Jump to content

mibbs

Members
  • Posts

    85
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by mibbs

  1. 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%+

  2. 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.

  3. 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.

  4. 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.
    • Like! 1
  5. Sacred 2 - aspects of the game mechanics.

    Influence of the character attributes for damage in combat effectiveness, not
    related to the use of weapons (Spell Damage Based Combat Arts 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 increased 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!

    *Periodic 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
    "Damage Over Time: 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%" and "vulnerability to Damage Over Time: 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 "damage mitigation: 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
    "Damage Over Time: fire\venom\ice\magic\physical-x%" have cumulatively (1+1=2)
    and can reach 100%, thus making the character immune to these types of damage.

    From periodic damage protect the 2 parameters: "Damage Over Time: 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 ice damage (100% damage mitigation: ice,
    -100% periodical 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%".

    75+ hard points 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.

    Some detrimental effects (burning, poisoning, bleeding) are periodical damage too,
    since it first reduced by parameter "detrimental effects - x%", second reduced by
    "Damage Over Time: poison\fire\phisical -x%", third reduced by skill "magic resistance",
    and finally reduced by "damage mitigation: poison\fire\phisical +x%"
    Poison spider's attacks in swamp can be greatly reduced !

    I hope, my based-school english didn't sad you.
    Good luck

    • Like! 1
×
×
  • Create New...
Please Sign In or Sign Up