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Chapter 3: Stats, formulas and other nerdy thingies

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Avalokitesvara
view post Posted on 10/1/2012, 11:11




Primary Stats


Primary Stat are those which generate all other stats, they're not influenced by anything except themselves. Raising or lowering one of those usually means generating a chain reaction that changes one or more Secondary Stats.

STR (Strength)
What is it for:
* Raises the block rate of your character; every 18 point of strenght you gain 1% block. Every class is influenced by this.
* Raises Swordies' Attack and Mages' physical attack.
* Lets you wear armors; every armor has a minimum STR requirement, unless you meet that requirement, you can't wear the armor. Robes' requirements are usually kinda low, Armors are a bit higher, but getting STR to wear armor will hardly ever be a concern during the game.
How to raise it:
* Find Strenght Pills into Mystery Boxes (about 3,75% chance);
* Buy it from the Healers' shops you can find in every town (Superoids). You can raise your STR this way up to a maximum of 50. When you Strenght reaches 50, Healers will stop selling you Superoids.
* Use LPs. The LP needed to raise the stat change depending from its value and the level of the player.

CON (Constitution)
The nightmare of every new player in Dream World.
What is it for:
* Raises the maximum HP of your character.
How to raise it:
* Buy it from the Healers' shops you can find in every town (Uberdetox). You can raise your CON this way up to a maximum of 120. When your CON reaches 120, Healers will stop selling you Uberdetox. Prepare to spend a lot of money.
* Eat Magic Mushroom you'll find while exploring, if your con is below 5 the mushrooms might rise it by one point. Albeit it's very uncommon, it can happen.
* Use LPs. The LP needed to raise the stat change depending from its value and the level of the player.

INT (Intelligence)
What is it for:
* Raises the maximum Skill Points of your character. It works together with the Skill Stats (See Skill Points paragraph for more info).
* Raises Magic Power.
* Unlocks Mages' skills; you need at least 15 INT points to be able to learn every skill.
How to raise it:
* Find IQ Pills in Puzzle Boxes. You can raise your INT through pills from puzzles until you reach a maximum of 32. When your INT reaches 32, you won't find any more pills in puzzle boxes.
* Find IQ Pills into Mystery Boxes (about 3,75% chance).
* Use LPs. The LP needed to raise the stat change depending from its value and the level of the player.

DEX (Dexterity)
What is it for:
* Raises Critical Chance for every class. At 105, it grants 100% chance critical damage. Every point after 105 gives you a bonus of 0,5% to damage. (See Critical Paragraph for more detailed info)
* Raises Gunners' attack and Magic Power.
How to raise it:
* Find Dexterity Pills in Puzzle Boxes. You can raise your DEX through pills from puzzles until you reach a maximum of 32. When your DEX reaches 32, you won't find any more pills in puzzle boxes.
* Find Dexterity Pills into Mystery Boxes (about 3,75% chance).
* Use LPs. The LP needed to raise the stat change depending from its value and the level of the player.

Speed (Quickness)
What is it for:
* Raises every class' Defense. Every point of Quickness gives you one point of Defense.
* Raises Swordies' and Gunners' attack. Yes, it raises both attack and defense.
How to raise it:
* Find Speed Pills in Puzzle Boxes. You can raise your Speed through pills from puzzles until you reach a maximum of 32. When your Speed reaches 32, you won't find any more pills in puzzle boxes.
* Find Speed Pills into Mystery Boxes (about 3,75% chance).
* Use LPs. The LP needed to raise the stat change depending from its value and the level of the player.

Skill Stats (Gun, Sword and Magic)
The three Skill Stats, aka Class Stats, will help you in many, different ways. They unlock new skills and new classes and let you use skills from other classes just by changing your weapon, with the exception of the 60SP Skills which will need you to change your class, too. Being able to cast Shield, Aim and Guard will make many fights easier, no matter what your class is. Also, raising Skill Stats will raise your maximum skill points. Once you get your main stat to 60 and unlock your ultimate class, it is recommended to raise the other 2 skills, you will gain a nice amount of SP and learn useful skills.
Swordies and Gunners must keep the skill stat tied to their class as close as possible to their level, since it will help them in two different ways:
#1. Giving them a hidden bonus to damage, which is up to 10% for swordies and up to 12% for gunners. Ie: A lv 75 gunner with 75 points in gun will deal 12% more damage than a level 75 gun with 0 points in gun. It's a progressive bonus, so you will gain a little damage as the skill stat raises according to your leve.
#2. Raising their minimum damage; when your skill stat is lower than your level, you will notice how your final damage might be sometimes higher, sometimes lower. However, as you raise the stat tied to your weapon, the minimum damage will gradually raise and finally, when your skill stat reaches your level, become identical to your maximum damage, making your damage fixed.
Mages, on the other hand, couldn't care less about all of this, they have no damage bonus tied to skill stats whatsoever, just a 5-10% random variation on the final damage that can't be influenced at all.
What are they for:
* They unlock new Skills for every class.
* They raise maximum Skill Points (See Skill Points paragraph for more info).
* They unlock new classes.
* They raise Swordies' and Gunners' minimum damage.
* They give a bonus to damage of up to 10% for Swordies and of up to 12% for Gunners.
How to raise them:
* Use LPs. The LP needed to raise those stats only depend from their value, the level of the player doesn't matter, unlike other stats.

Secondary Stats


Secondary stats are calculated with formulas whose terms are your primary stats, the level of your character and some other random things like premium items or class bonuses. Those are the stats you'll be actually using during the game, by the way.

Health (HP)
Your life. Your energy. This number represents the hits you can take before falling on the floor lifeless, letting your opponent dance Waka Waka on your corpse, at least until the Guardian of Dreams revives you.
This is the formula to calculate your maximum HP:
CODICE
(Character Level) * (CON) * 2


Skill Points (SP)
Dream World's MP.
The formula to calculate your SP isn't that complex but it is incredibly long. It is mostly based on your Intelligence and Skill Stats, plus a bonus given from your guild and one premium item. Strangely enough, your character level doesn't matter at all.

To calculate your MP's you have to sum all of those terms:
* Intelligence / 3 * Magic Skill value
* Intelligence / 6 * Gun Skill value
* Intelligence / 6 * Sword Skill value
* Gun Skill value
* Sword Skill value
* (1 point for every point in Magic up to 30)
* (1 point for every point in Gun up to 30)
* (1 point for every point in Sword up to 30)
* (1 point for every point there is in Sword more than in Magic)
* (1 point for every point there is in Gun more than in Magic)
* Class Bonus (from 30 SP as a Great Wizard to 200 SP as a Divine Staff)
* Skill Capsule (A whopping 50 SP :lol:)
* Livello della Gilda (From a minimum of 10 SP to a maximum of 400 SP)
* Bonuses given from Offensive Fame (From a minimum of 10 to a maximum of 450, see Offensive Fame paragraph for further info)
* Bonuses given from Alien Invasion (From a minimum of 10 to a maximum of 200, see Chaper 2 for further info)

Currently SP are capped at 32767. Unless KingK decides to lift the cap, there is no way to have more SP than that.

Attack
Attack determines how much damage you do with normal attacks and, if you are a Swordie or a Gunner, with skills too. Magic Skills are instead based on Magic Power.
The modifiers for you Attack stat are the "damage" value of the weapon, bonus point gained with enchant potions included, and obviously your primary stats; Strenght and Quickness if you are a Swordie and Dexterity and Quickness if you are a gunner. Your character level won't matter.

Some good guy on kongregate forums posted the formula which the game uses to calculate attack.

Attack's formula for Swordies:
CODICE
(Sqrt[Strenght*Quickness])*Weapon Damage*0.08005


Attack's formula for Gunners:
CODICE
(Sqrt[Dexterity*Quickness])*Weapon Damage*0.08005


Magic Power
If you're a mage attack will be almost useless for you, unless you enjoy bashing enemies with your staff instead of using it to cast spells. Mages' Skills damage output is determined by their Magic Power, a stat which appears on your character screen, directly below your primary stats, only when your character equips a staff.
Magic Power's modifiers are Intelligence, Dexterity, bonuses to spell damage given by class and weapon and your character's level. Note that Magic Power doesn't care about "weapon" damage value, only "spell damage".

Some other kind guy on Kong's forums posted the formula to calculate magic power.

Magic Power Formula::
CODICE
Level * [(Intelligence * Dexterity) ^ (1/2)] * Class Bonus * Weapon Bonus


Defense
As you might have guessed, defense reduces the damage you take from enemy attacks. Or at least, it is one of the factors that decides how much damage you will take from every hit; the other major one is level difference. Every enemy in the game, from bosses to other players to random mobs, has the ability to bypass part or all of your defense depending on how much their level is higher than yours. With the exception of PVP battles in Mystic Wonders, in every battle you will fight, the higher your level will be, the less damage you will take.
This doesn't mean that the defense value is totaly useless; an high defense value will help you survive from one-shots from bosses a pair of levels earlier than other players with less defense. Also, post game bosses are able to totally ignore any defense value below 100.
Don't forget that you can further reduce the damage taken from enemy attacks by using Allies with Protect Aura and by using some of the Mage Skills; the 12 SP skill Shield will cut the damage taken from Mobs and PVP by a whopping 50%, while the 60 SP skill Divine Light will reduce damage received from bosses by 20%.

Anyway, here you'll find the formula to calculate your defense, a pretty simple one this time:
CODICE
(Armor defense value) + (Quickness) -5


Hidden Stats


Those stats aren't in your character page nor in any other menu; you won't be able to see those stats anywhere, you'll have to calculate them by yourself. However, since they're quite important, it might be worth the effort.

Block
Every character has a chance to nullify their enemies' attacks by blocking, no matter how strong they might be. You start with a 5% block chance, but it can be raised up to 80%, depending from your class. Also, some allies and some skills will give you an additional block chance that isn't added to your character block, but acts separately; it's a bit like when playing D&D and you're given two or more rolls to decide if you manage to block the attack. In Dream World you're given 3 "rolls"; if the first one fails, you'll pass to the second and eventually to the third. If all three fail, the enemy will kick your round plumpy ass.

First Roll - Character Block
CODICE
5% Base + Bonus STR (1% every 18 Strength, up to 15%) + Class Bonus (up to 20%) + 20% Guardian Sword (if equipped) + 20% Protection Charm (if bought) = 80% max.

N.B.: Sword users gain an additional 5% blocking chance when fighting against the Alien Mothership, making their maximum block 85%.

As you might notice, the sword users are able to raise their block chance much higher than other players; the only bonus equipment which gives block bonus are swords, their class bonus is way higher than the other classes' and Strenght is useless for other weapons outside of block chance purpose, while sword users will gain attack with every point of strenght they get.
That's why most of the big spenders in this game are swordsmen; you can raise your attack and defense as high as you want through hefty sums of money, but you cannot get a block rate higher than 47% (plus ally and skill bonuses) if you don't wield a sword.

Second Roll - Skill Block
This roll happens only if you use Guard against mobs, NPC or in PVP or if you use Banish Dance against bosses. If you don't, you'll proceed directly to the third roll. Both skills have a block chance of 15%.

Third Roll - Ally Block
Some allies have a passive skill that gives them a block chance. Being an ally skill it means you can rise it by a nice 12% through Ally Skill Books. You can see the base block of every Ally directly through the Ally menu into your "Character" page or in chapter 2 of this guide.

Critical
Critical determines the chance of doing double damage with an attack, and it works in the same way for both normal attack and skills.

The formula to calculate your chance of doing critical damage is very simple:
CODICE
Dexterity - 5


This means that at 105 dex, you will always do critical attacks.
However, we must remember that some equip, skills and classes give bonus to your critical rate. For completeness' sake, the formula for Critical Rate should be written like this:
CODICE
Dexterity + (20% from scoped guns up to Orc or 40% from Scoped Bows from Fallen onwards) + (30% Aim / Big Bang) + (up to 32% from class bonus) - 5


Getting a critical rate of 100% it's not that difficult, expecially for gunners who get lots of bonuses. Hovever, the game lets you raise your critical rate over 100% and enter into overcritical.
Overcritical, other than granting you a critical hit for every attack you perform, makes you able to do more than 200% of base damage with every critical hit, which basically means everytime you attack. Every point of dexterity over 105 will add a bonus of 0,5% to your overcritical damage. If you aren't a gunner, overcritical damage is capped at 100% your base damage, resulting in a total of 300% base damage at 300% crit once you reach 305 point of dexterity. Even if you're a Sword user and your attack doesn't raise when you gain Dexterity, don't overlook that stat. Getting dexterity grants you a 100% sure critical hit first and a nice bonus to damage then!

You can summarize critical and overcriicalt mechanics like this:
Critical rate under 100%: no overcrit, critical hits do 200% compared to base damage.
Critical rate over 100%: Overcrit, every attack does (200 + 0.5%*(dexterity - 105))% compared to base damage, up to 300%.

Hovever, overcritical cap only affects Dexterity, meaning that Gunners that get bonuses can go over that cap. The highest possible damage with a maxed out overcritical and every bonus that goes ove various bonuses is the following:
CODICE
0.5* (305 - 105 from dexterity) + (32 from Big Shot Class Bonus) + (40 from Fallen or above Scoped Weapon) + (30 from Aim/Big Bang Skill) = 151% overcritical damage, 351% of base damage


Did you know?
* When they attack the Alien Mothership, Mages and Gunners gain a 10% bonus damage to their critical hit. Yes, this bonus can go over the 300% overcritical damage cap even if you're a mage.
* The critical rate reduces your opponent's block rate in PVP fights. You can reduce it further by using the Skill aim or a weapon with the "scoped" attribute.

Fame ed Offensive Fame


Fame ed Offensive Fame sono le due Stats relative alle gilde.
La Fame normale serve a regolare la posizione che queste hanno nella classifica, ed è piuttosto semplice da calcolare, basta sommare il livello di tutti i membri della gilda e l'Offensive Fame.
L'Offensive Fame non si limita a far salire la gilda in classifica, ma conferisce dei bonus extra, oltre a quelli dati dal grado della gilda e dai risultati ottenuti nell'invasione e nell'Hell Gate ad esperienza guadagnata ed SP massimi. Per ottenere Offensive Fame bisogna uccidere i vari boss presenti nei livelli sbloccati dal 51 in poi.
I punti dati dai vari boss delle varie aree sono i seguenti:
* Demon Gate/Orb Gate: 1 punto per ogni boss ucciso;
* Alien Portal: 3 punti per ogni boss ucciso;
* Isendel: 6 / 8 / 10 / 12 punti per ogni boss ucciso;
* Mystic Mines: 4 / 15 / 20 punti per ogni boss ucciso;
È importante ricordare che i punti hanno una data di scadenza; dopo due settimane dall'uccisione del boss, svaniscono. Per mantenere un livello abbastanza alto è dunque necessario continuare ad uccidere boss a ripetizione. Il punteggio massimo ottenibile con questo processo è un massimo di un bonus del 45% all'esperienza e di 450SP in più.

E adesso passiamo a calcolare i bonus dati dall'offensive fame:
% Exp Bonus:
CODICE
(Radice quadrata dell'offensive fame arrotondata per difetto) + 1

SP Bonus
CODICE
(% Exp Bonus dell'offensive fame) * 10


In poche parole, per arrivare al massimo ottenibile di 45% e 450SP bisogna arrivare a 1936 di offensive fame.

Experience Bonus


Oltre che i bonus all'esperienza dati dalla propria gilda, il gioco mette a disposizione la possibilità di avere diversi altri bonus individuali, ottenibili tramite oggetti premium o ottenendo dei risultati nei vari eventi a tempo presenti nel gioco.
Per visualizzare quali bonus avete in attivo basta cliccare sulla stellina sotto al vostro nick name, comparirà un popup che elenca tutti i bonus e le relative percentuali da voi guadagnate.

fvVPg

I bonus sono i seguenti:
* Total Guild Bonus:
Il bonus exp dato dalla vostra gilda. È la stessa cifra che compare sulla schermata "Guild". E vorrei ben vedere.
Valore: Da 0% a molto%
Durata: Finché siete nella gilda
* Banker Bonus: Tra le altre cose, l'acquisto della Bankers' Guild garantisce bonus exp.
Valore: 10% Fisso
Durata: Permanente
* Cap of Wisdom Bonus: Un oggetto premium che garantisce un 25% fisso di bonus exp.
Valore: 25%
Durata: Permamente
* Invasion Player Bonus: Bonus individuale ottenibile attaccando l'Alien Mothership nel corso di un'unica settimana di Alien Invasion. Ogni 100 milioni di danno inflitto, si ottiene un bonus dell'1%, fino ad un massimo del 10%. Dopodiché si riceverà un ulteriore 1% di bonus ogni miliardo di danno inflitto, fino ad un massimo del 25%, ottenibile raggiungendo la modesta cifra di 16 miliardi di danno.
Valore: Da 1% a 25%
Durata: Una settimana, a partire dalla chiusura dell'invasione in cui si è ottenuto il risultato.
* Mystic Player Bonus: Bonus individuale ottenibile attaccando le Mystic Wonder e classificandosi tra i primi 10 giocatori in ordine di danno. È possibile classificarsi ed ottenere bonus attaccando più d'una meraviglia e cumulare i bonus, fino ad ottenere un massimo del 20%.
Valore: Da 2% a 20%.
Durata: Dalla distruzione della meraviglia(e) all'inizio della War phase successiva.
* Fallen Player Bonus: Bonus Individuale ottenibile attaccando il Fallen nell'Hell Gate e classificandosi tra i primi 5 giocatori in ordine di danno. Si può anche ottenere un bonus non classificandosi tra i primi 5 ma facendo almeno 10 milioni di danno, fino ad un massimo del 10% per 100 Milioni.
Valore: Da 1% a 15%.
Durata: Dalla sconfitta del Fallen alla sconfitta del Fallen successivo a quello in cui si è ottenuto il bonus.
* Genius Bonus: Bonus ottenuto comprando o trovando da una Mystery Box l'oggetto premium Genius.
Valore: 100%
Durata: 24 ore esatte a partire da quando si compra o si trova il Genius.
* Event Bonus: Bonus universale attivato in occasione di week-end o festività particolari.
Valore: 50%
Durata: Da quando KingK decide di farlo partire a quando si ricorda di chiuderlo.

Resta infine l'annosa questione: come calcolo il mio bonus totale? Ossia come si influiscono l'un l'altro i bonus? Sommandoli? Col cazzo. Vanno moltiplicati. Ovviamente non è che dovete moltiplicare i numeri a cazzo, altrimenti solo moltiplicando i bonus di Cap e Bankers' arrivereste a 250%. Sono percentuali, vanno trattate da tali.
Un metodo semplice per calcolare il vostro bonus anche se siete negati con la matematica è convertire le cifre facendo bonus/100 + 1; ad esempio il 25% del Cap diventa 1,25.

Facciamo ordunque un esempio.
Il giocatore X al momento ha i seguenti bonus:
CITAZIONE
Total Guild Bonus 92
Banker Bonus 10
Cap of Wisdom Bonus 25
Invasion Player Bonus 10
Mystic Player Bonus 0
Fallen Player Bonus 0
Genius Bonus 100
Event Bonus 50

Come calcolare il suo bonasso?
CODICE
1,92*1,1*1,25*1,1*1*1*2*1,5 = 8,712


Ottenuto il totale, basta rimoltiplicarlo per 100, ed avrete la percentuale di esperienza che il giocatore X sta guadagnando in quel momento, ossia 871%. Cioè quasi 9 volte tanto rispetto al non avere alcun bonus.
Ovviamente ricordate che, non avendo alcun bonus, la quantità di Exp guadagnata sarebbe il 100%, non lo 0% eh :D

Edited by Avalokitesvara - 6/3/2012, 13:40
 
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0 replies since 10/1/2012, 11:11   4934 views
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