![]() ![]() Likewise, proofing it against Crush damage gets you less bang for your buck: (8+3) * (1-0.25) = 8.25, which the UI will round down to 8.Ĭounterintuitively, you get more out of proofing your armor against damage types it's already good at protecting you from. If, however, we proof it against Slash damage, we are getting more bang for our buck: (8+3) * 1.25 = 13.75, which the UI will round up to 14. Against any damage type other than Slash or Crush, proofing adds a flat +3 to the armor's DR: 8 + 3 = 11. Now let's say we want to apply a damage proofing enchantment to this armor. ![]() Thanks Andreaįor example, say you have an armor whose base DR value is 8, but it is particularly good against Slash damage (10) and bad against Crush (6). There is no immunity to raw damage.Ī word on the way armour strength and weaknesses work and how proving contributes to the armour by our wonderful member AndreaColombo. ![]() Raw damage is available almost exclusively through spells and talents, and it simply ignores DR. ![]() This means that that damage type can not injure the immune creature. Some creatures are immune to a certain damage type. However, there must always be an small minimum amount of damage applied, DR can not ignore damage completely. Typically, the strength is often a physical damage type, while the weakness usually is a magical damage type. As a rule over the thump (though it has a few exeptions, but it usually works): Every extra point of DR will cost you 5% Speed.Įvery armour also has strengths, where there is more DR applied against certain damage types, and weaknesses, where less DR is apllied against certain damage types. Every armour has a base DR that get applied to most damage types. It is simply substracted from the damage dealt. The four magical types burn, freeze, shock and coorode,ĭamage reduction (DR) comes from equipment such as armour or spells. The three physical types slash, crush and pierce, If that hits, the target will be interrupted in hs action and needs to start it over. One thing that I will add here: Every attack has an interrupt value that goes against the concentration of the target. If an attack does two effects (for example deal 30 damage and knock down the target), wether you hit or not will be calculated two times (i the example, the accuracy will go against deflection for damage and against fortitude for knock down). Accuracy is used not only for damage focus attacked as well as crowd controll or debuff attacks. This makes accuracy a crucial stat, as it will determine wether you will miss, graze (-50% damage or spell duration), hit (standard damage or spell duration) or crit (+50% damage or spell duration). What goes against every attack is the accuracy. Every defese is important, and you should try not to drop any. Will is your defense against attacks that go against your mind (so for example domination, charm, dazed, and so on). Reflex is your defense against AoE attacks (so enemy spells that work in an area of effect). Those defenses are Deflection, Fortitude, Rfelex and Will.ĭeflection is your most commonly used defense, as it is used against all physical attacks (so for example when someone strikes you with a weapon).įortitude protects you against all attacks (from abilities or spells) that go against your body in a broader sense (so knock down, petrified, sickend and so on). There are four major defenses your character has, and every defense works against a certain kind of attack. Health can only be regenerated to a very small amount of talents and spells, as well as through (and this is what you will do most of the time) resting. Your endurance can only be as high as your health, so if your health drops below your maximun endurance, you will not be able to regenerate your health endurance above the level of your health (in game, this will be represented as a grey overlay over your characters portrait). It will go down as well, but it is a far bigger pool (how big exactly it is is affected by your class). Health on the other hand is your health throughout several fights. Endurance regenerates after every encounter. Endurance is affected by your base endurance and your level. Endurance is what you should focus on during an encounter. That is also why most healing spells are directed towards filling up endurance. It is represented by a red overlay on your character's portrait, and when it drops to 0, your character will be knocked out and be unable to participate in combat. You see, endurance is actually your "health" during a single encounter. Health and endurance are somewhat unique in this game. ![]()
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