Mechanics: Difference between revisions
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[[File:LeatherMasteryIcon.png|50px|frameless|Leather]] | [[File:LeatherMasteryIcon.png|50px|frameless|Leather]] | ||
'''[Leather]''' | '''[Leather]''' | ||
* When wearing 4 pieces of [Leather] type armor, Evasion is increased by 60% | * When wearing 4 pieces of [Leather] type armor, Evasion is increased by 60% | ||
[[File:PlateMasteryIcon.png|50px|frameless|Plate]] | [[File:PlateMasteryIcon.png|50px|frameless|Plate]] | ||
'''[Plate]''' | '''[Plate]''' | ||
* When wearing 4 pieces of [Plate] type armor, Physical Damage received is reduced by 30% and damage from Arrows or Pistols attacks are additionally reduced by 30%. | * When wearing 4 pieces of [Plate] type armor, Physical Damage received is reduced by 30% and damage from Arrows or Pistols attacks are additionally reduced by 30%. | ||
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* '''Scout''': +225 Block | * '''Scout''': +225 Block | ||
* '''Wizard''': Wizards are unable to Guard. | * '''Wizard''': Wizards are unable to Guard. | ||
=== Heal Power === | === Heal Power === | ||
Heal Power is a stat that determines the effectiveness of healing skills. Unlike damage skills which use ATK and DEF, healing skills use a unique formula centered around the caster's Heal Power stat. | Heal Power is a stat that determines the effectiveness of healing skills. Unlike damage skills which use ATK and DEF, healing skills use a unique formula centered around the caster's Heal Power stat. | ||
<code>Heal Amount = 5% of Target's Max HP + (Heal Power × Skill Factor / 100) + (MATK / | <code>Heal Amount = (5% of Target's Max HP × HealPowerRatio) + (Heal Power × Skill Factor / 100) + (MATK / 16)</code> | ||
<code>HealPowerRatio = min(1, Heal Power / 1000)</code> | |||
{| class="wikitable" | {| class="wikitable" | ||
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! Component !! Description | ! Component !! Description | ||
|- | |- | ||
| '''5% of Target's Max HP''' || Base healing | | '''5% of Target's Max HP × HealPowerRatio''' || Base healing scaled by caster's Heal Power. Reaches the full 5% only at 1000+ Heal Power; a caster with 0 Heal Power gets 0 from this term. | ||
|- | |- | ||
| '''Heal Power × Skill Factor / 100''' || The primary healing component | | '''Heal Power × Skill Factor / 100''' || The primary healing component — Heal Power multiplied by the skill factor or heal factor percentage. This is the dominant term for dedicated supports. | ||
|- | |- | ||
| '''MATK / | | '''MATK / 16''' || A minor bonus from the caster's magical attack stat. Intentionally small so raw MATK gear doesn't substitute for dedicated support stats. | ||
|} | |} | ||
'''Example:''' A caster with 500 Heal Power and 400 MATK using a healing skill with Skill Factor 200% on a target with 10,000 Max HP: | '''Example:''' A caster with 500 Heal Power and 400 MATK using a healing skill with Skill Factor 200% on a target with 10,000 Max HP: | ||
<code>Heal Amount = 500 + 1000 + 100 = | <code>HealPowerRatio = min(1, 500 / 1000) = 0.5</code> | ||
<code>Heal Amount = (10000 × 0.05 × 0.5) + (500 × 200 / 100) + (400 / 16) = 250 + 1000 + 25 = 1275</code> | |||
'''Example (full support, 1000+ Heal Power):''' Same skill and target, caster with 1000 Heal Power and 400 MATK: | |||
<code>Heal Amount = (10000 × 0.05 × 1.0) + (1000 × 200 / 100) + 25 = 500 + 2000 + 25 = 2525</code> | |||
Latest revision as of 01:01, 21 April 2026
Mechanics
Few concepts are important to know for your first time playing the game.
Physical & Magical Attacks
- Physical Attacks can be Dodged, Blocked and deal Critical Damage.
- Magical Attacks cannot be Dodged, Blocked, or deal Critical Damage.
Stats
- Ending your stats at multiples of 10 greatly benefits your character.
- Critical Hit Rate and Critical Resistance receive a drastic bonus from character levels. Each is increased by +1 per level.
Stat Points
Characters receive stat points upon leveling up to distribute among their five stats: STR, CON, INT, SPR, and DEX. The number of stat points gained per level increases at certain level thresholds.
| Level Range | Stat Points Per Level | Total Points in Range |
|---|---|---|
| 1 - 29 | 3 | 84 |
| 30 - 59 | 4 | 120 |
| 60 - 79 | 5 | 100 |
| 80 - 89 | 6 | 60 |
| 90 - 99 | 7 | 70 |
| Total at Level 99 | 434 | |
Formulas
Damage = Damage Multiplier × Attack × log₁₀[(Attack ÷ (Defense + 1))^0.8 + 1]
- Note: Attack is the sum of character's Physical or Magical Attack and Additional Attack (elemental, attack type, race, size bonuses).
- Note: Defense penetration is applied to Defense before the calculation.
- Note: The log factor is capped at 1.0 maximum.
- Note: After this base calculation, damage is multiplied by Skill Factor / 100, then Critical Attack is added separately on critical hits.
- Note: Critical Hits deal +50% damage AND add Critical Attack as flat bonus.
Dodge% = 80 × (Dodge Rate - Accuracy) ÷ (Dodge Rate - Accuracy + Accuracy + 40)
- Only applies when Dodge Rate > Accuracy
- Dodge% is 0% if Dodge Rate ≤ Accuracy
- Maximum Dodge% is 80%
Block% = MaxBlockChance × (Block - Block Penetration) ÷ (Block - Block Penetration + Block Penetration + 35)
- Only applies when Block > Block Penetration
- Block% is 0% if Block ≤ Block Penetration
- MaxBlockChance is 90%
Crit% = 100 × (Crit Rate - Crit Resistance) ÷ (Crit Rate + 45)
- Only applies when Crit Rate > Crit Resistance
- Crit% is 0% if Crit Rate ≤ Crit Resistance
- Maximum Crit% is 100%
Property Table
| Attack/Defense | Fire | Ice | Lightning | Earth | Poison | Holy | Dark | Soul |
| Fire | -50% | - | - | +50% | - | - | - | - |
| Ice | +50% | -50% | - | - | - | - | - | - |
| Lightning | - | +75% | -50% | -25% | - | - | - | - |
| Earth | - | - | +50% | -50% | - | - | - | - |
| Poison | - | - | - | +50% | -50% | - | - | - |
| Holy | - | - | - | - | - | - | +50% | - |
| Dark | - | - | - | - | - | +50% | - | - |
| Soul | - | - | - | - | - | - | - | +50% |
| Attack/Defense | Cloth | Leather | Plate | Ghost |
| Slash | +25% | - | - | -50% |
| Piercing | - | +25% | - | -50% |
| Strike | - | - | +25% | -50% |
| Arrow | - | - | - | -50% |
| Gun | - | - | - | -50% |
| Cannon | - | - | - | -50% |
- Any type of Magical damage, regardless of property, deals extra +25% Damage to Ghost.
- Ghost is an Armor Type, meaning a target can be both Ghost and Dark, for example.
Additional Attack/Resistance
- Additional Element Attack (Fire Attack, Ice Attack, etc) apply to all types of damage.
- Additional Slash, Pierce or Strike Attack only apply to physical types of damage. This means Magic Skills, such as Fireball, will not gain any bonuses from these.
Additional Attack applies before any calculations. They also gain additional damage according to enemies' property weaknessess and contribute to your damage regardless of your skill's element. For example, a Fireball can be casted with +Ice Attack and deal both Ice and Fire damage.
For simplicity, let's assume an Earth Property enemy with 0 Magical Defense and a Fire skill with 100% Skill Factor:
- Pyromancer with 100 Magical Attack deals (100 * 1.75) = 175 damage, as their normal Magical Attack is converted to Fire Attack and Fire deals +75% on Earth.
- Pyromancer with 100 Magical Attack and +40 Fire Attack deals (140 * 1.75) = 245 damage.
- Pyromancer with 100 Magical Attack and +40 Ice Attack deals (100 * 1.75 + 40 * 1.0) = 215 damage.
- Pyromancer with 100 Magical Attack and +40 Earth Attack deals (100 * 1.75 + 40 * 0.25) = 185 damage, as the Additional Earth Attack deals less damage against Earth Property.
If an enemy has Additional Resistance, the attacker's Attack will be subtracted before any multiplication or bonuses. Assuming the same enemy as above, but now with +30 Fire Resistance and +20 Earth Resistance.
- Pyromancer with 100 Magical Attack deals ((100 - 30) * 1.75) = 122 damage.
- Pyromancer with 100 Magical Attack and +40 Fire Attack deals ((140 - 30) * 1.75) = 192 damage.
- Pyromancer with 100 Magical Attack and +40 Ice Attack deals ((100 - 30) * 1.75 + 40 * 1.0) = 162 damage.
- Pyromancer with 100 Magical Attack and +40 Earth Attack deals ((100 - 30) * 1.75 + (40 - 20) * 0.25) = 127 damage.
Monster Elemental Attack
Every monster deals 50% of its total attack damage as its own element type, while the remaining 50% is considered "Neutral" damage.
For specific monster skills/spells, their damage may be 100% of a specific element.
Examples:
- A Fire Drake deals a basic attack with 50% of it's total attack as Fire Attack and the other 50% of it's total attack as pure physical attack.
- A Fire Drake deals 100% of it's Fire Pillar damage as fire element magical attack.
Armor Types
Armor types have been revamped to provide more meaningful interactions and customizations.
- When wearing 4 pieces of [Cloth] type armor, Magic Damage received is reduced by 20%
- When wearing 4 pieces of [Cloth] type armor, Max SP and SP Regen Speed is increased by 100%
- When wearing 4 pieces of [Leather] type armor, Evasion is increased by 60%
- When wearing 4 pieces of [Plate] type armor, Physical Damage received is reduced by 30% and damage from Arrows or Pistols attacks are additionally reduced by 30%.
Party Experience
Party experience bonuses apply when experience is set to Equal Exp or By Level
- 2 Party Members: +20% Exp
- 3 Party Members: +50% Exp
- 4 Party Members: +80% Exp
- 5 Party Members: +120% Exp
Players in a party receive an experience penalty if their level is significantly lower than the highest-level party member. This penalty is applied after all other party experience bonuses or modifiers, and it does not apply when Experience Distribution is set to Individual.
- 10 or more Levels below the Highest Level: -30% Exp
- 15 or more Levels below the Highest Level: -60% Exp
- 20 or more Levels below the Highest Level: -100% Exp (Player will not gain exp)
Guarding
Guarding can be done by holding the Guard button (default: 'C'). While Guarding, your character will be unable to move or perform actions but receive increased block depending on your class:
- Swordsman: +550 Block
- Cleric: +550 Block
- Archer: +225 Block
- Scout: +225 Block
- Wizard: Wizards are unable to Guard.
Heal Power
Heal Power is a stat that determines the effectiveness of healing skills. Unlike damage skills which use ATK and DEF, healing skills use a unique formula centered around the caster's Heal Power stat.
Heal Amount = (5% of Target's Max HP × HealPowerRatio) + (Heal Power × Skill Factor / 100) + (MATK / 16)
HealPowerRatio = min(1, Heal Power / 1000)
| Component | Description |
|---|---|
| 5% of Target's Max HP × HealPowerRatio | Base healing scaled by caster's Heal Power. Reaches the full 5% only at 1000+ Heal Power; a caster with 0 Heal Power gets 0 from this term. |
| Heal Power × Skill Factor / 100 | The primary healing component — Heal Power multiplied by the skill factor or heal factor percentage. This is the dominant term for dedicated supports. |
| MATK / 16 | A minor bonus from the caster's magical attack stat. Intentionally small so raw MATK gear doesn't substitute for dedicated support stats. |
Example: A caster with 500 Heal Power and 400 MATK using a healing skill with Skill Factor 200% on a target with 10,000 Max HP:
HealPowerRatio = min(1, 500 / 1000) = 0.5
Heal Amount = (10000 × 0.05 × 0.5) + (500 × 200 / 100) + (400 / 16) = 250 + 1000 + 25 = 1275
Example (full support, 1000+ Heal Power): Same skill and target, caster with 1000 Heal Power and 400 MATK:
Heal Amount = (10000 × 0.05 × 1.0) + (1000 × 200 / 100) + 25 = 500 + 2000 + 25 = 2525