Character Stats

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Character Stats

Post  Elizabela on Fri Jun 08, 2012 10:29 am

Character Stats

Explaination of Applied Stats in Requiem

Please Note: The following has been taken from Requiem wiki.
Whether this information is current and up to date cannot be verified.

Player Stats
HP (Health Point)

Is the player's total health point.

If value is 0, the player is dead.
If ?% of HP is left, the character's main HP meter will display red.
If ?% of HP is left, the character's party/allience HP meter will display red.

MP (Mana Point)

Is the player's total mana points.
Primary Stats
CON (Constitution)

Every 1 CON adds 5 HP.
Every 5 CON adds 1 to HP Recovery.

DEX (Dexterity)

Every 1 DEX adds 0.2 Accuracy.
Every 1 DEX adds 0.2 Evasion.
Every 1 DEX adds 0.00725% ~ 0.01125% Critical Chance depending on class.
Every 5 DEX adds 1 Long Range Physical Attack Damage.

INT (Intelligence)

Every 1 INT adds 0.2 Spell Damage.
NOTE: The information does not appear in the character's stat window, but it is applied.
Every 5 INT adds 1 Spell Critical Additional Damage.
Every 1 INT adds to the base resistance (to all elements); value is equal to (sqrt(INT) + 0.0495) rounded to two decimal place.

MND (Mind)

Every 1 MND adds 3.92 MP.
Every 5 MND adds 1 to MP Recovery.
Every 1 MND adds 0.3 HP Restoration to direct heal spells.
Every 1 MND adds 0.02246 Skill Critical Chance reflected by class.

STR (Strength)

Every 5 STR adds 1 Melee (physical?) Damage.
Every 5 STR adds 1 Physical Critical Additional Damage.

Substats

Substats are all other stats on the character.
HP Recovery (HP Regen)

Occurs every 3 seconds.
Recovery ammount also depends on what state the character is in.
Sitting: HP Recovery is 100% of the total value.
Standing: HP Recovery is 50% of the total value.
In Combat: HP Recovery stops and does not resume until the character out of combat.

MP Recovery (MP Regen)

Occurs every 3 seconds.
Recovery ammount also depends on what state the character is in.
Sitting: MP Recovery is 100% of the total value.
Standing: MP Recovery is 50% of the total value.
In Combat (S2): MP Recovery is 25% of the total value.
In Combat (S1): MP Recovery is 33% of the total value.


Accuracy & Evasion
Acc (Accuracy)

Is the success rate of the player striking the opponent.

The value affects both long range and short range physical attacks.
calculation, value varies when level range is involved?

Eva (Evasion)

Is the success rate of the player avoiding a hit from the opponent, except from attacks that never miss.

calculation, value varies when level range is involved?
Provided attacker accuracy is same as your evasion, you have around 5-10% chance to dodge. I believe 5% is minimum, since i dodged mobs 50lv higher than me. If attacker has 1000 accuracy, then every 1000 evasion you have above attacker accuracy should give you 10% higher chance to dodge. So if you had 10000 evasion, you would have 100% chance to evade. It's not very useful in PVP, since players can easily get to high accuracy. for example, a lv 30 rogue with lv 10 accuracy buff/DNA would have around 2-3k accuracy, so you would need 20-30k evasion. Which is something you could expect from maybe lv 65+ SR. or Soul Hunter that spent lots of work with xeons and there Evasion skill(s) + DNA.


Defense
Physical Defense (Def)

Is the total physical damage reduced when the opponent successfully hits the player.

The percentage reduced is as following:
Total Damage Taken = [22.994 * ln(Total Defense)] - 101.19
NOTE: A total defense of 6309 will yield the equation as, 100.0013 = 22.994 * ln(6309) - 101.19.
NOTE: There is an unconfirmed defense cap stated to be at ~2700 defense which will give an 80% reduction of damage and any increase will give diminish results.
More information can be found here.


Block Defense

Is the amount of damage reduced when a successful block is invoked.

Block Sucess

Is when the player recieves a success hit, the chance of that hit getting blocked.

Requirements is that the player is using a shield.
Block Sucess increased by reinforcing the shield
Block Sucess is in %.

Physical & Skill Attacks
Physical Attack Damage

Is the total physical damage that can be done on the opponent before factoring in their defense.

Minimum Physical Attack Damage:
Is the minimum value before opponent's defense is factored.
Maximum Physical Attack Damage:
Is the maximum value before opponent's defense is factored.

Skill Attack Damage

Is the total skill damage that can be done on the opponent before factoring in their resistance.

Minimum Skill Attack Damage:
Is the minimum value before opponent's resistance is factored.
Maximum Skill Attack Damage:
Is the minimum value before opponent's resistance is factored.

Physical Critical Damage

New: Final Damage *2 + CAD * (Defense/4) / [(Defense/4)+Attacker LV *10)]
[(2 * Total Damage) - Defense] + CAD * (Defense/4) / [(Defense/4)+Target Lvl ? *10)]
e.g.: [200 *2] + 1000 * (5000/4) / [(5000/4)+ 85*10]
e.g.: 400 + 1000 * 1250 / (1250 + 850)
e.g.: 400 + 595

Total Damage = [(2 * Total Damage) - Defense] + CAD
e.g.: 400 + 1000

Physical Critical Chance (PCC)

Is the percentage chance of performing a physical critical damage after factoring the opponent's defense.
Physical Additional Damage (CAD)

Is the additional damage added after factoring in the opponent's defense.
Skill Critical Damage

New: [(2 * Total Damage) - Resistance] + SCAD * [1 - (Resist%/4)]
e.g.: 400 + 1000 * [1 - 20%/4]
e.g.: 400 + (1000 - 200)

Total Damage = [(2 * Total Damage) - Resistance] + SCAD
e.g.: 400 + 1000

Skill Critical Chance (SCC)

Is the percentage chance of performing a skill critical damage after factoring the opponent's resistance.
Skill Additional Damage (SCAD)

Is the additional damage added after factoring in the opponent's resistance.
Elemental Attack Damage & Resistance
Elemental Attack Damage

Is the elemental attack damage or heals added on those attacks based on those elements.
Fire: Adds damage to any fire base attacks, including the Fire Property HP Damage enchants.
Elec: Adds damage to any lightning base attacks, including the Lightning Property HP Damage enchants.
Water: Adds damage to any water base attacks, including the Water Property HP Damage enchants.
Wind: Adds damage to any wind base attacks, including the Wind Property HP Damage enchants.
Light: Adds heal value to heals cast, including the Continuous HP Recovery enchants and traps (verify the enchant and traps?).

Elemental Resistance

Is the elemental resistance
Fire: Is the resistance to all fire base damage.
Elec: Is the resistance to all lightning base damage.
Water: Is the resistance to all water base damage.
Wind: Is the resistance to all wind base damage.
Light: Is the resistance to all hunter's/ranger's/avenger's bomb/trap damage.
Maximal resistance is 80%: That shown in character window and reduce enemys attacks up to that value.

Attacking Speed
Attack Speed

Increases the physical attack speed.
Minimum speed is capped at 1.0 second.
Your Attack Speed without Weapon is 2.0.

Casting Time

Increases the casting speed of non-instant skills.


Movement Speed

Increases the character speed when moving, whether on a mount or running.

Possession Beast Intensification

Possession Beast Intensification is the increase damage gained when in Possession Beast form.

Ignores opponent's resistance.

Buffs & Debuffs

Are added temporary stat(s) to the character's stats.

Buff are advantage stat added to the character.
Debuff are disadvantage stat added to the character or disability stat added to an opponent.
NOTE: Any character/opponent can only hold a maximum of 16 buffs and debuffs.
Any additional buffs/debuffs added will remove an existing buff (first) then debuff.
The order of what buffs/debuffs that are removed when 16 total buffs/debuffs is reached is uncertain.
NOTE: Certain buffs or debuffs will not stack when additional buff/debuff of the same type is added.
Stun attacks does not stack when 2 different stuns are applied on the same opponent.
Movement speed debuffs can stack, ie. Chain of Restraint + Lightning Chill Slash


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Elizabela
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