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==Accuracy and Dodge==
 
==Accuracy and Dodge==
'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness and applies a damage bonus or penalty accordingly.
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'''Accuracy & Dodge =''' Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness. ''Note: The table below may not be accurate. Mainly this will just describe the concept.''
  
:*R <= 0: Critical miss = -100% damage
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:*R <= 0: Critical miss - 0% damage
:*0 < R < 10: Glancing hit = -50% damage
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:*0 < R < 10: Glancing hit - 50% damage
:*10 < R <= 25: Weak hit = -25% damage
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:*10 < R <= 25: Weak hit - 75% damage
:*25 < R < 75: Normal hit = +0% damage
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:*25 < R < 75: Normal hit - 100% damage
:*75 <= R < 90: Solid hit = +20% damage
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:*75 <= R < 90: Solid hit - 120% damage
:*90 <= R < 100: Strong hit = +40% damage
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:*90 <= R < 100: Strong hit - 140% damage
:*R >= 100: Critical hit = +60% damage
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:*R >= 100: Critical hit - 160% damage
  
 
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).
 
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).
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==Poison==
 
==Poison==
  
'''Poison =''' 40-75% chance of poison hit on each battle turn (see [[#Luck|Luck]]). When it hits, it increases the poison stack on the target by X. The target then takes the current poison stack as damage, regardless if the poison hit or not. In addition, poison subtracts from opponent's damage% and opponent's defense% half the amount of poison damage they just received.  
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'''Poison =''' Randomized: 20-55% chance of poison hit on each battle turn (see Luck). When it hits, deals X damage, subtracts X from opponent's damage% and subtracts X from opponent's defense%. Fades by 50% per turn. No poison damage added on Critical misses, but any previous poison damage still applies (see Accuracy & Dodge).
  
The poison stack fades for each character by 25% every turn (start of your turn and end of your opponents). Note: If the attacker has a Critical Miss, their chance of applying poison damage is cut in half (20-37.5%) that turn.
 
  
 
==Taint==
 
==Taint==
  
'''Taint =''' 40-75% chance of taint hit on each battle turn (see [[#Luck|Luck]]). When it hits, it increases the target's taint by X. Taint stacks and does not fade from turn to turn. On each players turn, they take 1 damage for each taint point they have received so far this battle. Note: Taint can be applied even if the attacker misses.
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'''Taint=''' Randomized: 20-55% chance of taint hit on each battle turn (see Luck). When it hits, deals X damage. Taint "carries" and "stacks" - If you have taint of 20, and it hits on one turn, the opponent receives 20 taint dmg on their next turn. If taint doesn't hit on your next turn, the opponent still receives 20 taint dmg. When/if taint hits again on the opponent's following turn, opponent receives 40 dmg. No Taint damage added on Critical misses, but any previous Taint damage still applies (see Accuracy & Dodge).
  
Example: If Player A has a taint stat of 20 and the taint hits Player B, Player B will take 20 damage on each of their turns for the remainder of the battle. If Player A hits Player B with taint again on their next turn, Player B will then take 40 damage on each of their remaining turns.
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==Health Gain==
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'''Health Gain % =''' Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.
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<u>Example:</u> Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.
  
==Health Gain==
 
'''Health Gain % =''' Regain % of damage taken since your last turn. Only up to 75% can be regained. Any effects that raise health gain to above 75% will instead add +2% defense for each 1% health gain above 75% (so 100% health gain = 75% health gain and 50% defense).
 
  
 
==Damage to Self==
 
==Damage to Self==
  
'''Damage to self % =''' Percent of your attack damage, that was actually dealt to your opponent (not including taint and poison) that rebounds back to damage yourself.
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'''Damage to self % =''' Percent of your attack damage that rebounds back to damage yourself
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==Luck==
 
==Luck==
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'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.
 
'''Luck =''' Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.
  
Luck also affects if Poison and Taint hit: (60+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 40%. Maximum is 75%. The formula applies per turn within a duel.
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Luck also affects if Poison and Taint hit: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.
  
 
==Turn-related Stats==
 
==Turn-related Stats==
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===Speed===
 
===Speed===
  
'''Speed =''' Bonus added to your base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.
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'''Speed =''' Bonus added to you base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.
  
 
''Example:''
 
''Example:''
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''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''
 
''Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!''
  
== Updated for v15 ==
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== Updated for v13 ==

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