Ianthe -> RE: Armors (3/18/2011 23:50:41)
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quote:
Wizard Robes First, some basics: ClassLevel is... your Class Level. SkillLevel is your Skill Level. You can select it by clicking on the "Wizard" icon in the skill menu. PowerLevel is equal to 30+ClassLevel*4 ScaledPowerLevel is equal to 30+SkillLevel*4 The "elemental wheel" of relatedness/unrelatedness is: Dark
Water Earth
Ice Fire
Wind Energy
Light
So, Fire is related/allied to Earth and Energy, unrelated/neutral to Dark and Light, poorly related to Wind and Water, and opposed to Ice. The armour itself is a "squishy mage" armour. This means that it has bad defences (like a fully offensive armour) and bad offence (like a fully defensive armour), but gets a boost to spell damage (see the Lv0 skill). Basics Each armour has some minor variations: Earth: Good Melee, Bad Ranged, Medium Inaccurate Powerful (-3 BTH) Fire: Neutral Melee/Ranged, Max Inaccurate Power (-5 BTH) Wind: Good Ranged, Bad Melee, Max Accurate Weak (+5 BTH) Darkness: Neutral Melee/Ranged, Slight Inaccurate Powerful (-1 BTH) Light: Good Melee, Slight Accurate Weak (+1 BTH) Water: Good Ranged, Medium Accurate Weak (+3 BTH) Energy: Good Ranged, Bad Melee, Neutral (+0 BTH) Ice: Good Melee, Bad Ranged, Neutral (+0 BTH) Generalist: Neutral Melee/Ranged, Neutral (+0 BTH) NORMAL ATTACK Hits: 1 Type: Magic Element: «As weapon» Damage: (100 +3*PowerLevel)*0.8% Base and Random, plus (100 +6.6*PowerLevel)*0.8% Stats BTH: +(PowerLevel/8), rounded down, plus Stats Note: If you're wielding a Melee/Ranged weapon and it converts the weapon to Magic, then the attack does 75% Base and Random damage. Note2: Do not apply any triggers/effects from the weapon which have it switch Type or Element. Other triggers/effects (like what the Blood Crystal Axe has) are still applied. Futhermore, you apply the "BTH" thing mentioned above. You deal *85/(85+BTHMod) damage, and get the listed BTH modifier. NOTE: This assumes that you don't have any BTH modifiers.
Level 0 1 2 3 4 5 6 7 8 9 10
BR 152 161.6 171.2 180.8 190.4 200 209.6 219.2 228.8 238.4 248
Stat 238.4 259.52 280.64 301.76 322.88 344 365.12 386.24 407.36 428.48 449.6
BTH 3 4 4 5 5 6 6 7 7 8 8
COMBAT DEFENCES They all start out as either 28/28/35 or 25/30/35 or 30/25/35, based on what the armour is (see above). Regardless, you get +round((0.5*PowerLevel-0.5)/3)-5 to all defences. Level 0 1 2 3 4 5 6 7 8 9 10
Poor 25 26 26 27 28 28 29 30 30 31 32
Good 30 31 31 32 33 33 34 35 35 36 37
Neut 28 29 29 30 31 31 32 33 33 34 35
Mag 35 36 36 37 38 38 39 40 40 41 42
ELEMENT MODIFIERS The Generalist starts off as 92% to all elements, and gets -1% to each element for each ClassLevel. For the Specialist: #The Specialist's own element starts off as 85%, and decreases by round(1.7*ClassLevel)% . #Allied elements start off as 89%, and decrease by round(1.2*ClassLevel)% . #Neutral elements start off as 93%, and decrease by round(0.7*ClassLevel)% . #Poorly related elements start off as 96%, and decrease by round(0.5*ClassLevel)% . #The opposed element starts off as 100%, and decreases by round(0.5*ClassLevel)% . Level 0 1 2 3 4 5 6 7 8 9 10
Generalist:
All 92 91 90 89 88 87 86 85 84 83 82
Specialist:
Own 85 83 82 80 78 76 75 73 71 70 68
Ally 89 88 87 85 84 83 82 81 79 78 77
Neut 93 92 92 91 90 89 89 88 87 87 86
Poor 96 95 95 94 94 93 93 92 92 91 91
Opp 100 99 99 98 98 97 97 96 96 95 95
Title Ability - Arcane Efficiency If your Class Title is "Wizard", your spells cost less mana Your spells costs (ClassLevel/2)% less MP/SP/HP. SP and HP aren't working right now. This only affects spells whose Type is Magic. Title Ability - Flaming / Rocky / Shadowy / Flooding / Frosty / Blowing / Radiant / Shocking Efficiency If your Class Title is "Wizard", your ELEMENT spells cost significantly less mana Your ELEMENT spells costs ClassLevel% less MP/SP/HP. SP and HP aren't working right now. This only affects spells whose Type is Magic. This only applies to spells whose database element -- like, what it shows in the shop or in the quick-cast bar -- is the proper element. For example, Spellcraft will NEVER get the bonus, since it's Neutral. Level 0 - Arcane Potence Your affinity with the elements allows you to boost the power of your spells! All your spells deal (113.4 + 1.18*ClassLevel + 0.13*ClassLevel^2)% damage. This only affects spells whose Type is Magic. Level 0 1 2 3 4 5 6 7 8 9 10
Boost% 113.4 114.71 116.28 118.11 120.20 122.55 125.16 128.03 131.16 134.55 138.2
Level 0 - Flaming / Rocky / Shadowy / Flooding / Frosty / Blowing / Radiant / Shocking Potence Your affinity with ELEMENT allows you to greatly boost the power of your ELEMENT spells! All your ELEMENT spells deal (124.53 + 3.25*ClassLevel + 0.15*ClassLevel^2)% damage. This only affects spells whose Type is Magic. This applies based on the individual hit of the spell. For example, Spellcraft WILL get the bonus if it's the proper element. For Elemental Doom, only the hit of the proper element will get the boost, but the other hits won't. Level 0 1 2 3 4 5 6 7 8 9 10
Boost% 124.53 127.93 131.63 135.63 139.93 144.53 149.43 154.63 160.13 165.93 172.03
Level 1 - Arcane Dive Infuse yourself with the power of the Elements and use yourself as the weapon! This is a skill. It uses your weapon's stats, and your weapon's Special can occur. You select the element from the skill menu, at the top. Hits: 1 Type: Melee Element: «Selectable» Damage: 2*(100 +3*ScaledPowerLevel)% Base and Random, plus 2*(100 +6.6*ScaledPowerLevel)% Stats BTH: +(ScaledPowerLevel/8), rounded down, plus Stats Note: Stat bonus to damage is INT/8, possibly +LUK/4. Stat bonus to BTH is INT/16 + DEX/16 + LUK/20. Note2: Do not apply any triggers/effects from the weapon that switch its Type or Element. Other triggers/effects (like what the Blood Crystal Axe has) are still applied. Cost: round(0.75*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2))*(-0.0012*ClassLevel^2-0.024*ClassLevel+1.185)*1.32 SP NOTE: This assumes that your (unscaled) ClassLevel is 10.
Level 0 1 2 3 4 5 6 7 8 9 10
BR 380 404 428 452 476 500 524 548 572 596 620
Stat 596 648.8 701.6 754.4 807.2 860 912.8 965.6 1018.4 1071.2 1124
BTH 3 4 4 5 5 6 6 7 7 8 8
SP 97 107 117 127 138 149 161 173 185 197 210
Level 1 - Firestorm / Boulder Blast / Shadow Drop / High Dive / Snowflake Fall / Downburst / Luminous Leap / Ball Lightning Infuse yourself with the raw power of ELEMENT and use yourself as the weapon! This is a skill. It uses your weapon's stats, and your weapon's Special can occur. Hits: 1 Type: Melee Element: ELEMENT Damage: 2.5*(100 +3*ScaledPowerLevel)% Base and Random, plus 2.5*(100 +6.6*ScaledPowerLevel)% Stats BTH: +(ScaledPowerLevel/8), rounded down, plus Stats Note: Stat bonus to damage is INT/8, possibly +LUK/4. Stat bonus to BTH is INT/16 + DEX/16 + LUK/20. Note2: Do not apply any triggers/effects from the weapon that switch its Type or Element. Other triggers/effects (like what the Blood Crystal Axe has) are still applied. Also, the BTH modifiers (*pokes the Basics section*) applies to this attack. Cost: round(0.75*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2))*(0.0003*ClassLevel^2-0.0471*ClassLevel+0.9968) SP NOTE: This assumes that your (unscaled) ClassLevel is 10.
NOTE2: This assumes that you don't have any BTH modifiers.
Level 0 1 2 3 4 5 6 7 8 9 10
BR 475 505 535 565 595 625 655 685 715 745 775
Stat 745 811 877 943 1009 1075 1141 1207 1273 1339 1405
BTH 3 4 4 5 5 6 6 7 7 8 8
SP 49 54 59 65 71 76 82 88 94 101 107
Level 2 - Elemental Adept - Guardian Only Your experience with manipulating the elements has imbued your robes with some of their power! You get -2% to all your Element Modifiers. Level 2 - ELEMENT Adept - Guardian Only Your experience with manipulating ELEMENT has imbued your robes with some of its power! You get -6% to your ELEMENT resistance. Level 3 - Summon Elemental Summon a homunculus crafted from the essence of an element and given life by your will! Summons an elemental, based on the element you have selected in the skill menu. Cast again to dismiss it. Level 3 - Summon Elemental Summon a homunculus crafted from the pure essence of your element or the diluted essence of an allied element and given life by your will! Summons an elemental. You get to choose between your element, and the two allied elements. *pokes the elemental wheel above* Elementals are listed here. Level 4 - Arcane Amplification - Guardian Only Gather elemental energy over time... (Costs ## MP each round to stock 1 Level SKILL LEVEL Charge) Each turn you have this on, you pay 0.132*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) and store one charge. The charge's level is equal to your current Skill Level. Charges last until you log out, and don't "transfer" between different armours. (So, Tenebromancer can't use charges from Generalist, and so on.) You can store a maximum of 10 charges, regardless of level. If you try to store an 11th, then it either replaces a lower-level stored charge (if there is one), or does nothing. Level 0 1 2 3 4 5 6 7 8 9 10
MP 16 17 19 21 22 24 26 28 30 32 34
Level 4 - Release ELEMENT - Guardian Only ... and release it as a powerful spell! This costs either 0, 3, 7, or 10 charges. It only uses a charge if the charge's level is greater than or equal to your current skill level. (So, if you have 10 Level 0 charges stored and you try to cast the Skill Level 10 version of this, then the spell will use 0 charges.) It uses the lowest-level charges available. This is a spell, so: Base: 5.25 + 0.5625*ScaledPowerLevel + 0.00375*ScaledPowerLevel^2, rounded normally Rand: 10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2, rounded normally Stat: (100 + 6.6*ScaledPowerLevel) % BTH: +(ScaledPowerLevel/4), rounded down, plus Stats You select the element from the skill menu. This is affected by Arcane Potence and Arcane Lore weirdly. If Arcane Lore isn't on, then INSTEAD OF the usual boost from Arcane Potence, the spell deals: 0 charges: 0.8*([Normal AP Boost] - 15) % damage 3 charges: 0.8*[Normal AP Boost]% damage 7 charges: 0.8*([Normal AP Boost] + 32) % damage 10 charges: 0.8*([Normal AP Boost] + 52) % damage If Arcane Lore is on AND you have enough MP to pay for the boost from Arcane Lore, then INSTEAD OF the usual boost from Arcane Potence and Arcane Lore, the spell deals: 0 charges: 0.8*([Normal AP Boost] + 35)% damage 3 charges: 0.8*([Normal AP Boost] + 50)% damage 7 charges: 0.8*([Normal AP Boost] + 82)% damage 10 charges: 0.8*([Normal AP Boost] + 102)% damage Cost: If Arcane Lore is on, then it costs round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*(2.128 + CHARGES USED * 0.132)/2 MP, rounded normally. (Arcane Lore then multiplies this by 1.75.) If Arcane Lore isn't on OR if you don't have enough to pay for the full Arcane Lore version (including the *1.75), then it costs 1.064*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP, rounded normally. NOTE: These assume that your (unscaled) Class Level is 10.
NOTE2: DO NOT apply Arcane Potence nor Arcane Lore to these.
With Arcane Lore off:
Level 0 1 2 3 4 5 6 7 8 9 10
Dmg0 26-76 29-85 32-95 34-104 38-115 42-127 46-138 49-149 54-161 58-173 62-186
Stat0 294 320 346 372 398 424 450 476 502 528 554
Dmg3 29-85 32-95 35-106 39-117 43-129 48-143 52-155 55-167 61-182 65-194 70-209
Stat3 329 359 388 417 446 475 505 534 563 592 621
Dmg7 35-104 39-117 44-131 48-145 53-159 59-176 64-191 68-206 75-223 80-239 86-258
Stat7 406 442 478 514 550 585 621 657 693 729 765
Dmg10 40-118 44-131 49-146 53-161 59-178 65-196 72-214 76-230 84-250 90-268 96-288
Stat10 453 494 534 574 614 654 694 735 775 815 855
BTH 7 8 9 10 11 12 13 14 15 16 17
MP 126 139 152 166 180 195 210 226 240 256 273
With Arcane Lore on:
Level 0 1 2 3 4 5 6 7 8 9 10
Dmg0 36-107 40-119 44-133 48-146 54-162 60-179 65-194 69-209 76-227 82-244 87-262
Stat0 413 449 486 523 559 596 632 669 706 742 779
MP0 126 139 152 166 180 195 210 226 240 256 273
Dmg3 39-116 44-130 48-144 53-160 59-176 65-194 71-211 75-227 83-247 89-265 95-285
Stat3 449 488 528 568 608 647 687 727 767 806 846
MP3 149 165 180 197 213 231 249 268 285 304 324
Dmg7 46-136 51-151 56-169 62-187 69-206 76-227 83-247 88-266 97-289 104-310 111-333
Stat7 525 571 618 664 711 757 804 851 897 944 990
MP7 180 200 218 238 258 279 301 324 345 368 392
Dmg10 50-148 56-166 61-184 67-203 75-225 83-248 90-269 96-290 106-315 113-338 121-363
Stat10 573 623 674 725 776 826 877 928 978 1029 1080
MP10 203 226 247 269 291 315 340 365 390 415 443
BTH 7 8 9 10 11 12 13 14 15 16 17
Level 4 - Flaring / Rocky / Shadowy / Flooding / Frosty / Howling / Radiant / Shocking Amplification - Guardian Only Gather ELEMENT energy over time...(Costs ## MP each round to stock 1 Level SKILL LEVEL Charge) Each turn you have this on, you pay 0.11*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) and store one charge. The charge's level is equal to your current Skill Level. Charges last until you log out, and don't "transfer" between different armours. (So, Tenebromancer can't use charges from Generalist, and so on.) You can store a maximum of 10 charges, regardless of level. If you try to store an 11th, then it either replaces a lower-level stored charge (if there is one), or does nothing. Level 0 1 2 3 4 5 6 7 8 9 10
MP 13 14 16 17 19 20 22 23 25 27 28
Level 4 - Unleash the Flames / Seismic Slip / Call the Night / Cresting Tide / Hypothermia / Collapse the Front / Daylight / Discharge Current - Guardian Only ... and release it as a very powerful spell! This costs either 0, 3, 7, or 10 charges. It only uses a charge if the charge's level is greater than or equal to your current skill level. (So, if you have 10 Level 0 charges stored and you try to cast the Skill Level 6 version of this, then the spell will use 0 charges.) It uses the lowest-level charges available. This is a spell, so: Base: 5.25 + 0.5625*ScaledPowerLevel + 0.00375*ScaledPowerLevel^2, rounded normally Rand: 10.5 + 1.125*ScaledPowerLevel + 0.0075*ScaledPowerLevel^2, rounded normally Stat: (100 + 6.6*ScaledPowerLevel) % BTH: +(ScaledPowerLevel/4), rounded down, plus Stats This is affected by Arcane Potence and Arcane Lore weirdly. If Arcane Lore isn't on, then INSTEAD OF the usual boost from Arcane Potence, the spell deals: 0 charges: ([Normal AP Boost] - 15) % damage 3 charges: [Normal AP Boost]% damage 7 charges: ([Normal AP Boost] + 32) % damage 10 charges: ([Normal AP Boost] + 52) % damage If Arcane Lore is on AND you have enough MP to pay for the boost from Arcane Lore, then INSTEAD OF the usual boost from Arcane Potence and Arcane Lore, the spell deals: 0 charges: 0.8*([Normal AP Boost] + 35)% damage 3 charges: 0.8*([Normal AP Boost] + 50)% damage 7 charges: 0.8*([Normal AP Boost] + 82)% damage 10 charges: 0.8*([Normal AP Boost] + 102)% damage Lastly, you apply twice the usual BTH modifiers (see the Basics section). For example, Geomancer takes -6 BTH, and deals *85/79 damage. Cost: If Arcane Lore is on, then it costs round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2)*(1.33 + CHARGES USED * 0.0825)/1.75 MP, rounded normally. (This is then doubled when you cast the spell.) If Arcane Lore isn't on OR if you don't have enough to pay for the full Arcane Lore version (including the *1.75), then it costs 0.76*round(38.1 + 2.3375*ScaledPowerLevel + 0.01125*ScaledPowerLevel^2) MP, rounded normally. NOTE: These assume that your (unscaled) Class Level is 10, and that there's no BTH modifiers.
NOTE2: DO NOT apply Arcane Potence nor Arcane Lore to these.
With Arcane Lore off:
Level 0 1 2 3 4 5 6 7 8 9 10
Dmg0 41-121 46-136 50-150 55-166 61-183 68-203 74-220 79-238 86-257 93-277 99-297
Stat0 468 509 551 592 634 675 717 758 800 841 883
Dmg3 45-133 50-148 55-165 60-182 67-201 74-222 81-241 86-260 95-283 101-302 108-325
Stat3 513 558 603 649 694 740 785 831 876 921 967
Dmg7 53-157 59-175 65-196 71-216 80-239 88-263 96-286 102-308 112-334 120-359 129-386
Stat7 608 662 716 770 823 877 931 985 1039 1093 1147
Dmg10 58-172 65-193 72-215 78-237 87-262 96-289 105-313 112-338 123-367 132-394 141-423
Stat10 668 727 786 845 904 963 1022 1082 1141 1200 1259
BTH 7 8 9 10 11 12 13 14 15 16 17
MP 90 100 109 119 128 139 150 161 172 183 195
With Arcane Lore on:
Level 0 1 2 3 4 5 6 7 8 9 10
Dmg0 54-160 60-178 66-198 72-219 81-242 89-267 97-290 104-313 114-340 122-364 130-391
Stat0 617 672 726 781 836 890 945 1000 1054 1109 1164
MP0 90 100 109 119 128 139 150 161 172 183 195
Dmg3 58-171 64-191 71-213 78-236 87-260 95-286 104-310 111-335 122-364 131-391 140-420
Stat3 662 720 779 837 896 955 1013 1072 1131 1189 1248
MP3 106 118 129 141 152 165 178 191 204 217 232
Dmg7 66-196 74-219 81-244 89-269 99-297 109-327 119-355 127-384 140-417 150-447 160-480
Stat7 757 824 891 958 1025 1092 1159 1226 1294 1361 1428
MP7 129 143 156 170 184 199 215 231 246 263 280
Dmg10 71-211 79-235 88-263 96-291 107-321 118-354 129-384 137-414 151-450 162-483 173-518
Stat10 817 889 961 1034 1106 1178 1251 1323 1395 1468 1540
MP10 145 161 176 192 208 225 243 261 278 297 316
BTH 7 8 9 10 11 12 13 14 15 16 17
Aaaallll taken care of. Thanks. ~Koree
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