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Primary Attributes => Derived Attributes |
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Apr 18 2009, 08:15
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Blutkaefer
Group: Members
Posts: 705
Joined: 9-January 09

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This helps a lot, mainly because I hate not knowing what does what.
Now, back to the killing of monsters!
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Apr 18 2009, 09:59
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Tenboro

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QUOTE(cptkleenex @ Apr 18 2009, 05:28)  Don't know if it's been addressed but what is the spell cost based on? I've noticed that my usage of Cure has gone from 28 MP to 32 MP and I just wondered what's driving it up? I'm trying to stay one step ahead of the increase but that's becoming increasingly difficult.
Spells are all a percentage of your Base MP, or in other words, what your MP would be if you didn't put any points in INT / WIS / MP Tank. That is, LEVEL * 2. Cure has a cost of 25, so it would take 65 * 2 * 0.25 = 32.5 MP.
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Apr 18 2009, 10:02
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cptkleenex
Group: Gold Star Club
Posts: 11,785
Joined: 23-January 08

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Thanks, that'll definitely keep me ahead of the game since that's really my go to spell right now.
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Apr 18 2009, 12:15
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Sonic
Group: Catgirl Camarilla
Posts: 4,686
Joined: 16-November 07

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Ahhh, I noticed that too, I figured it was based on my max MP. Good to know its based on your base MP.
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Apr 18 2009, 12:21
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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@Tenb: Does magic rating affect how long a status affect lasts on a monster? I keep using sleep, and it keeps wearing off by the next turn, which means that unless I'm battling one monster (and really, even then) it's not helpful :\
This post has been edited by DemonEyesBob: Apr 18 2009, 12:28
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Apr 18 2009, 12:21
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Tenboro

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QUOTE(Sonic @ Apr 18 2009, 12:15)  Ahhh, I noticed that too, I figured it was based on my max MP. Good to know its based on your base MP.
That would make the MP Tank how useful exactly? (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Apr 18 2009, 12:32
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Sonic
Group: Catgirl Camarilla
Posts: 4,686
Joined: 16-November 07

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QUOTE(Tenboro @ Apr 18 2009, 06:21)  That would make the MP Tank how useful exactly? (IMG:[ invalid] style_emoticons/default/tongue.gif) I figured the more the magic cost, the more powerful it became. So MP Tanks just buffed up your attack. (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Apr 18 2009, 12:42
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Tenboro

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Magic doesn't work like the spirit attack. Your spell damage is determined by a) the damage roll from magic rating vs barrier rating, b) your elemental rating, c) your proficiency, d) the target's elemental rating, e) the critical multiplier, f) the base damage rating of the spell, and g) whether the target was the primary target for an AoE. Simple. :rolleyes:
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Apr 18 2009, 14:48
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rionyamato
Group: Members
Posts: 786
Joined: 10-May 08

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oh i have a question..about magic proficiency sometimes i see in the battle log when i use magic that i have gained .03 (or .02 or .01) fire magic proficiency but sometimes it doesnt show. do you gain magic prof by luck or chance? or is there an underlying condition which you must first trigger to do so?
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Apr 18 2009, 14:53
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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Still no answer on what determines the length of time a status effect lasts - is it semi random, based off of magic resist or something?
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Apr 18 2009, 15:31
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Tenboro

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QUOTE(rionyamato @ Apr 18 2009, 14:48)  oh i have a question..about magic proficiency sometimes i see in the battle log when i use magic that i have gained .03 (or .02 or .01) fire magic proficiency but sometimes it doesnt show. do you gain magic prof by luck or chance? or is there an underlying condition which you must first trigger to do so?
It's random when you use a spell for a given element. QUOTE(DemonEyesBob @ Apr 18 2009, 14:53)  Still no answer on what determines the length of time a status effect lasts - is it semi random, based off of magic resist or something?
I'm still tweaking this, but... all effects have a base number of turns they last. For effects that are applied with magic, this is increased with the relevant elemental rating and proficiency (for elemental status effects). For supportive/curative magic (self buffs), it's also increased by a fraction of your magic rating. Non-elemental deprecating magic (the ones at the end of each tree) cannot be increased past their base number of turns.
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Apr 20 2009, 00:06
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IceVamp
Group: Gold Star Club
Posts: 974
Joined: 17-February 08

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QUOTE(Tenboro @ Apr 17 2009, 17:51)  Well it uses normal rounding. 100 + 14 / 3 = 104.6666... = 105. You need to review the rules of [ en.wikipedia.org] mathematical operator precedence. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) (5 + (18 * 2) + (15 / 2) + 15) * 1.02 = (5 + 36 + 7.5 + 15) * 1.02 = 63.5 * 1.02 = 64.77 Hey, let's not pick on the arts and crafts people! We didn't have a whole lot of maths at school. But thanks for clearing that up. (IMG:[ invalid] style_emoticons/default/happy.gif)
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Apr 20 2009, 12:31
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Spectre
Group: Global Mods
Posts: 8,640
Joined: 8-February 06

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Is spirit regen supposed to be 0.1 + [(STR + DEX + AGI + END + INT + WIS) / 600]? When I use the supplied equation above, I come up .1 short to what is listed on the HV main character page.
I took Bob's numbers and tried that too, and his came up .1 short as well. Also tested with rights with same result.
This post has been edited by Spectre: Apr 20 2009, 13:53
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Apr 20 2009, 16:04
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Tenboro

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QUOTE(Spectre @ Apr 20 2009, 12:31)  Is spirit regen supposed to be 0.1 + [(STR + DEX + AGI + END + INT + WIS) / 600]? When I use the supplied equation above, I come up .1 short to what is listed on the HV main character page.
I took Bob's numbers and tried that too, and his came up .1 short as well. Also tested with rights with same result.
Adds up for me. Are you sure you actually included the 0.1, and that you didn't divide it by 600?
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Apr 20 2009, 16:25
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Spectre
Group: Global Mods
Posts: 8,640
Joined: 8-February 06

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QUOTE(Tenboro @ Apr 20 2009, 10:04)  Adds up for me. Are you sure you actually included the 0.1, and that you didn't divide it by 600?
Forgive me, I was not being clear enough I think. When I said "supplied equation above", I was referring to the equation posted above in the opening post: QUOTE(Tenboro @ Apr 17 2009, 09:16)  Spirit Regen: (STR + DEX + AGI + END + INT + WIS) / 600
I was trying to point out a possible mistake in the opening post with the question "Is there supposed to be a "0.1 +" in front of all that?" Otherwise, the number listed on the character page and that equation don't add up.
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Apr 21 2009, 05:03
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Ido013
Group: Members
Posts: 740
Joined: 27-March 09

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I think the Attack Hit Chance requires too much to go up. I mean I still miss level 2 Blue Slimes a lot of times, and I already got an additional point of Attack Hit Chance...
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Apr 21 2009, 07:05
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Cyriel
Group: Catgirl Camarilla
Posts: 4,720
Joined: 29-December 08

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QUOTE(Ido013 @ Apr 21 2009, 05:03)  I think the Attack Hit Chance requires too much to go up. I mean I still miss level 2 Blue Slimes a lot of times, and I already got an additional point of Attack Hit Chance...
They dodge and you can still miss. Even if you had a 100% base chance to hit, you'd still miss occasionally because they dodge. EDIT: Something tells me that you need Base hit % + their dodge rating % in total hit % to hit 100%. All speculation tho. This post has been edited by Cyriel: Apr 21 2009, 07:06
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Apr 21 2009, 07:12
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Blutkaefer
Group: Members
Posts: 705
Joined: 9-January 09

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QUOTE(Spectre @ Apr 20 2009, 10:25)  Forgive me, I was not being clear enough I think. When I said "supplied equation above", I was referring to the equation posted above in the opening post: I was trying to point out a possible mistake in the opening post with the question "Is there supposed to be a "0.1 +" in front of all that?" Otherwise, the number listed on the character page and that equation don't add up.
You're not alone. With my stats put into the given equation, my spirit regen should be (12 + 12 + 8 + 14 + 6 + 6) / 600, which equals 0.09667, which rounds to 0.1. Instead, it is given as 0.20.
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Apr 21 2009, 07:44
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Tenboro

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QUOTE(Spectre @ Apr 20 2009, 16:25)  Forgive me, I was not being clear enough I think. When I said "supplied equation above", I was referring to the equation posted above in the opening post: I was trying to point out a possible mistake in the opening post with the question "Is there supposed to be a "0.1 +" in front of all that?" Otherwise, the number listed on the character page and that equation don't add up.
Oh right, I was looking at the equation in my code. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Should be fixed in the post now. QUOTE(Cyriel @ Apr 21 2009, 07:05)  They dodge and you can still miss.
Even if you had a 100% base chance to hit, you'd still miss occasionally because they dodge. EDIT: Something tells me that you need Base hit % + their dodge rating % in total hit % to hit 100%. All speculation tho.
Correct.
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Apr 21 2009, 07:54
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Ido013
Group: Members
Posts: 740
Joined: 27-March 09

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QUOTE(Cyriel @ Apr 21 2009, 01:05)  They dodge and you can still miss.
Even if you had a 100% base chance to hit, you'd still miss occasionally because they dodge. EDIT: Something tells me that you need Base hit % + their dodge rating % in total hit % to hit 100%. All speculation tho.
Actually yeah I'm not "missing" they Dodge attacks. What I meant to say is that it's not going up fast enough... It should be easier to hit lower level enemies as you're getting higher in level, but it doesn't really feel that different, I'd even had that monsters dodge as much whether they're level 1 or 7 (well that's my level) as it might take the user extra time to kick the lower enemies' ass while getting hammered by the rest. It would at least help a bit with the difficulty curve...
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