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Ver la versión completa : Sobre STATS



LegioDrakonarium
27/03/2007, 23:20
Gente ando en bolas con el tema de los stats. Str / men / con / int / det / wis

osea... me interesaria saber sobre que se basan, cual sube criticos, speed, etc etc pero con detalles, hice un search y no encontre lo que busco.

Agradezco su ayuda

loriz
27/03/2007, 23:26
www.dragonesnegros.com ---> fijate ahi que vas a encontrarlo bastante bien =P

saludos

Thorin
28/03/2007, 00:06
str: dmg fisico
dex: critico, speed, acuaraccy, evasion, atak speed
con: hp, hp regeneration; % de que te entre stun, daño recibido por una caida; cantidad de tiempo quepodes aguantar la respiracion bajo el agua

men: daño magico
wit: casting speed, % de criticos de magia; reistencia a algunos de-buffs
men: mp, mp regem, defensa magica, resistencia a otros debuffs

a grosos modo es asi

pinkfloyd
28/03/2007, 00:46
* STR
o Affects P.Atk. stat through the strength modifier


* CON
o affects maximum HP and CP through the CON modifier
o affects HP recovery speed
o affects weight limit
o affects underwater breath gauge
o affects shock (stun) resistance
o affects poison and physical bleed resistance


* DEX
o affects Atk. Spd., Critical and Speed stats through the DEX modifier
+ each point of dex gained makes around a 1% difference to each of those three stats except at 43 DEX, where there is a jump of almost 2%
o affects both Accuracy and Evasion stats directly
+ amount gained through each point of dex varies, but as a general rule you can expect between .75 and .45 of accuracy and evasion per point of dex gained
+ the more dex you have, the less of these two stats you will gain by adding to dex
o affects shield block rate
+ Rumored to affect excellent shield defense rate



* INT
o affects M.Atk. stat through the INT modifier
+ INT modifier forthcoming
o affects curse land rates through M.Atk.



* WIT
o affects Casting Spd. stat through the WIT modifier
+ each point of wit gained makes a 5% difference to Casting spd.
o affects chance of magic critical hits



* MEN
o affects M.Def. and maximum MP stats through the MEN modifier
+ each point of men gained or lost makes a difference of 1%
o affects MP recovery speed
o affects curse resistance through M.Def.
o also resists any curse not resisted by the other stats directly through the MEN Modifier
o affects probability of magic interruption.

pinkfloyd
28/03/2007, 00:52
TEORIA DE LOS DEBUFFS:

The chance to land a debuff depends on several things with slight variations between them. From personal observations, the chance to land a debuff depends on:

* One of the base stats affects the chance of resisting a debuff
o CON resists stun and bleed
o MEN affects poison, root, sleep resistance and basically everything not covered by another stat.
o From experience, base stats do not provide a great amount of resistance to a debuff. There are no exact numbers to provide but you're looking at a 1% or even less difference per point of a base stat in debuff resistance.


* Magic-based debuffs are affected by both the M.Atk. of the caster and the M.Def. of the target.

* The level of the skill affects the chance to land a debuff. I'm calling this Learn Level on L2P. Basically to ensure that a debuff will land, you need to keep the skill leveled up. In general, getting a debuff skill at level 70 will ensure that it lands normally on a target who is level 70, but has a reduced chance on a level 71 or higher and of course an increased chance on a level 69 or lower target. Specifically, it sets an effect multiplier which seems to correlate to a target's level similarly to accuracy & evasion. Skills like shield stun have an extremely high effect multiplier and skills like a tyrant's stun skill have a low multiplier.

* Any buff a character might have to resist a specific debuff, such as Resist Shock, Invigor, Mental Aegis, etc.

# Since little is known about the actual formula for determining debuffs, here is a general outline of how it seems to work:


* Resistance would be anything like Armor Set Bonuses, Buffs, Passives, Toggles or such that resistance the debuff in question. There are many different ways to resist various debuffs.


* Stun - (Base Land Rate/CON Modifier*Resistance)*(Learn Level/Target Level)

* Physical Bleed - (Base Land Rate/*CON Modifier*Resistance)*(Learn Level/Target Level), can be cured by a cure bleed spell.

* Magical Bleed -
(Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk./M.Def.),
cannot be cured.

* Poison - (Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk/M.Def.)
o Viper Cubic ignores any kind of resistance to Poison because the genius who coded the skill forgot to make it poison attribute. It can be cured by Cure Poison skills.

* Holy Aura - (Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level); holy aura is not a magical skill

* Root/Hold - (Base Land Rate*Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk./M.Def.)

* Physical Slow (Cripple) - (Base Land Rate/Men Modifier)*(Learn Level/Target Level)

* Magical Slow - (Base Land Rate/Men Modifier)*(Learn Level/Target Level)*(M.Atk/M.Def.)

* Sleep - (Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk./M.Def.)

* Paralyze (Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk./M.Def.)

* Misc. - most of the rest like the overlord debuffs are the same as roots

LegioDrakonarium
28/03/2007, 03:57
Muy bueno celeborn ahora me quedan un par de cositas mas claras.
muchas gracias !