Difference between revisions of "Character Statistics"

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m (Unprotected "Character statistics": The page needs lots of work. Would be useful if everyone could help, atleast for now.)
(Integrated most v1.68 changes. Need review, especially the part about the "Fire Enchantment skill" in "Damage Types".)
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There are two types of damage: Physical and Magical. Physical damage is based on the Attack vs. Defense stats, while Magical damage uses Intelligence to calculate both attack and defense ratings.
 
There are two types of damage: Physical and Magical. Physical damage is based on the Attack vs. Defense stats, while Magical damage uses Intelligence to calculate both attack and defense ratings.
  
Either type of damage can be elemental in nature, meaning that the relevant Plus Element and Resist Element stats come into play. For example, the Fire Enchantment skill deals Physical fire damage that is calculated based on the Attack vs. Defense stats, while the Fireball spell deals Magical fire damage that is calculated based upon Intelligence. Both attacks are subject to bonuses/reductions from Plus Fire and Resist Fire (as well as Piercing).
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Either type of damage can be elemental in nature, meaning that the relevant Plus Element and Resist Element stats come into play. For example, the Fire Enchantment skill deals Physical fire damage that is calculated based on the Attack vs. Defense stats, while the Fireball spell deals Magical fire damage that is calculated based upon Intelligence. Both attacks are subject to bonuses/reductions from Plus Fire and Resist Fire.
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== Base Stats ==
 
== Base Stats ==
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=== Attack and Defense ===
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In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt.
  
 
=== Strength ===
 
=== Strength ===
Strength provides a 1:1 bonus directly to Attack power, in addition to a 25% bonus to Defense power. Strength also directly impacts the power and damage of the Bleed effect in battle.
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*Each point of Strength provides ¾ Attack and ¼ Defense.
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*Strength also directly impacts the power and damage of the Bleed effect in battle.
  
 
=== Agility ===
 
=== Agility ===
Battle turn order is determined based upon which combatant has the highest agility (with some random variation). Dodging and Critical Hit chance are both determined by a comparison between the agility of the target and the attacker. The greater the percentage difference, the greater the chance for either a Critical Hit or a successful Dodge.
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*Each point of Agility provides ¼ Defense.
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*Battle turn order is determined based upon which combatant has the highest agility (with some random variation).
 +
*Dodging and Critical Hit chance are both determined by a comparison between the agility of the target and the attacker. The greater the percentage difference, the greater the chance for either a Critical Hit or a successful Dodge.
  
 
=== Intelligence ===
 
=== Intelligence ===
 
Intelligence determines both spell power and spell defense. In terms of magical damage equations, it's essentially the Attack and Defense variables rolled into one.
 
Intelligence determines both spell power and spell defense. In terms of magical damage equations, it's essentially the Attack and Defense variables rolled into one.
  
Most attack spells have a set "damage cap" after which all damage power boosts granted by intelligence are reduced by 60%.
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=== Luck ===
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*Each point of Luck equals plus or minus ⅓% to the success rate of random chance abilities (both on attack and defense).
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*Each point of Luck above 2x the Character or Companion's level provides a benefit to item finding (the chance to find every type of loot that can drop at the end of battle). In groups, it is calculated independently for each party member (unlike the Plus Exp and Plus Gold stats, you do not receive a bonus from other players).
  
=== Attack ===
 
In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt. The Strength stat provides a 1:1 direct bonus to Attack power.
 
 
=== Defense ===
 
In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt. The Strength stat provides a 25% direct bonus to Defense power.
 
  
 
== Secondary Stats ==
 
== Secondary Stats ==
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=== Bonus Crit/Dodge ===
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Bonus Crit/Dodge is added on top of the critical hit / dodge chance calculated using the percentage difference between the agility of the target and the attacker in battle.
  
=== Bonus Crit ===
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=== Fire/Ice/Storm Resist ===
Bonus Crit is added on top of the critical hit chance calculated using the percentage difference between the agility of the target and the attacker in battle. Bonus Crit caps at 5%.
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Fire/Ice/Storm Resistances reduce all damage received from fire/ice/storm spells by subtracting its value from raw damage.  
 
 
=== Bonus Dodge ===
 
Bonus Dodge is added on top of the dodge chance calculated using the percentage difference between the agility of the target and the attacker in battle. Bonus Dodge caps at 5%.
 
 
 
=== Fire Resist ===
 
Fire Resistance reduces all damage received from fire spells. The damage reduction is the exact percentage of the target's Fire Resistance. The resistance cap is 50%.
 
 
 
=== Ice Resist ===
 
Ice Resistance reduces all damage received from ice spells. The damage reduction is the exact percentage of the target's Ice Resistance. The resistance cap is 50%.
 
 
 
=== Storm Resist ===
 
Storm Resistance reduces all damage received from storm spells. The damage reduction is the exact percentage of the target's Storm Resistance. The resistance cap is 50%.
 
  
=== Spell Piercing ===
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=== Plus Fire/Ice/Storm ===
Spell Piercing directly reduces the target's spell resistance and applies to all spell elements. One point of Spell Piercing nullifies one point of Fire/Ice/Storm Resistance. It can not reduce resistance below 0% - should the attacker's Spell Piercing bonus be greater than the target's spell resistance, the resistance is reduced to zero.
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*On spells, Plus Fire/Ice/Storm is added to the amount of matching element damage dealt. Offensive spells have a maximum amount of the Plus Element stat that the ability will benefit from.
 
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*On attacks, Plus Fire/Ice/Storm will be added to the weapon damage only if the weapon has an enabling elemental [[Enchant]].
Spell Piercing is capped at 25%.
 
 
 
=== Resilience ===
 
Resilience only affects Player vs. Player battles. It directly reduces the percentage of damage received from other players, both from physical and magical attacks. For example, 10% Resilience would reduce all damage taken in PvP by 10%.
 
 
 
Resilience is capped at 25%.
 
 
 
=== Plus Fire ===
 
Plus Fire directly increases the amount of fire damage dealt. This bonus is applied after the spell damage cap on offensive spells.
 
 
 
Plus Fire is capped at 40%.
 
 
 
=== Plus Ice ===
 
Plus Ice directly increases the amount of ice damage dealt. This bonus is applied after the spell damage cap on offensive spells.
 
 
 
Plus Ice is capped at 40%.
 
 
 
=== Plus Storm ===
 
Plus Storm directly increases the amount of storm damage dealt. This bonus is applied after the spell damage cap on offensive spells.
 
 
 
Plus Storm is capped at 40%.
 
  
 
=== Plus Healing ===
 
=== Plus Healing ===
Plus Healing directly increases the amount of healing given with both items and abilities in and out of battle. The Plus Healing bonus is applied to all targets, but does not work in reverse. In other words, it does not impact the amount of healing received from others.
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Plus Healing is added to the amount of healing given with both items and abilities in and out of battle. The Plus Healing bonus works when targeting others, but does not impact the amount of healing received from others.
  
Plus Healing is capped at 30%.
 
  
 
== Bonus Stats ==
 
== Bonus Stats ==
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=== Plus Exp ===
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Plus Experience increases the amount of experience received in battle by directly adding a player's Plus Experience total to the base experience payout of the battle. In groups, the Plus Experience stat of the player with the highest value is used and applied to all party members. Plus Experience does not apply to quest rewards.
 +
Plus Experience can never provide a bonus of more than double the base experience for a given battle.
  
=== Extra Experience ===
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=== Plus Gold ===
Extra Experience increases the amount of experience received in battle by directly adding a player's Extra Exp. total to the base experience payout of the battle. In groups, the Extra Experience stat of the player with the highest value is used and applied to all party members. Extra Experience does not apply to quest rewards.
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Plus Gold functions exactly the same way as Plus Experience, only for gold.
 
 
Extra Exp. can never provide a bonus of more than double the base experience for a given battle. Plus Experience is capped at 50.
 
 
 
=== Extra Gold ===
 
Extra Gold functions exactly the same way as Extra Experience, only for gold. Extra Gold is also capped at 50.
 
 
 
=== Plus Item ===
 
Plus Item increases the chance to find every type of loot that can drop at the end of battle. In groups the Plus Item stat is calculated independently for each party member. Unlike the Plus Experience and Plus Gold stats, you do not receive a bonus from other player's Plus Item percentage.
 
 
 
Plus Item is capped at 50%.
 
 
[[Category:Stats]]
 
[[Category:Stats]]

Revision as of 05:20, 23 April 2014

Notice: This page or section contains information that is not up to date with the most recent version of NEStalgia.

Damage Types

There are two types of damage: Physical and Magical. Physical damage is based on the Attack vs. Defense stats, while Magical damage uses Intelligence to calculate both attack and defense ratings.

Either type of damage can be elemental in nature, meaning that the relevant Plus Element and Resist Element stats come into play. For example, the Fire Enchantment skill deals Physical fire damage that is calculated based on the Attack vs. Defense stats, while the Fireball spell deals Magical fire damage that is calculated based upon Intelligence. Both attacks are subject to bonuses/reductions from Plus Fire and Resist Fire.


Base Stats

Attack and Defense

In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt.

Strength

  • Each point of Strength provides ¾ Attack and ¼ Defense.
  • Strength also directly impacts the power and damage of the Bleed effect in battle.

Agility

  • Each point of Agility provides ¼ Defense.
  • Battle turn order is determined based upon which combatant has the highest agility (with some random variation).
  • Dodging and Critical Hit chance are both determined by a comparison between the agility of the target and the attacker. The greater the percentage difference, the greater the chance for either a Critical Hit or a successful Dodge.

Intelligence

Intelligence determines both spell power and spell defense. In terms of magical damage equations, it's essentially the Attack and Defense variables rolled into one.

Luck

  • Each point of Luck equals plus or minus ⅓% to the success rate of random chance abilities (both on attack and defense).
  • Each point of Luck above 2x the Character or Companion's level provides a benefit to item finding (the chance to find every type of loot that can drop at the end of battle). In groups, it is calculated independently for each party member (unlike the Plus Exp and Plus Gold stats, you do not receive a bonus from other players).


Secondary Stats

Bonus Crit/Dodge

Bonus Crit/Dodge is added on top of the critical hit / dodge chance calculated using the percentage difference between the agility of the target and the attacker in battle.

Fire/Ice/Storm Resist

Fire/Ice/Storm Resistances reduce all damage received from fire/ice/storm spells by subtracting its value from raw damage.

Plus Fire/Ice/Storm

  • On spells, Plus Fire/Ice/Storm is added to the amount of matching element damage dealt. Offensive spells have a maximum amount of the Plus Element stat that the ability will benefit from.
  • On attacks, Plus Fire/Ice/Storm will be added to the weapon damage only if the weapon has an enabling elemental Enchant.

Plus Healing

Plus Healing is added to the amount of healing given with both items and abilities in and out of battle. The Plus Healing bonus works when targeting others, but does not impact the amount of healing received from others.


Bonus Stats

Plus Exp

Plus Experience increases the amount of experience received in battle by directly adding a player's Plus Experience total to the base experience payout of the battle. In groups, the Plus Experience stat of the player with the highest value is used and applied to all party members. Plus Experience does not apply to quest rewards. Plus Experience can never provide a bonus of more than double the base experience for a given battle.

Plus Gold

Plus Gold functions exactly the same way as Plus Experience, only for gold.