Popular Post chattius 2,512 Posted February 10, 2014 Popular Post Share Posted February 10, 2014 Mibbs personal mailed me with this damage formulas. He drid them in russian and tried to translated them to english and asked if they could go to the wiki. ------- Influence of the character attributes for damage in combat effectiveness, not related to the use of weapons (Combat Arts, further CA). The formula of calculation of the damage: ( Base damage + Base damage*M(C ) + Base damage*M(B) ) * M(I) * M(K ) * check_resists * M(P) - Base damage of CA, excepting eating runes, can be changed only by one way - by adding modifications, if any (as for skills, causing damage, they always are). Usually modification give an increase damage not more than 35%but to take them it is necessary, if the CA is used for the damage. - A hidden modifier M(C ), depending on the level of CA, which is CA_lvl*0.02: 2% on 1 level of the combat skills of 200% 100 level. - M(B) is essentially a set of bonuses that comes equipment, activated power-UPS and skills. For example the skill of "ancient magic" 34 level, "military discipline" 31 level, and "a study of the Lord of storms" 26 level in the sum will increase damage 100,3 + 100,3 + 99,4 = 300% damage by setting the value of M(B) equal to 3. - Intelligence directly affects the modifier M(I), and if at such low levels, CA this modifier has extremely high values of 1+5,66/1.000 int at first level character, 100 level character 1 + 0,26/1.000 int, and at player level 200 1 + 0,19/1.000 int. - M(K ) - has 2 meanings: 1.0 - normal hit, 1.2 - critical hit. - M(P) has 2 meanings: 0.7 - if failed check the magic resistance, 1.0 - if the validation is successful. Check the magic resistance - compare the value of the magic power of the attacker and magic resistance of the victim, the failure of the inspection reduces damage by 30% (one and a half times compared to the original!), power of magic 2400+, you can always win this check on units, Champions and bossesthe highest (200+) levels. In addition, if the test the resilience of magic had failed, the power of detrimental magic effects caused by the CA, is also reduced by 30%. The damage over time (DoT) power of magic does not affect! - check_resists - factor, multiplied by the total damage after checking the resistance of the victim. The value of the coefficient is calculated by the formula: check_resists = damage taken/damage dealt and can have a value above 1 in the case when the opponent has his or purchased option ' vulnerability to damage: fire\venom\ice\magic\physical +x%. In the game for damage resistance has a damage mitigation: x -x%" and the actual armor for each of the 5 elements. The final formula of damage (for each of the five elements of the damage is calculated separately): damage taken = damage dealt*(100% - DM) * (damage dealt*(100% - DM) / (damage dealt*(100% - DM) + damage absorbed by armor)) Damage mitigation checks BEFORE armor check, making character with high DM percent and high armor value actually immortal! For example inflict physical damage to 50 points by the mob with 200 points of physical armor and damage mitigation 40%: damage taken = 50*(100% - 40%) * (50*(100% - 40%)/(50*(100% - 40%)+200)) = 50*0.6 * (50*0.6/(50*0.6+200) = 3.91. That is, the mob with 200 armor and 40 DM will receive 4 points from the initial damage. In addition to direct damage in the game is stretch out detrimental effects (poisoning, burning, bleeding), and the periodic damage. *detrimental magickal effects Poisoning, burning, bleeding (+ freezing and the weakening of reducing the attributes), with some likely to occur on the opponent at the moment of impact weapons or combat skill, causing % of damage caused effect over time (5 seconds). If the effect was of critical strike, the damage effect is increased by 20%, if the effect has disappeared from the combat skills, do not authenticated on the magic resistance, its damage is also reduced by 30%. Several effects stacks, simultaneously may hang\strike several different detrimental effects, but visually displayed will be the only one. If the parameter magic resistance of the victim has the extremely high values (6000+ willpower at 200 character level), the duration of the detrimental effects falls to 1 second, and the capacity is 6 times! *Periodical damage (damage over time) A certain % of the direct damage of the combat skills inflicts damage to a goal for some time. Multiple periodic damages stacks, simultaneously can damage several different elements, but visually displayed will be the only one. Periodicals are not absorbed by armor, but can be nullified by the parameter "periodical damage: fire\venom\ice\magic\physical -x%", option "damage mitigation: fire\venom\ice\magic\physical-x%" and 75+ level of skill "magic resistance" The skill of "Ancient magic" partially ignore armor resistance and periodical damage resist, but only for combat skills not related to the use of weapons. This skill takes only available resistance of the enemy (relative reduction of resistance). Temple guard's CA (evaporation ice\burning coal) increase the vulnerability of the ice or fire; to strengthen the "crystal skin" of the high elf is a mod "cold", causing vulnerability enemies to ice damage, but it works only in close proximity to (distance to the goal of gender screen and less). These skills can be put on opponents in the zone of the debuff "vulnerability: ice\fire +x%", which not only deprives the enemies current resistance, but also can reduce them below zero, thus we would be caught in the debuff more damage than indicated in the description of the skill. These skills do not affect the armor goals and reduce its options mitigate the damage: fire\venom\ice\magic\physical-x%" and the resistance of the periodic damage for a certain absolute percentage (and not on a percentage of the current value as a skill "ancient magic"). +++++++++++++++++++++++++++++++ Damage must be greater than the target's armor, preferably several times, otherwise armor absorb a huge percentage of the incoming damage. On the contrary, with the huge incoming damage (such as niobium the attacks of the bosses, combat skills bosses and Champions) profitable to collect parameter "damage mitigation: fire\venom\ice\magic\physical -x%" as dial elemental armor to reach at least a level of damage on Platinum\Niobium impossible. Options "damage mitigation: fire\venom\ice\magic\physical-x%" and "periodical damage: fire\venom\ice\magic\physical-x%" have cumulatively (1+1=2) and can reach 100%, thus making the character immune to the data types of damage. From periodic damage protect the 2 parameters: "periodic damage: fire\venom \ice\magic\physical-x%" and "damage mitigation: fire\venom\ice\magic \physical -x%", moreover, they work alternately (layers): 50% of damage mitigation and 50% periodical damage reduction in the sum would be equal to 75% of the reduction of the damage from the periodicals. Fully immune to freezing damage and periodic damage ice elementals at 75+ level "ancient magic" (50% reduction of resistance) get 25% periodic ice damage, since the damage is first reduced the remaining the option "damage over time: ice -50%", and then the option "damage mitigation: ice 50%". Skills (75+) level of skill "magic resistance" reduces duration detrimental magical effects (burning, poisoning, bleeding, freezing, weakening) and time of the action of periodic damage. At level 75 skill gives 35% duration of effects and periodicals, and the duration decreases with increasing skill. The damage dealt by detrimental effects and periodicals reduced damage in proportion to the duration of use. For example, 5 seconds periodicals 250 damage/sec 75 skill level will hit in 2 seconds: first tick of 250 and second tick 187 damage in the amount of 35% of the initial (437 against 1250 original). On duration of debuffs and stun skill has no effect! 75+ skill level "toughness" gives the option to "damage mitigation: fire\venom \ice\magic\physical-x%", which will be added to the current level of equipment \skill, when the sum of the indicator "mitigate the damage: fire\venom\ice\magic \physical-x%" from all sources will reach 100%, character becomes immune to all damages inflicted by this element (including the periodic damage). Option "detrimental magic effects-x%" reduces duration detrimental magical effects (burning, poisoning, bleeding, freezing, weakening) and in proportion to the period of validity reduces damage from them. Several indicators not be added together, and multiplied non-lined (1+1 =/= 2), I.e., their sum is committed to 100%, but never reaches. Possible to block or reflect only the direct elemental damage, but not periodic damage. A successful block and a reflection of the near/distant attacks cancel detrimental magic effects of these attacks. 2 Link to comment
Popular Post Silver_fox 397 Posted February 10, 2014 Popular Post Share Posted February 10, 2014 It's a very interesting and in-depth research that might be useful for people playing mage characters, especially as they progress through the game and decide how to apply points at current level and which equipment to choose. For me it looks like a solid way to compare items with different bonuses (answering questions like 'would I get a bigger boost if I equip an item with +Lore Skill or the one with +Intelligence?' or 'Can I recompense for taking off +Skill items by sinking points into certain stats?') and to choose which stats to modify at levelup ('Would I notice the benefit of additional Intelligence or it is better to invest in Stamina at this point?'). That is, of course, if you are willing to do math. The big downside of this writeup is the translation. It is extremely word-to-word and oftenly wrong meanings of the words were used (constant usage of 'meaning' instead of 'value' - these words are homonymous in russian). I wonder if it would be better if your acquaintance sends you the russian original and I translate it into english. 3 Link to comment
mibbs 29 Posted February 10, 2014 Share Posted February 10, 2014 THANK YOU!!!! I am so slow) I posted it myself, but you can cut on of these topics. Nice! Link to comment
Flix 5,116 Posted February 10, 2014 Share Posted February 10, 2014 There's some interesting stuff here, some of it is news to me (I think it says that Damage Mitigation affects DoT?). I worked on all the Damage-related pages on the Wiki a little while back and there's some good info for several pages here. At the very least it would make a good guide for the Player Guides section - if the English could be cleaned up a little bit? Link to comment
chattius 2,512 Posted February 11, 2014 Author Share Posted February 11, 2014 Damage over time can happen in 3 ways: You get burning/poisoned by an attack. Damage lore works on this. Damage mitigation works only on the hit causing the secondary effect. You are hit by an attack which does damage ticks, like the snowstorm of the elf. Every x seconds it is checked if you are still in the damage zone. If you are hit by a damage tick you may get secondary effects. The attack is stacking, you can suffer from more than one snowstorm. Damage mitigation works on these. You get hit by a combat art which does a single hit which starts damage over time effect (frostball of the elf). This damage won't be boosted by damage lore. Damage mitigation is known to work on the first damage done on hit, different answers found on the DoT of the attack. 1 Link to comment
mibbs 29 Posted February 11, 2014 Share Posted February 11, 2014 (edited) Dear Chattius, there are parameters: direct damage, damage over time. In the game's discription on spells.txt we can see two different types of damage: mgr.defineSpell( "he_in_feuerball", eiStateName = "cSpellCastProjectile" entry2 = {"et_spelldamage_fire", 700, 350, 0, 133 }, entry3 = {"et_spelldamage_physical", 350, 175, 0, 133 } mgr.defineSpell( "he_st_frostschlag", eiStateName = "cSpellCast" entry1 = {"et_dotdamage_ice", 1050, 525, 0, 42 }, entry4 = {"et_spelldamage_ice", 210, 105, 0, 133 } mgr.defineSpell( "he_st_schneesturm", { eiStateName = "cSpellCast" entry2 = {"et_spelldamage_ice", 84, 42, 0, 133 }, entry3 = {"et_hits_persec", 500, 3, 0, 4 }, entry5 = {"et_spelldamage_physical", 210, 105, 0, 133 } Snowstorm causes direct damage, not DOT Damage mitigation works always, without exception. only lifeleech ignores +++ duration of detrimental effects is 450 ticks (4,5 sec) in the game bleeding\poison\burning cause damage: 200-200-200-200-100 Root is detrimental effect too, 75+ hard points on "magic resistance", "detrimental magical effects -x%" protect. Stun can be blocked\reflected by special parameters "reflect: stun", "block: stun", but the duration of stun can not be redused by anything, stun is NOT detrimental magical effect. Edited February 11, 2014 by mibbs 1 Link to comment
Popular Post chattius 2,512 Posted February 11, 2014 Author Popular Post Share Posted February 11, 2014 I think we need to find a way to describe how to define DOT without referring to spells.txt. In spells.txt the difference is clear. But a player who doesn't know spells.txt and gets damage ticks won't know which type it is. For such a player both would be seen as damage over time. Sadly it is not as easy as: standing in an area of effect = ticks of direct damage getting hit by a spell with a lasting effect = dot-damage Twisted torment for example does ticks of direct damage without being an Area of Effect attack. Discussion welcome. Wished I had a bit more time, but today is 11.2. and 112 is the emergency call number here. So local firefighter, red-cross/halfmoon, ... will open their doors for interested people today and show their equipment and hope to collect some money for new equipment. We are organized as a volunteers club and not paid. Here it is called Tag der Rettungskräfte, day of the rescue people. 2 Link to comment
mibbs 29 Posted February 11, 2014 Share Posted February 11, 2014 I hope, silverfox help me with the translation, I will make up for my research in the field of game mechanics, in particular'll add information about penalties for overeating runes, the schedule of dependence of damage from intelligence (or describe in words) and others Link to comment
Flix 5,116 Posted February 11, 2014 Share Posted February 11, 2014 Thank you for helping identify which effects are classified as Detrimental Magic Effects mibbs! I was never sure. I did a lot of work on these damage mechanics on the wiki recently and I found some things to be very tricky. There were many things I felt needed more testing. You get hit by a combat art which does a single hit which starts damage over time effect (frostball of the elf). This damage won't be boosted by damage lore. Damage mitigation is known to work on the first damage done on hit, different answers found on the DoT of the attack. I already know the rest of what you posted, what I wasn't I wasn't sure about was this last part. This is what I meant by "Damage over Time." This is "true" DoT. Those cases in spells.txt where the damage is defined as "dotdamage_poison" for example. It's actually incorrect from a mechanical standpoint to group them together with other spells that do flat damage periodically over time, even though they seem to be the same in-game. Damage mitigation works always, without exception. only lifeleech ignores What about against Eternal Fire and Viperish Disease? Those aren't defined in spells.txt as any kind of flat spell damage or DoT damage. They are "et_plague_const_fire" and et_plague_poison" respectively. I'd be interested to know what protects against these two skills? Armor? Damage over Time -X%? Damage Mitigation? Link to comment
Silver_fox 397 Posted February 11, 2014 Share Posted February 11, 2014 (edited) By the way, I checked the wiki page for Damage Mitigation and it specifically insists that mitigation has no effect on real DoT (DoT -% modifier applies insted). However, from what Mibbs tested it appears to actually affect DoT and layer with DoT -% modifier. I wonder if it has to do with the version of the game. That wiki page was made back in the time of original Fallen Angel and as I remember they changed a bit of mechanics with Ice&Blood. At least some builds that were effectively invincible in FA needed additional tweaking with the release of I&B. I guess, we need to look into it and make appropriate changes to the mitigation page. Edited February 11, 2014 by Silver_fox 1 Link to comment
Flix 5,116 Posted February 11, 2014 Share Posted February 11, 2014 (edited) Yeah, that bit about DoT -X% being the only protection is actually a recent addition, by me in fact. That whole Damage Mitigation page and many other pages related to Damage/Armor got some major overhauls and content upgrades a few months ago from me. So there are a few more pages (main and individual DoT pages, armor page) that may need to be corrected because I put similar info about DoT protection on them. I think, this may be an instance where I was just plain wrong (don't worry, I'm not in the habit of it just plastering any info I please onto pages). I'm not sure why now, but I was certain that DoT bypassed Armor and Damage Mitigation (I wanna quote Gogo on that one, not sure now). Edited February 11, 2014 by Flix Link to comment
mibbs 29 Posted February 11, 2014 Share Posted February 11, 2014 (edited) Armor? Damage over Time -X%? Damage Mitigation? Just try to attack poison elemental with Viperish Disease or fire elementals wits Eternal Fire (without 75+ ancient magic of cause). Than see: if theese skills cause damage to poison\fire immune creatures, DM and DOT -x% are useless against these skills. Edited February 11, 2014 by mibbs Link to comment
Flix 5,116 Posted February 12, 2014 Share Posted February 12, 2014 So it turns out that DoT is not reduced by armor but it IS reduced by damage mitigation. I chose the best source of DoT I could think of, Weaving Spiders in the SE Swamp, and let them spit on me. No amount of Poison armor made a difference in the damage of their poison spit, but Damage Mitigation: Poison DID reduce it. So I was half right. This makes Damage Mitigation probably the most overpowered modifier considering how it can be stacked to 100%. Nothing can hurt you with those values except for Life Leech attacks. I still haven't tested Viperish Disease and Eternal Fire vs. Poison/Fire Armor. Planning to later today. It would really be best to test them against another player wearing certain modifiers, but I guess monsters will have to do. Link to comment
Popular Post Silver_fox 397 Posted February 12, 2014 Popular Post Share Posted February 12, 2014 (edited) Yes, that's right about armor and mitigation. Maybe that's why they added lfe-leeching opponents in Ice&Blood, because lifeleech is the only damage type that ignores both Armor and Mitigation. By the way, how much have you tested how the 'Direct Damage %' modifier works? I saw you made a page for it, but the description does not match what czevak said when he put it on Power of NIF (and by the way, it's just % not +%). This modifier was supposed to indicate a percentage of weapon damage that ignores target's Armor (just like DoT ignores it, only for regular damage). What you wrote in the description makes it a weaker version of 'Damage +%' (works the same but not applying to spells), while originally it was supposed to increase the damage outcome not through increase of damage dealt but through the fact that part of damage dealt comes 'directly', ignoring the armor. When I was playing I had a feeling that it works as supposed but I might be wrong . There are quite a few things in the game that don't work as originally intended, especially among the less common modifiers. I won't be really surprised if Direct Damage is one of them. Just wonder how much testing you had with this one. Also, I'm putting a translation for Mibbs' guide together on my personal wiki page. It's not yet ready for publication, as I haven't finished translating everything yet, but if you're interested please take a look (might be useful if you're testing these things now). Edited February 12, 2014 by Silver_fox 2 Link to comment
Flix 5,116 Posted February 12, 2014 Share Posted February 12, 2014 (edited) I wasn't sure what Direct Damage was. When I made that page I put that definition there as placeholder, intending to come back to it that same day, but I couldn't figure out what exactly was going on, only that the damage boost was only affecting weapon damage and didn't affect Spell-Based Combat Arts. Given that I now have the bonus list Czevak made, what I intended to do was check the bonus ID in blueprint.txt and see what the description was. Then I sort of lost track of it because so many other item modifier pages needed work (I swear I'm not usually sloppy). Edit: Getting all the item modifiers clearly defined and filled out with the items, skills and CA's that cause them is my current project. It's kind of stalled right now as I'm elbow-deep in modding projects now, but any insights or corrections you have are more than welcome. That damage guide Mibbs has written has some great content that I'm glad to see going up. Edited February 12, 2014 by Flix 1 Link to comment
Silver_fox 397 Posted February 12, 2014 Share Posted February 12, 2014 Don't worry, Flix, I would have never called you sloppy - you are doing as much as you can, and that's a great lot. Besides, I know how you feel, as I was (and still am) feeling the same - trying to cover as many of the wiki's weak points as possible, doing a bit of everything everywhere and having so many ongoing projects it's impossible to pay equal attention to them all at the same time. It's just that there was talk about ignoring the armor, and I remembered this modifier and started to wonder if it works as intended or should be added to the game's many glitches. If you don't know for sure - neither do I, nor the others, probably (it's not the easiest modifier to get so I don't know how many players have great experience of playtesting it). Looking it up in the scripts is a good idea, but doesn't completely eliminate the necessity of testing in-game ('Faster increase of Survival Bonus' looked OK in the scripts, but never worked properly). 1 Link to comment
Silver_fox 397 Posted February 13, 2014 Share Posted February 13, 2014 I translated this guide from an original russian version that Mibbs had sent me. Preliminary wiki page for it can be seen here: http://www.sacredwiki.org/index.php/User:Silver_fox Meanwhile, Mibbs sent me some more facts he would like to see added to the guide. I'm planning to translate these bits toworrow. I wonder if you can take a look at the page and determine where exactly on the wiki it belongs. It is a useful collection of many facts related to damage dealing, so I guess we are bringing it to the wiki, question is - to which section of the wiki? 1 Link to comment
Flix 5,116 Posted February 13, 2014 Share Posted February 13, 2014 (edited) Great job! Well on one hand it could all be kept together as a Player Contributed Guide, with a 'see also' link added on some relevant pages. On the other hand, we could break it up into pieces and put the info on applicable pages. The Damage page in particular already has a section for formulae, as does the Armor page. Back in October, when I tackled Damage/Armor, I made a post that tried to list and categorize all the damage-related pages on the Wiki. You can take a look at it here. It may be of some help when trying to decide what info could go where. Edited February 13, 2014 by Flix Link to comment
Silver_fox 397 Posted February 13, 2014 Share Posted February 13, 2014 That's exactly what I can't decide about this article. Its main value is in having all important things you need to know to be effective with your spells wrapped neatly and stored in one place. Some bits of this information are not new, they can be found on the wiki, but it is all spread so thin over so many pages you need to read the entirety of the site to learn it. Most readers can wander around the wiki for hours without running into details on how DoT works or what Spell Intensity really is. They can also easily ignore some pages just because they don't know where to look for useful information or which articles can be relevant for them (like many people tend to overlook the DoT page because the base concept is well known and seen in many other games so they feel they already know it). With such guide they can read it, click on context links for details, and feel quite competent. On other hand, it doesn't feel right to have a Player contributed guide talking of essential mechanics, with some details that are lacking from the wiki proper. So I just don't know how to treat it. Link to comment
gogoblender 3,039 Posted February 13, 2014 Share Posted February 13, 2014 What can be done is that on a page within Wiki Cannon that mentions the relevant mechanics discussion at the bottom of the page, where links to other suggested reading are, can be put link to hit guide. This provides direction to further reading that is suggested, lauds the work while also providing a very relevant target in the meanwhile. Sorting out info from guides like this is tough work. There are many player contributed guides in DarkMatters and SacredWiki that can be disseminated this way, but still hasn't been done for years now. As a guide, and with us pointing to it from cannon pages as should be happening, is a fair use of current community time and resources gogo P.s. Silver, you have done put some great work and time into this translation. Game mechanics are of high interest, and this is very useful and interesting info to the readers. See what happens when you show up at DarkMatters? ^^ Link to comment
Flix 5,116 Posted February 13, 2014 Share Posted February 13, 2014 We should probably just do both, then. That would solve both problems. Adding info that's missing on appropriate pages ensures that individual pages are complete and useful as possible, and additionally linking to the whole guide would allow for keeping the info together and helping readers link related concepts together. Link to comment
Silver_fox 397 Posted February 14, 2014 Share Posted February 14, 2014 One of the notes that Mibbs sent me was about penalties for eating too many runes. It didn't seem to belong to the main guide, so I added this info to the Highest Combat Art Level Without Penalty. It's only the last point, about slowing down the CA execution. I didn't edit the rest of the page, though it looks like it can use some more editing. 1 Link to comment
Flix 5,116 Posted February 14, 2014 Share Posted February 14, 2014 Wow, learned something new. I had no idea the penalties included Casting Speed. Link to comment
mibbs 29 Posted February 14, 2014 Share Posted February 14, 2014 Analysing the damage formula: damage taken = damage dealt*(100% - DM) * (damage dealt*(100% - DM) / (damage dealt*(100% - DM) + damage are absorbed by armor)) you can notice that the armor absorbs the more damage than a higher DM has character. In particular, with a 33% DM armor begins to absorb in one and a half times more damage, 50% of DM - 2 times more damage, 75% DM - 4 times more damage. This makes the skill of "Toughness" is the more valuable, as it not only increases armor and DM, but also increases the efficiency of this armor. Link to comment
mibbs 29 Posted February 14, 2014 Share Posted February 14, 2014 (edited) On the value of specialized skill depends on the magnitude of the hidden modifiers parameters of equipment. For example some of the types of armor option "detrimental magic effects -x%" requires armor mastery; Every point in the appropriate skill (maximum 255 points) increases the hidden parameter modifier: 1) For bonus parameters of armor and weapons, emerging with each other cumulatively (1+1=2) and a chance to block: melee\driver\fighting skills x% on the armor. The final modifier = Basic modifier* + Basic modifier / 255 * level of skill (maximum 255) If a hidden parameter modifier initially requires mastery of skill, then when you open the option right will have a 27% bonus. This bonus is applied directly, I.e. multiplied by the basic* value of the parameter. Growth graph bonus depending on nested skill points linear, the final parameter is increased approximately in 2 times in comparison with the base case of the value of specialized skill 255. The approximate value of the bonus option at n nested points in the skill profile: 1 - 2%, 50 - 18%, 75 - 27%, 100 - 36%, 150 - 54%, 200 - 72%, 255 - 90%. 2) For bonus parameters of armor and weapons, emerging with each other in a unique way with lowering progression(1+1=/=2), for example "chance of the enemy: cause bleeding", "detrimental magic effects -x%" etc. A bonus is also multiplied by the basic parameter, but the final bonus at each level of the skill profile is much less than if modifier was cumulatively. If a hidden parameter modifier initially requires mastery of skill, then when you open the option right will have a 9% bonus. The final bonus for the characteristics of this type increases linearly and is the result: 1 - 1% 50 - 6% 75 - 9% 100 - 12% 150 - 18% 255 - 30,5% 3) For bonus parameters of shields: Hidden by skill modifier "chance to block: x%" on the shields (not on the armor!) it has its own progression: 40 points in a skill - 50% bonus 80 points - 75% bonus 192 points - 100% bonus, 255 - 110% bonus. For example, if the Kira's wall at 1 in skill "shields" is set to block 43,7%: 40 skill level - 43,7*1,5 = 66%, 80 skill level - 43,7*1,75 = 75.4%, 255 skill level - 43,7*2,10 = 89,4% If a hidden parameter modifier initially requires mastery of skill, then when you open the option right will have a 72% bonus. *remember that a basic setting of each thing depends on the dificulty level : for example, if on "silver" base value block shield 200 level of 35%+, the "niobium" already 47%+ Edited February 14, 2014 by mibbs Link to comment
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