Difference between revisions of "Combat"

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(physical)
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=Physical Attack=
 
=Physical Attack=
* Physical attack can be a regular one or a Critical one (by spending Critical Point).
+
* Physical attack can be a regular one, Dash or a Critical (by spending Critical Point).
* Regular attack can deal crushing hit for extra damage.
+
* All three types have a chance to deal crushing hit for extra damage.
 +
* Dash Attack has range of 2 tiles and will move you towards target during the animation.
 +
* Critical Attack has range of 3 tiles instead of just 1.
  
 
===Physical Hit Ratio (?)===
 
===Physical Hit Ratio (?)===
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  multiply by percentual ''Base Weapon Damage'' bonus/penalty from talents
 
  multiply by percentual ''Base Weapon Damage'' bonus/penalty from talents
 
   
 
   
  if under influence of ''Minor Berserk'' or ''Berserk'' spell
+
  if under influence of ''Minor Berserk'' or ''Berserk'' spell and not making a Critical Attack,
     multiply by spell damage bonus
+
     multiply by the spell's damage bonus
 
   
 
   
 
  if making Dash Attack, multiply by
 
  if making Dash Attack, multiply by
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     1.3 for Hammer
 
     1.3 for Hammer
 
   
 
   
  if making Critical Attack...
+
  add ''Physical Damage'' bonus from items
 
   
 
   
  add ''Physical Damage'' bonus from items
+
  if making Critical Attack, multiply by (numbers taken from 100% weapon skill)
 +
    (''Adjusted Level'' + 100) for Hand Attack
 +
    (''Adjusted Level'' + 145) for Short Sword
 +
    (''Adjusted Level'' + 115) for Long Sword
 +
    (''Adjusted Level'' + 135) for Fencing
 +
    (''Adjusted Level'' + 125) for Axe
 +
    (''Adjusted Level'' + 120) for Hammer
 +
    (''Adjusted Level'' + 100) for Bow
 +
    (''Adjusted Level'' + 120) for Staff
 
   
 
   
 
  if crushing hit, multiply by ''Physical Crush Damage''
 
  if crushing hit, multiply by ''Physical Crush Damage''

Revision as of 14:37, 6 August 2021

Shared Variables

Adjusted Level = Level + Rebirth Level (max 140 in total)


Physical Attack

  • Physical attack can be a regular one, Dash or a Critical (by spending Critical Point).
  • All three types have a chance to deal crushing hit for extra damage.
  • Dash Attack has range of 2 tiles and will move you towards target during the animation.
  • Critical Attack has range of 3 tiles instead of just 1.

Physical Hit Ratio (?)

if Dexterity > 50, add
   Dexterity Bonus = 1.2 * (Dexterity - 50)

add Hit Ratio bonus from items and talents
multiply by percentual Hit Ratio bonus/penalty from talents

add Weapon Skill + 10

if making Dash Attack, add
   20 for Hand Attack
   20 for Short Sword
   40 for Long Sword
   20 for Fencing
   20 for Axe
   30 for Hammer
   20 for Staff

if making Critical Attack, add
   (Weapon Skill/200 + Adjusted Level/280) * 100 for Hand Attack
                                             120 for Short Sword
                                             130 for Long Sword
                                             105 for Fencing
                                             120 for Axe
                                             135 for Hammer
                                             100 for Bow
                                             120 for Staff

Defense Ratio

Base Value = 2 * Dexterity

add Defense Ratio bonus from items and talents
multiply by percentual Defense Ratio bonus/penalty from talents

Chance to Hit

Probability [%] = Hit Ratio / Defense Ratio * 62

Physical Absorbtion (?)

Base Value = Physical Absorbtion of the single armor piece

Physical Damage (?)

Base Value = Weapon Damage + Strength / 30 (round down)   for Bows with Archery talent
           = 1 + Strength / 20 (round down)               for Hand Attack
           = Weapon Damage                                for other weapons
               
if not using Hand Attack, add 
   Base Value * Strength * 0.002

multiply by percentual Base Weapon Damage bonus/penalty from talents

if under influence of Minor Berserk or Berserk spell and not making a Critical Attack,
   multiply by the spell's damage bonus

if making Dash Attack, multiply by
   1.5  for Short Sword
   1.4  for Long Sword
   1.5  for Fencing
   1.25 for Axe
   1.3 for Hammer

add Physical Damage bonus from items

if making Critical Attack, multiply by (numbers taken from 100% weapon skill)
   (Adjusted Level + 100) for Hand Attack
   (Adjusted Level + 145) for Short Sword
   (Adjusted Level + 115) for Long Sword
   (Adjusted Level + 135) for Fencing
   (Adjusted Level + 125) for Axe
   (Adjusted Level + 120) for Hammer
   (Adjusted Level + 100) for Bow
   (Adjusted Level + 120) for Staff

if crushing hit, multiply by Physical Crush Damage

add Consecutive Hit Damage bonus (1st hit +0, 2nd hit +1, 3rd hit +2, 4th hit +3, repeat)
add Damage bonus from monster speciality levels

multiply with target's Physical Absorbtion


Magic Attack

  • Magic attack can deal crushing hit for extra damage.
Mage Level = Adjusted Level / 10 (round result down) 
Circle     = the circle number of the spell you are casting
Penalty  = { 5, 5, 8, 8, 10, 14, 28, 32, 36, 40 } 

Magic Hit Ratio

Base Value = Magic Skill

if Magic > 50, add
   Magic Bonus = 1.15 * (Magic - 50)

if Circle < Mage Level, add
   Level Bonus = 5 * (Mage Level - Circle)

if Circle > Mage Level, subtract
   Level Penalty = b - (a / c * b) (round result to nearest)
   a = Adjusted Level - (10 * Mage Level)
   b = (Circle - Mage Level) * Penalty{Circle}
   c = (Circle - Mage Level) * 10

add Hit Ratio bonus from items and talents
multiply by percentual Hit Ratio bonus/penalty from talents

Magic Resistance

Base Value = Magic Resistance Skill

if Magic > 50, add
   Magic Bonus = Magic - 50

add Magic Resistance bonus from items and talents
multiply by percentual Magic Resistance bonus/penalty from talents

Chance to Hit

Probability [%] = Hit Ratio / Magic Resistance * 50

Magic Absorbtion (?)

Base Value = Sum of Magic Absorbtion bonuses from items and talents

if hit by elemental magic (fire, ice, earth, lightning),
   add respective Elemental Absorbtion
if result > 84, round it to 84

Magic Damage (?)

Base Value = Base Spell Damage
multiply by (1 + 0.003 * Magic)
multiply by percentual Magic Damage bonus from talents
add Magic Damage bonus from items
add Damage bonus from monster speciality levels

if crushing hit, multiply by Magic Crush Damage

multiply with target's Magic Absorbtion

Getting Hit