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post Oct 2 2009, 22:23
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marcho



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WARNING: The information in this post was last updated on Nov 1, 2009, and some of it may now be out of date. Read at your own risk.
The wiki (see below) is the most reliable source of information about the HentaiVerse at the moment, and will probably continue to be, since there are several players actively updating it.


-- This has been a mod edit by Sayo. Everything from here on is marcho's work.

---------------------

In this thread I'm going to try to collect the gameplay mechanics, general information, and play tips that I and various other players have gathered through the handed down wisdom of Tenboro, experimentation and blind chance. If you have tips or information to contribute, or have a modification for any posted information, feel free to post it here and after it is verified I'll add it in to the main post. I'll probably see what I can do about getting the HV wiki updated once we have a reasonable amount of information to add.

If you are interested in helping to gather data on various aspects of HV play, send me a PM. I need players of all levels.

If you have questions about any of the mechanics, please post them in the HV Questions Thread.

Gameplay Mechanics

First, basic equations on HP, MP, shield, barrier etc. are found in the Primary Attributes sticky.

In addition to the listed features in the primary attribute sticky:

-- Base Evade is now increased by 1 for every 25 points of Agility
-- Base Parry is now increased by 1 for every 25 points of Dexterity
-- Base Resist is now increased by 1 for every 25 points of Wisdom
-- Effective Interference is reduced by 1% for every 25 points in Wisdom or Intelligence
-- These stats are all applied after the final equipment stats are calculated.

Time units taken for an action: The time units taken for a basic action (single target elemental spell, melee attack) can be calculated by subtracting your action speed less your burden over 20 from 300. So, 300 - (Aspd) + (Burden - 20).
example: You have 120 Aspd and 60 burden. 300 - 120 + (60-20) -> 300 - 120 + 40 = 220 units. If your burden had been 20 or less, the action would have taken 180 units. In this case, burden made you roughly 20% slower. The longer your actions take, the more likely it is the enemy will get in the occasional (or in severe cases not so occasional) double strike.

Duration counters are reduced by one tick only when the target is applied to makes an action. If an enemy has a bleed proc in effect on itself and makes two actions, even if you only make one action that turn it will be hit with bleed twice in that time frame. This applies to procs on yourself as well, they will only tick down when you make an action, disregarding and movements by enemy creatures.

Proficiencies for weapons and armors increase related equipment stats by 0.1% per point and decrease burden by 0.25% per point. 100 proficiency in 1 handed weapons will increase the stats of 1 handers by 10% and decrease the burden and interference by 25%

Equipment terms:

All percentage based stats follow multiplicative stacking. This means you get diminishing returns from each additional piece. For example, If you have a 10% hit bonus from a piece of equipment, using a weapon with a 10% bonus will increase your weapon accuracy by 9%, not 10% (more on equipment accuracy and character accuracy later in the thread). This is because the weapon grants +10% only on the remaining 90% not effected by the equipment. Your total would be 19%. If you had an additional +10% from another single piece of armor, this would add an effective 8.1% (10% of the remaining 81%). This works the same way for all percentages on equipment in the HV, each piece will have diminishing returns. Bonuses from auras are now added at full value, not using multiplicative stacking.

Your total chance to avoid damage is calculated in a similar fashion. you stack each individual avoid type multiplicatively the same way you stack separate pieces of equipment.

20% miss + 25% evade will give 40% avoidance overall
20% miss + 25% evade + 33% block will give 60% avoidance overall
20% miss + 25% evade + 50% parry will give 70% physical avoidance and 40% magical avoidance overall.

Attack Damage Multiplier - Multiplies your base physical damage by the percentage given.
Attack Accuracy Bonus - Gives an equipment accuracy bonus at the percentage given (physical).
Magic Damage Multiplier - Multiplies your base magical damage by the percentage given.
Magic Accuracy Bonus - Gives an equipment accuracy bonus at the percentage given (magic).
Physical Absorb - Reduces physical damage taken by a the number given.
Physical Mitigation - Reduces physical damage taken by the percentage given.
Magical Absorb - Reduces magical damage taken by a the number given.
Magical Mitigation - Reduces magical damage taken by the percentage given.
Evade - Grants a chance to evade any attack at the percentage given.
Block - Grants a chance to block any attack at the percentage given.
Parry - Grants a chance to block physical only attacks at the percentage given.
Elemental/Slahing/Crushing/Piercing Mitigation - Reduces damage taken from the associated type by the percentage given.
Resist - Grants a chance to block magical only attacks at the percentage given

Elemental ratings will now give half their value in percent damage reduction against the associated element.

Every point of interference will reduce offensive spell damage by 1%.
Interference above 20 will cause your spells to fail at a percentage related to (still testing, it was modified semi-recently) the amount of interference above 20. Interference above 25 also reduces all magic proficiencies by 0.75% per point. Interference of 80 will reduce all your magic proficiencies by 60%.

1 Handed weapons have a chance to proc Overwhelming Strikes on hit, which lasts ~3-4 turns and grants the player +15% damage, +10% chance to parry, and +50% accuracy. The chance for proccing this effect is calculated from One-Handed Proficiency, Endurance and Strength.

2 Handed weapons have a chance to proc Domino Strikes on hit, which will splash damage to nearby enemies. When DS procs it will hit at least one adjacent or one off enemy, and up to a maximum of two enemies in either direction. Enemies further than one off will not be effected. Splash damage targets have an unreduced chance to be hit with standard weapon procs like bleeding wounds. The chance for proccing this effect is calculated from Two-Handed Proficiency, Strength and Dexterity.

ex:

C <- out of reach
B <- one off - 50% damage if hit
A <- adjacent - 75% damage if hit
0 <- target
A
B
C

Dual Wielding has a chance to proc Offhand Stike, which will grant you an extra attack. Standard strike damage type is that of your mainhand weapon, offhand damage is that off your offhand. If you have an axe in your mainhand and a rapier in your offhand, you will do slashing damage on normal strikes, and piercing damage on offhand strikes. Offhand strikes now have an unreduced chance to proc the effect of your offhand weapon. Offhand Weapon damage is reduced by 50% - 1% per 10 points, capping at 250 (25% damage reuction). Your offhand weapon also gets a 50% boost to its parry chance that is always active. The chance for proccing this effect is calculated from Dual Wielding Proficiency, Agility and Dexterity.

Staffs have a chance to proc Coalesced Mana on the targeted enemy. CM will last 2-3 turns, and will rebate 50% of the mana cost of the first offensive spell cast on that target during the duration of the proc. A successful cast will terminate the proc, regardless of the listed remaining duration. As a note, the mana is rebated, not subtracted from the cost, so if you do not have enough mana to cost the spell at full cost, it will not cast.

Penetrated Armor reduces the enemy shield and barrier ratings by 500

Stun disables all enemy actions for its duration.

Combat bleed damage is calculated by taking your listed bleeding damage and multiplying it by half your relevant weapon proficiency as a percentage. BASEBLEED x (1+(WEAPON PROF/100)/2)= BLEED TOTAL DMG

ex: 123 base bleed, 72 prof 123 x 1.36 gives 167.28
Bleed is 168 in combat, any decimals are rounded up to the next whole number.

Ether Theft drains mana from the afflicted mob and gives it to you. The mana gives per tick is a small percentage of the targets max mp.

Dealing with equipment accuracy: What the equipment bonus does is really an additional percentage increase, not a start additive increase. A 50% hit chance bonus from equipment will cut your chance to miss by 50%. So say without equipment we had a 20% chance to miss (80% hit rate). With a 50% equipment bonus, this is reduced to a 10% chance to miss (90% hit rate). The full equation is Combat Effective Hit Chance = Attacker's Attack Hit Chance + (Equipment Hit Bonus / 100) * (100 - Attacker's Attack Hit Chance). Individual equipment bonuses no longer stack. You cannot have 100% equip acc anymore, two 50s will yield a 75.

Spell mechanics we currently know:

Shadow Veil
-- The base evade boost is 5%
-- Every ten points of proficiency increases the bonus by 1%, for a 25% evade chance with 200 proficiency.

Haste
-- The base action speed increase is 20
-- Every ten points of proficiency increases the bonus by 4, for +100 action speed with 200 proficiency.

Absorb
-- On a successful trigger, the absorbed MP is random between 5% and 10% of your current base max MP.
-- It will absorb more MP the more points you put in it. The bonus returned MP is 12.5% per additional point. (So with 5 points you'd absorb between 7.5% and 15%).
-- The chance of triggering Absorb on taking an enemy spell also depends on the number of points, starting at 15% for 1 point and increasing to 75% for 5 points.
-- The scroll version of Absorb will trigger 100% of the time and gives a 50% bonus to absorbed MP.

Shield
-- The base physical absorb of shield is 3
-- The base multiplication factor is 1
-- Every ten points of proficiency increases the multiplication factor by 1

Barrier
-- The base magical absorb of barrier is 7
-- The base multiplication factor is 1
-- Every ten points of proficiency increases the multiplication factor by 1

absorb = base x multiplication factor
ex. A player with 30 points of supportive proficiency will have a shield absorb of 12 and barrier or 28.

The basic description of all spells gained up to 100 and the associated elemental proces can be found on the spell page of the HV wiki. The level 150 and 200 tiers are not listed there. Level 200 is a dark elemental spell set, Disintegrate (Single Elem) and Ragnarok (AOE Elem).

General Information and Trivia

If you are KO'ed the same round that the final enemy is killed, you still lose.

You can start one new grindfest every hour and one new grindfest battle every three minutes, averaged over 100 hours. You can do as many grindfest as you like in one hour, you are not limited to 1 per hour, its the average over 100 hours that matters. Basically, as a rule of thumb, you can do about 24 grindfests a day.

The base item drop rate is 5%. This is improved by 2% per rank of Scavenger, to a maximum of 10% base drop rate with a 100% bonus from 50 ranks of Scavenger.

How item drops are calculated: First there is a roll to see if you get anything at all. This is always true for arenas. For monsters it's around 5% for most, but this increases by a certain factor for boss monsters and legendaries, depending on their stats. Then there's a roll to determine if you get an item, "special" or a piece of equipment. The vast majority of the time this will land on an item, again unless there is a boss monster or higher involved. Then there is a third roll to determine what type of item you get, namely if it's a consumable or an artifact. Again the odds are heavily in favor of a consumable. At this point, a final two rolls are made, one for the type of consumable and one for the quality of the item. There's about a 90% chance to get a restorative of some kind (60% health, 25% mana, 5% spirit this has changed. Mana is higher now, spirit lower). It then looks up the item in a quality table to determine if it's a crude, lesser, average etc item, by using the quality roll combined with a quality bonus determined from the round counter, the difficulty level, the monster stats, monster hp bonus and monster spirit power. Then it returns a final array of items that can be picked, and in the case of restoratives, it's 50/50 between a draught and a potion.

Running an infusion will also change all your melee attacks to use the corresponding element for the duration of the buff. Gaia will change your attacks to Soul damage.

The highest knows single stat bonus on a piece of equipment is 26 (STR), on a magnificent sword chucks or the ox. Sword-Chucks, yo.

The cockatrice is the weakest enemy creature in the verse.

After level 100, skill and aura points are still gained, but new ability trees currently only appear at level 150 and 200.

HentaiVerse references!

Manthra and Mithra - Final Fantasy
Blue Hedgehog - Sonic
Manbearpig - South Park
Konata - Lucky Star
White Bunneh / Holy Hand Grenade of Antioch - Killer rabbit from Monty Python and the Holy Grail
Verdandi, Urd, Skuld, Yggdrasil - Ah Megami-sama / Norse mythology
Dalek - Doctor Who
Asahina Mikuru, Asakura Ryouko, Nagato Yuki - Suzumiya Haruhi no Yuutsu
Zombie Cow and Wirts Leg - Diablo II
Bubble Gum - They Live -> Duke Nukem
Flower Vase - Dollhouse

Staff and member tie-ins

White Bunneh - Katya
Apathetic Canuck - Grahf(?)
Blue Hedgehog - Sonic (ex-mod)
Blue Slime - Kenshin-the-wanderer
-- Bouip - his slime girl
Forum Troll - Radixius (not really)
Giant Panda - RSW (Ebil☆Panda)
Rabid Hamster - bladejtr
Scary Ghost - Spectre
Zombie Cow - Cowpies

Tips

Elemental Infusions are the best revenue generator for low to mid level players within the confines of the HentaiVerse. They sell for 200c each and are relatively common, even in cake grinds. Note, relatively common, not common. TenborOwned.

Remember that "0" is a turn for duration based spells and procs. You can recast and reproc effects on 0 to get the most out of their duration. On a related note, unless you are very confident in your magic acc, try not to let your deprecating spell counters on legendary mobs reach zero, you will often have to reattempt casts failed to to resistance.

Investing in scavenger and luck of the draw will be more usefull to lower level players than quartermaster. The best equipment will almost always be available from the bazaar rather than from equipment you can find until you reach at least level 100. Increasing scavenger will increase the number of items you find, in turn increasing your available credits to buy gear, as well as increasing the amount of gear you find over the same time period anyways. Even if gear is not a higher percentage of your drops, there will be more total drops and thus more equipment even at the same equip % drop rate.

Specialty weapons such as scythes, sword-chucks, wakizashi and katana are generally not worth the price in the shop. They are far more affordable weapons that will have the same or better stats. Very occasionally you might find a truly great specialty weapon... so I won't say you should never buy them. Use your own judgment. Most of the time though, you should pass these up.

Kill high damage fragile targets such as tentacle monsters and green slimes first.

Completing an arena fully restores mana and hp. make sure to burn all your mana to raise proficiencies before completing the arena if possible. You can get a decent chunk of proficiency and then a free refill.


more soon, I'm still collecting a lot of data.

Quote of the moment:

"Well, don't just stand there. Lets get going.
I've made up my mind. I'm going to overthrow the king of Hell."

Shishio Makoto - Rurouni Kenshin

special thanks

to hitokiri84 and gillian for their data contributions
to Sayo Aisaka for the bleeding damage formula
to Tenboro for the HentaiVerse.

This post has been edited by Sayo Aisaka: Jun 26 2010, 20:50
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post Oct 3 2009, 00:02
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mlkio



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How about how does how +hit and +evade from armor work? A more accurate description of the slow and weaken spell? Does weaken work before or after absorption? Is it plausable to have specific builds such as trying to use Shadow Veil+whatever to lower enemy hit down of 0? Explaining all the things that you can do that gives you +exp boost in the hverse? Base monster stats compared to a balance char? A reminder that the best aura to start off with is the endurance/phy absorb aura?

I'll delete his post later to make things cleaner btw.
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post Oct 3 2009, 02:27
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QUOTE(mlkio @ Oct 2 2009, 18:02) *

How about how does how +hit and +evade from armor work?

This is explained in detail already. Several times, actually.
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post Oct 3 2009, 02:33
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(Cheater) Hunter the 3rd



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Wow this is helpful. I was wondering what armor proficiency/shield proficiency did. Now I know that if I want to offset my heavy armor, I better get my proficiency up.
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post Oct 3 2009, 03:42
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Loved this. Thanks for the info, Marcho, and hopefully you can update the wiki soon. K+.
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post Oct 3 2009, 04:08
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You should add the "process" for item drops.
QUOTE(Tenboro @ Aug 10 2009, 12:13) *

Okaaay.. first there is a roll to see if you get anything at all. This is always true for arenas. For monsters it's around 10% for most, but this increases by a certain factor for boss monsters and legendaries, depending on their stats. Then there's a roll to determine if you get an item or a piece of equipment. The vast majority of the time this will land on an item, again unless there is a boss monster or higher involved. Then there is a third roll to determine what type of item you get, namely if it's a consumable or an artifact. Again the odds are heavily in favor of a consumable. At this point, a final two rolls are made, one for the type of consumable and one for the quality of the item. There's about a 90% chance to get a restorative of some kind (60% health, 25% mana, 5% spirit). It then looks up the item in a quality table to determine if it's a crude, lesser, average etc item, by using the quality roll combined with a quality bonus determined from the round counter, the difficulty level, the monster stats, monster hp bonus and monster spirit power. Then it returns a final array of items that can be picked, and in the case of restoratives, it's 50/50 between a draught and a potion, unless you land on elixir quality which is just one possibility.

And I'm going to gloss right over the possibility of getting an elixir through the 0.2% "special drop" code path.

So you tell me.


You can also go over Tenboro's update posts for the 0.3.x updates and compile together the spell info he's given on some things. We all know nobody reads those things anyway, so it wouldn't hurt to get them all in one place.
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post Oct 3 2009, 04:23
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marcho



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Yeah I'm trying to compile everything in addition to the in game tests.

added to the main post.

Dealing with equipment accuracy: Your base chance to hit (without equipment) as listed in the primary attributes thread is Attack Hit Calculation: Attacker's Attack Hit Chance - Target's Evade Chance. So if you have a 100% attack hit chance and the enemy has 20% evade, you end up with an 80% chance to hit (or as I will be referring to shortly, a 20% chance to miss). What the equipment bonus does is really an additional percentage increase, not a start additive increase. A 50% hit chance bonus from equipment will cut your chance to miss by 50%. So, in the example we just looked at, without equipment we had a 20% chance to miss. With a 50% equipment bonus, this is reduced to a 10% chance to miss (90% hit rate). The full equation is Combat Effective Hit Chance = (Attacker's Attack Hit Chance - Target's Evade Chance) + (Equipment Hit Bonus / 100) * (100 - (Attacker's Attack Hit Chance - Target's Evade Chance)).

This post has been edited by marcho: Oct 3 2009, 04:48
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post Oct 3 2009, 05:34
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Maybe you can put in tips that you can equip higher level equipment. Was something I didn't know when i first started and wish i did.
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post Oct 3 2009, 05:45
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This will clear up a lot question for newbies.
it totally need to be sticky!
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post Oct 3 2009, 19:46
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QUOTE
The cockatrice is the most useless enemy creature in the verse.
On contrary.
The Cockatrice is single most useful enemy creature in the verse, when you want to grind your armor proficiency. Just leave it alone against you, hold "D" down with something heavy and go drink some tea. Then you return, you find yourself with some more prof points. (Nearly) Instant Montage!

This post has been edited by hen_Z: Oct 3 2009, 19:47
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post Oct 3 2009, 19:51
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marcho



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Heh, that's true but that particular trick is pretty inefficient.

I suppose I'll change it to weakest though, since it does have some marginal use, regardless of how little.
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post Oct 3 2009, 20:29
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Very good idea to place it all in one thread. I was too busy to go look through all other threads to look up info. Cool.
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post Oct 3 2009, 22:42
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Marcho, have I ever told you how incredibly awesome you are?

This post has been edited by FinalixerX: Oct 3 2009, 22:42
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post Oct 3 2009, 23:27
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Some battle mechanic tips that I could share:

Tip 1:
For maximum effectiveness and seamlessness of effects from spells and items on yourself, recast/use items when there are 0 (zero) turns left of the effect. The same principle can be applied to effects on monsters, but it's not guaranteed that it will proc.

Tip 2:
Keep in mind that the turns on effects goes down only from a target's turn and is independent from targets of opposing sides:
The turn counter on an effect on yourself will only go down when you take a turn, and the turn counter on a monster will only go down if it takes a turn.
This can be advantageous if you have the monster under a deprecating spell (such as Weaken, Silence, and obviously Slow), and you want to do things that are generally fast (use items, use spells on yourself).

This post has been edited by EvolutionKing: Oct 3 2009, 23:27
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post Oct 3 2009, 23:33
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marcho



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Adding it to the main post shortly, thanks for contributing.
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post Oct 3 2009, 23:43
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It may also be helpful to list the status effects that the elemental spells can proc. I know that few people use such spells, but they would probably be good to know anyway, especially if they become particularly effective again. You might also want to note how Coalesced Mana affects AoE spells. I haven't tried it yet, so I wouldn't know if using an AoE spell on an enemy with Coalesced Mana allows you to cast the spell at half cost even though it hits all the enemies. You can see how that may be valuable information for people who are interested in investing in those spells.

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post Oct 3 2009, 23:47
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marcho



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I'll give AOE's a quick test after I finish my current grind to confirm they work with CM.

The elemental effects are pretty well covered in the HV wiki, I'll add a link to the relevant section near the other spell based discussion.
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post Oct 3 2009, 23:49
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the answer to the aoe question is no. also does anyone know to what degree that burden affects hit chance?

side note: does posting on the forums have any affect on the hv?

This post has been edited by mlkio: Oct 3 2009, 23:50
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post Oct 3 2009, 23:54
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marcho



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Please post questions in the HV Questions Thread. I'm trying to keep this one relatively clean, and will compile all information from the questions thread in the main post here.
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post Oct 4 2009, 00:26
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I'm not sure the interference information is correct. The last official word I see is from 0.3.5

QUOTE(Tenboro @ Sep 6 2009, 03:10) *

Interference Changes

- Reduced the chance to fail spells outright due to interference.

- Interference now instead applies a penalty on your magical proficiencies:
-- Every point of interference above 25 reduces all effective proficiencies by 0.75% of the base proficiency. Since you can't have negative proficiency, this naturally caps at about 154.8 interference.
-- This also applies for curative and supportive magic, meaning that mage-type and lightly armored builds will have access to stronger heals and buffs than their fridge counterparts. The effect on supportive will be significant due to the way proficiency is applied across all supportive spells, but not so much on curative (25% with 200 prof).
-- This penalty cannot be reduced with Focus.


Meaning that interference reduces proficiency when you pass 25, but all interference affects the chance of spell failure.
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