5/4/2023 0 Comments Rogue legacy armor sets(5 items) When you deal damage with a damage over time effect, you apply a stack of blight seed to your target for 5 seconds. (3 items) Gain Minor Slayer at all times, increasing your damage done to Dungeon and Trial Monsters by 5% This effect can stack once every half second, up to 10 times and scales off the higher of your Weapon or Spell Damage. Harmful winds deal 52 Physical Damage per stack every 1 second. (5 items) Your Light and Heavy attacks apply a stack of harmful winds to your target for 5 seconds. (3 items) Gain Minor Slayer at all times, increasing your damage done to Dungeon, Trial and Arena Monsters by 5% Increases your Critical Damage done by an additional 16% when attacking from Sneak or Invisibility. (5 items) Increases your Critical Damage done by 8%. This effect can occur once every 12 seconds and scales off the higher of your Weapon or Spell Damage. After 2.5 seconds, the Lesser Aegis spins its blades, dealing 478 Bleed Damage every 1 second. (5 items) When you deal Critical Damage with a melee ability, summon a Lesser Aegis for 11 seconds. (4 items) Adds 129 Weapon and Spell Damage This means that, using the game's rounding, we will deal 24.19 damage for Crowstorm as an Archmage.(2 items) Adds 129 Weapon and Spell Damage Spell Damage = Spell Damage Modifier * Base IntelligenceĪssuming our values above, let's play as an Archmage casting Crow Storm. you wouldn't want a large area of effect spell to have massive damage per shot, and vice versa). The Spell Damage Modifier changes the damage dealt on a per-spell basis, making some spells more or less powerful dependent on their function (e.g. This value determines the effect our class has on our base intelligence.įor example, if we have an archmage, the calculation would be thus (using our base calculation above): Intelligence = Class Intelligence Modifier + Base Intelligence) Meaning our base intelligence for other calculations would be 31. There are three calculations that must be done for this value.īase Intelligence = 25 + (Magic Damage Upgrade * 2) + Equipmentįor example, if we had a mage that had a 3 magic upgrade and no equipment value, our base intelligence would be: Intelligence dictates the effectiveness of attacks that use mana. Given our above equation, the Knight modifier of "1" would give us the same result. This modifier alters the above equation with specific variables. Let's assume he has a weapon modifier of +1 strength, and an upgrade of +.50 strength. ![]() There are two strength/damage modifiers, the Base Damage Modifier and the Class Damage Modifier.īase Damage Modifier Base Strength Formulaīase Strength = 25 + (Attack Upgrade * 2) + EquipmentĪs an example, let's take the Knight, who has a base strength of 1. Strength, also known as Damage when speaking to the Blacksmith, dictates how much damage one deals against enemies. Your received damage (rounded by the game's rules) would be 45. When we plug in our values to the initial formula, we get: Received Damage = Enemy Base Damage * Received Damage ModifierĪs an example, let's assume the enemy you are fighting has a base damage of 50, and you have an armor rating of 20. Each increase in Armor reduces the amount of damage that is received by the player. Armor dictates how much damage one can withstand.
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