Ianthe 
		    formerly In Media Res 
    		   
    		     
		      
		   
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		  The following GGB miscs have been updated to scale based on [Guardian level] (for Guardians) or [your level] (for Adventurers).      All bonuses scale based on the core value of: 0.00000995*PowLvl^3 -0.00292*PowLvl^2 +0.2846*PowLvl      Resistance is x[100 - 5*CORE*MODIFIER]%, min x50%   Attribute bonuses are +5*CORE*MODIFIER, max +50   Damage boosts are +(0.02*CORE*MODIFIER), max +0.2   Blocking and BTH are +(CORE*MODIFIER), max +10      Here's also the MP costs for the bonuses.  For SP costs, multiply by 0.75.   Blocking: 49.11*2*(1-(70-BONUS)/70)*1.193   Resistance: (0.85*2*(39.385-(OLD+13.3104)*295.8965/100)*1.193 where OLD=[-CORE*MODIFIER]   BTH bonus: 49.11*2*(BONUS/100)*1.193   Attributes: (49.11+0.16*BONUS)*2*BONUS/16*1.193/100+0.16*BONUS*2*1.193   Damage boosts: 20.746*(1+BONUS)^3 -130.83*(1+BONUS)^2 +301.67*(1+BONUS) -191.33    Edit: Guardians get -1 to upkeep.  This is a crude way of accounting for how its CostLvl is less than PowLvl.    13th Mask      x1 modifier to Darkness resists   x2/3 modifier to BTH.  The BTH boost affects weapon attacks and spells, with the usual /2 and /0.75 mods as appropriate.    Shikyo Mask      x1 modifier to Darkness resist   x2/3 modifier to Melee blocking    Kitsune Mask      x1 modifier to Fire resist   x2/3 modifier to Magic blocking    Taladosian Pendant      x1 modifier to Energy resistance      I've combined the status potence effects into one status that I'm calling Mental Potence, because "Generic Status Potence" is boring.  Yay, saving space!  Also, this is a free effect.    Mana Trap      x1 modifier to Magic blocking   x1 modiifer to Magic "resistance"; this gets *0.9 effect and *1.1 cost as a penalty because Magic isn't an element.   x2/3 modifier to DEX and LUK      It also gets a x1 modifier to "damage"; this goes into the trap effect.  When the monster's MP decreases on its turn, it takes damage equal to [The damage mod we just calculated] *(monster MP spent)/(standard spell cost at the monster's level) *5 of a Standard Melee attack.  I don't have handy the copy+pasted mess of what a Standard Melee attack is, but you should be familiar with it.    Radiant Prism      x0.8 modifier to Light damage   x0.8 modifier to Light BTH   (both affect weapon attacks and spells, with the usual /2 and /0.75 mods as appropriate)      The spell is a standard Magic spell.    Warlic's Oblivion Sphere      x1 modifier to Magic blocking, INT, and LUK      The "mindlock" effect works the same as before.  
			
			
  < Message edited by In Media Res -- 3/9/2019 18:54:34  >					
			
			
				  
				  		 	
		  
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