From Dark and Darker Wiki
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.
Attribute Stats
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 per point -> (threshold at 100)
Physical Power 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% 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 = 0.5% -> 60%
Max Health
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
- 0 -> 60
- 0 to 10 = 3 per point -> (threshold at 90)
- 10 to 50 = 2 -> 170
- 50 to 75 = 1 -> 195
- 75 to 100 = .5 -> 207.5
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% per point -> (threshold at -8%)
- 10 to 13 = 2% -> -2%
- 13 to 25 = 1% -> 10
- 25 to 41 = 1.5% -> 34%
- 41 to 50 = 1%-> 43%
- 50 to 100 = 0.5% -> 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 per point -> (threshold at 0)
- 15 to 45 = 1 -> 30 Move Speed
- 45 to 65 = 0.5 -> 40 Move Speed (Technically 1 Move Speed every 2 Agility. Agility can not provide decimal Move Speed.)
- 65 to 100 = 0.33 -> 51 Move Speed (Same as above, 1 Move Speed every 3 Agility.)
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% per point -> (threshold at -95%)
- 1 to 2 = 4% -> -91%
- 2 to 15 = 7% -> 0%
- 15 to 35 = 5% -> 100%
- 35 to 70 = 2% -> 170%
- 70 to 100 = 1% -> 200%
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 per point -> (threshold at 100)
Magic Power Bonus
Magic Power bonus governs the potency of your magical spells and magical damage dealing 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% 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%
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 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)
Magical Damage Reduction
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
- -300 -> -595%
- -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%
- 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% 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%
Debuff Duration
Debuff Duration governs the duration of temporary negative status effects.
0 Will starts at = 400% Debuff Duration
Every Will point gives a % increase to Debuff Duration
- 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.
The decrease slowly slows down with different reduction amounts that is not logarithmic nor linear.
Knowledge
Spell Casting Speed
Spell Casting Speed governs the speed at which you cast magical spells.
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%
- 20 to 30 = 3% -> 30%
- 31 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% per point -> (threshold at 0%)
- 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%
Spell Memory/Capacity
Spell Memory or Spell 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% per point -> (threshold at 100%)
Resourcefulness
Interaction Speed
Increase Interaction Speed value * 0.6.
Check Interaction Speed for more
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 -> -75%
- 0 to 15 = 5% per point -> (threshold at 0%)
- 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%
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 = -595% Physical Damage Reduction
0 Armor Rating starts at = -10% Physical Damage Reduction
Every Armor Rating point gives a % increase to Physical Damage Reduction depending on fixed thresholds
- -300 -> -595%
- -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%
- Graph Starts from -50 instead of -300 for better visibility
Luck
Luck increases chance of getting better loot rarity.
Luck stat affects each rarity differently. Luck Cap in the game is 500.
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
- 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
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.
Enchantment Stats
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 Physical Damage Reduction instead of Armor Rating.
% Physical Damage Reduced = (100 - Attacker's Armor Pen) * Target's Physical Damage Reduction
100 Armor Penetration would decrease Damage reduced to 0.
Headshot Reduction
Headshot Reduction governs the amount of mitigated damage conferred by wearing protective head gear.
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.
Projectile Reduction
Projectile Reduction governs the amount of mitigated damage from projectiles.
Unimplemented Stats
These stats are not yet implemented.
Utility Effectiveness
Determines the bonus effectiveness of your utility items
Weight Limit
Weight Limit - coming soon!
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 ?