pen) * Target's Physical Damage Reduction
100 Armor Penetration would decrease Damage reduced to 0.
This modifier cannot bring Damage Reduction below 0%. There is no functional difference between 105% Penetration and 100% Penetration. This modifier also does nothing if the target's Damage Reduction % is 0% or less.
Headshot Reduction
Headshot Reduction governs the amount of mitigated damage conferred by wearing protective head gear.
Decreases the headshot multiplier by flat amount. For example, normal headshot deals 150%, if the enemy has Armet which has 18% Headshot Reduction, instead it deals 150-18 = 132%
damage
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.
Magic Penetration
Magic Penetration governs the amount of magical damage you do that will completely bypass your enemy's magic resistance rating.
% Magical Damage Reduced = (100 - Attacker's Magic Pen) * Target's Magical Damage Reduction
100 Magical Penetration would decrease Damage reduced to 0.
This modifier cannot bring Damage Reduction below 0%. There is no functional difference between 105% Penetration and 100% Penetration. This modifier also does nothing if the target's Damage Reduction % is 0% or less.
Magical Healing
Increases total healing done by magic (Cleric's heal spells and Warlock's Torture Mastery)
This specifically affects your spells, not heals received from others.
(Base Heal Amount + (Magical Healing * Scaling of Spell)) * (1 + Magic Power Bonus * Scaling of Spell)
Scaling info:
- Lesser Heal = 100%
- Holy Light = 100%
- Sanctuary = 50% per second (250% total)
- Torture Mastery = 25%
Check Healing page to learn more about the mechanic.
Physical Healing
Increases total healing done by Healing Potions, Troll's Blood, Ranger's Field Ration, and Campfires.
Check Healing page to learn more about the mechanic.
Projectile Reduction
Projectile Reduction governs the amount of mitigated damage from projectiles.
True Magical Damage
Increases Magical Damage dealt that is not influenced by enemy defences or headshot/limb multipliers.
True Physical Damage
Increases Physical Damage dealt that is not influenced by enemy defences or headshot/limb multipliers.
Weapon Damage
Increases Weapon damage. Does not increase damage not dealt by the weapon, like from Rogue's Rupture, or Barbarian's Achilles Strike's movement ticks. - Now listed as +Physical Damage as an enchantment
Unimplemented Stats
These stats are not yet implemented.
Utility Effectiveness
Determines the bonus effectiveness of your utility items