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[GUIDE] Attributes, Stats and Mechanics


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#1
GhoXen

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Introduction

 

Due to a severe lack of precise information on what the various attributes do in-game, I've resorted to testing and theory-crafting. The goal of this thread is to discover what each and every primary, offensive and defensive attribute does. A future goal is to also find out the soft & hard caps for each attribute, if one is present.

 

This guide will be updated overtime as more tests are done and more information is discovered. The first post will contain the specific functions of the attributes, while the second post will contain the methods, assumptions and results of various tests used to determine information provided in the first post.

 

The guide will be written to show what "1 attribute" provides. Further, primary attributes will only have an effect for points above the base value of 10. E.g. "Strength" would indicate what "1 Strength provides for each point above 10".

 

 

Primary Attributes

Spoiler

 

Offensive Attributes

Spoiler

 

Defensive Attributes

Spoiler

 

Mastercraft/Special Item Effects

Spoiler
 
The Damage Formula
Spoiler

 

DPS Attribute Ranking

Spoiler

 

Base Attributes

Spoiler


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#2
GhoXen

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Attack Tests
Spoiler
 
Armor Penetration Test
Spoiler
 
Attk vs AP Theorycrafting
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Armor Tests
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Melee Defense Tests
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Critical Damage Bonus Tests
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Proc Attribute Tests
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Mastercraft Tests
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Minor Tests
Spoiler

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#3
GhoXen

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Change Log

  • 4/12/14: Re-tested mastercraft stacking more extensively, namely "+% dmg per nearby enemy". Results unchanged.
  • 1/12/14: attack, AP, attack vs AP, damage formula updated. Created gear equivalent list for DPS ranking. Made the thread's format more user-friendly.
  • 29/11/14: enhanced ability rings, various mastercrafts updated.
  • 28/11/14: armor rating, melee defense %, other defense %, guard, crit %, crit damage bonus %, other damage bonus %, heal on kill %, stagger %, bleed % updated. Added damage formulas for player and enemy.
  • 27/11/14: armor penetration %, armor rating, barrier damage bonus % updated. Attack vs AP analysis.
  • 26/11/14: primary attributes, attack %, duration % (item) updated.

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#4
Disco Overlord

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Thank you so much for doing this.  A lot of the stat and attribute descriptions are way too vague.  I've been avoiding crafting attack% items because I stupidly thought it was attack rating, guess I need to redo some things!


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#5
SomeoneStoleMyName

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Will keep an eye on this. Gj on taking some initiative.

To avoid confusion I suggest clarifying if the attack % stat affects only auto-attacks, or also abilities and spells. (I think it covers both). 

 


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#6
Sevitan7

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Thank you for your work.


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#7
ironhorse384

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I'll be following this thread


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#8
konfeta

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There's another question:

 

Are the % damage buffs additive, multiplicative, or are there "classes" of damage buffs within which they are additive? For example, there are Fade touched materials which give bonuses like "+20% damage +100% damage taken" and "+10% damage if not hit for the last 5 seconds;" and then there are bonuses like Rift Mage passive for +15% damage to Weakened Targets or that warrior party damage buff that adds 35% to the whole party.

 

The difference between 1.2x * 1.1x * 1.15x * 1.35x and 1.8x isn't trivial.


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#9
TheInvoker

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Cunning gives only 0.5 critical chance i think



#10
GhoXen

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Thank you so much for doing this.  A lot of the stat and attribute descriptions are way too vague.  I've been avoiding crafting attack% items because I stupidly thought it was attack rating, guess I need to redo some things!

 

Yeah, after finding out more about stats, now I'm aiming primarily for Willpower and Attack % on non-rogues. Guard/Barrier damage bonuses are extremely unworthwhile stats, since warriors already have more than enough tools to destroy guard easily, while barriers in general melts very quickly.

 

There's another question:

 

Are the % damage buffs additive, multiplicative, or are there "classes" of damage buffs within which they are additive? For example, there are Fade touched materials which give bonuses like "+20% damage +100% damage taken" and "+10% damage if not hit for the last 5 seconds;" and then there are bonuses like Rift Mage passive for +15% damage to Weakened Targets or that warrior party damage buff that adds 35% to the whole party.

 

The difference between 1.2x * 1.1x * 1.15x * 1.35x and 1.8x isn't trivial.

 

Good point. So far I only know that +25% guard is additive. I'll put it on my to-do list as part of clarifying the stat mechanics in general. I just hope that it's consistent across the board, and not sometimes additive, sometimes multiplicative.


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#11
cloudblade70

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Also, regarding critical hit damage; is the base critical hit damage double a normal attack (100%) and then the bonus critical hit damage is added onto this? For example, if the displayed bonus critical hit damage on your attributes screen is 50%, your base attack is 100, and you land a critical hit, will you do 250 damage?



#12
Anelyn77

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While the dmg vs barrier / guard isn't stellar, it's still good to have. 

 

You can't instantly remove guard from multiple opponents nor dispel all barriers at once (enemies spread out etc), it's just not a major stat.



#13
GhoXen

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While the dmg vs barrier / guard isn't stellar, it's still good to have. 

 

You can't instantly remove guard from multiple opponents nor dispel all barriers at once (enemies spread out etc), it's just not a major stat.

 

It's just not as useful as magical defense. Magic hurts like hell on Nightmare, and it's very difficult to avoid it completely.


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#14
Magma_Axis

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Cunning is only 0,5 % per point in my experience

 

If i craft +6 cunning bow, i get +3 % crit chance



#15
GhoXen

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Indeed. It's one of the first things I discovered. It has been corrected.



#16
Anelyn77

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Anything hurts until you start developing gear / skills :)

 

Enemy mages don't insta cast powerful spells, you have a window of time to interrupt / kill them, precast barrier / build up guard, spread around etc. Not saying MD is bad, by all means, but I wouldn't go for a piece of gear with 5 willpower vs one with 9 magic (rest of stats being identical).



#17
brazen_nl

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BM'd. Fantastic, GhoXen!



#18
WillieStyle

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Excellent post. Thanks for the good work. I'm curious about how exactly armor works, and whether armor penetration is a good stat.

#19
SomeoneStoleMyName

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I find it kinda tragic and humorous both that stacking willpower is superior to stacking strength for warriors.

Seems that the wanted stats atm are:

(Hard and Nightmare taken into account, where resistance is superior to guard damage)

Mage: Willpower > Cunning=Magic 
Warrior DPS: Willpower > Cunning > Con=Dex
Warrior Tank: Willpower=Cunning > Con
Rogue: Dex=Cunning > Willpower

Feel free to disagree on this assessment.

 

Note: One crafted armor with 100 health gives the equalent of 20 Constitution (Health only)


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#20
Jais9

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Okay, why is the Attack stat so borderline useless? As an example, assume we're playing a warrior and pick around 10 passives that each give +3 Strength. That's +30 in total, which translates into a meagre +15% damage. That's nothing. Why wouldn't I rather stack Willpower (to at least also get some magic defense) or Constitution (for HP and melee defense) instead?



#21
Magma_Axis

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Why cunning = Magic for mage ?

 

Beacuse of Flashpoint ?



#22
Hellnhavoc

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Has anyone noticed anything with will power and stamina/mana regen?  There has to be a way to regen faster beyond those few skills.



#23
WillieStyle

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I'm not sure what's supposed to be the problem with the attack stat. 15% additional damage seems like quite a lot to me.

#24
WillieStyle

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Has anyone noticed anything with will power and stamina/mana regen? There has to be a way to regen faster beyond those few skills.


Warriors and Rogues also build stamina via auto-attacks. The game seems to be designed with the expectation that a nontrivial portion of Warrior and Rogue attacks will be auto-attacks. Which is one reason why warrior and rogue weapons have much higher dps than staves.

#25
SomeoneStoleMyName

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Is magic defense stat basically "resist all"?

 

If a 200 damage fireballs hits your face... will there be a different outcome from having 35% fire resist (with no magic defense) or 35% magic defense (with no fire resist)?

Do they add additive? 17% fire resist + 11% magic defense = flat 28% damage mitigation vs fire?