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Sur (talk | contribs) Bureaucrats, commentadmin, csmoderator, editor, Interface administrators, moderator, Suppressors, Widget editors 7,593 edits m →Debuff Duration: Clarified on rounding RE durations |
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*Holy Light = 100% | *Holy Light = 100% | ||
*Sanctuary = 50% per second (250% total) | *Sanctuary = 50% per second (250% total) | ||
*Torture Mastery = | *Torture Mastery = 25% | ||
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.
Stats that come from character's attributes.
Physical Power governs your Physical Power Bonus.
0 Strength starts at = 0 Physical Power
Every Strength point gives an increase to Physical Power
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
Max Health governs your character's maximum available health points.
0 Strength starts at = 60 Max Health
Every Strength point gives an increase to Max Health depending on fixed thresholds
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
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
Hard cap= 350 move 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
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
Increase Interaction Speed value * 0.4.
Check Interaction Speed for more
Magic Power governs your Magic Power Bonus.
0 Will starts at = 0 Magic Power
Every Will point gives an increase to Magic Power
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
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
Magical Damage Reduction governs your resistance to magical damage dealing weapons, spells and projectiles.
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
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
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
...
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 Heal/Damage over Time, are rounded down to the nearest integer, resulting in thresholds that players may want to take advantage of.
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
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
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
Each point of Spell Capacity affects how many Spell Points you recover when Resting, Meditating, sitting at a Campfire, or when under the effects of a Clarity Potion. See Spell Restoration for more details.
Increase Interaction Speed value * 0.6.
Check Interaction Speed for more
Persuasiveness increases the duration of Bard songs' buffs/debuffs.
0 Resourcefulness starts at = 0 Persuasiveness
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
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
Armor cap is 85% which can be reached by other perks and shrine buffs.
Luck increases chance of getting better loot rarity. Whoever opens the loot first, their 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 299 Luck in the game currently:
| 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 corpse/container. (It is not confirmed if Bard's Unchained Harmony rolls the loot table when it opens the containers.)
Stats that come from weapons, armors or jewelry imbued with item enchantments.
Increases Magical Damage dealt (not affected by Magical Power Bonus).
Increases Physical Damage dealt (not affected by Physical Power Bonus).
Increases all Attributes (Strength, Agility, Will, Knowledge, Resourcefulness).
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 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 governs the strength of your weapon strikes against a target, it determines if you can break objects and stagger blocking enemies.
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.
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:
Check Healing page to learn more about the mechanic.
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 governs the amount of mitigated damage from projectiles.
Increases Magical Damage dealt that is not influenced by enemy defences or headshot/limb multipliers.
Increases Physical Damage dealt that is not influenced by enemy defences or headshot/limb multipliers.
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.
These stats are not yet implemented.
Determines the bonus effectiveness of your utility items