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<Attribution>
- 4 basic elements - fire, wind, water, earth
- 2 special - holy, dark
- opposite attribution: fire<>water, wind<>earth, holy<>dark
- Weapons can be attributed up to 150 and each armor can be attributed up to 30.
-lvl on Weapon:
lvl 1 20
lvl 2 25-70
lvl 3 75-150
-lvl on armor
lvl 1 3
lvl 2 6-12
lvl 3 15-30

<Basic system of damage by attribution>
[definition]
- absolute attribution: the attribution value you have on your weapon, armor, and your status
- applied attribution: attribution value compared with mob or ppl when you attack or defend.

[Basic attribution on mob]
- Every attribution is 20. Fire +20 water +20 wind +20 earth +20 holy +20 dark +20
- but mainly the attribution value on mob is different for different mobs.

[Basic attribution on Character(ppl)]
- all defense attributions are zero.
- Attribution on weapon and armor is applied not only to P. attack/P. defense but also to M. Attack/M. defense.
- P. attack and M. attack are dependent on their weapon’s attribution.
- P. defense and M. defense are dependent on their armor’s attribution.

[Attribution on skills]
- no figheters have attribution
- 4 Wizard has attributions.
Socerer – Fire
Spellsinger – Water
Spellhauler – wind/dark
Necromencer – dark
- Wizards’ skills have attribution.
Socerer – fire related skills have +20 Fire attack.
Spellsinger – water related skills have +20 water attack.
Necromencer – dark related skills have +20 dark attack.
Spellhauler – wind related skills have +20 wind attack. Dark related skills (e.g., link and death spike) have +20 dark attack.
- Seed of fire/wind/water give additional +20 fire/water/wind attack on wizard.
- Blazing skin type buff gives +20 each attributions defense on any characters.
- Element related buffs(e.g. elemental protection) give +10 defense on all element.
- Holybalde gives +10 holy attack.
- Dance of light give +20 holy attack.
- Holyweapon gives +20 holy attack.
- Blessing of holy gives +30 holy attack (not applicable with holywepon. Holyweapon will be removed after Blessing of holy is applied)
- Resist Holy/Unholy: Known as +20 holy/unholy defense
- Resist fire : Known as +20 fire defense
- surrender to wind/water/fire: know as -20 wind/water/fire defense
-more elements and holy/unholy buffs exist but their values are not known yet.

[Damage difference according to applied attribution]
applied attribution 0 – no damage change
applied attribution 20 – linearly increase (will be mentioned later)
applied attribution 40 – linearly increase (will be mentioned later)
applied attribution 60 – linearly increase (will be mentioned later)
applied attribution 80 – linearly increase (will be mentioned later)
applied attribution 90 – First maximum damage
applied attribution 130 – no damage change
applied attribution 150 – Second Maximum damage
applied attribution +150 – no damage change
* the first maximum damge is 1.4 times larger than 0 attributed damage.
* the second maximum damage is 1.7 times larger than 0 attributed damage.
** ex: if the damage is 300 without any attribution, the first maximum will be 420 and the second maximum will be 510.

[Linear increase in damage]
-Damage is increased linearly from 0 applied attribution to 90 applied attribution.
-the relation is proven by one user as below
y=1.1087x + D
y: final damage after attribution
x: applied attribution value
D: damage with no attribution
- after the damage reaches the first maximum damage which is 1.4 times larger than the damage w/o attribution, the linear relation is not applied and there is no change until it reaches the second maximum. That is, when the applied attribution becomes 150, the damage jumps to the second maximum damage.

[Explanation about mobs attribution]
- Additional attribution according to mob’s tooltip.
If the tooltip on a mob says that it is weak to holy attack, the mob has holy -50.
If the tooltip on a mob says that it is strong to holy attack, the mob has holy +50.
If the tooltip on a mob says that it is very strong to holy attack, the mob has holy +100.
- Mobs’ attack attribution is not known.
- Basic attribution according to mobs’ spices.
Humanoid: Fire +20 water +20 wind +20 earth +20 holy +20 dark +20
Undead: Fire +20 water +20 wind +20 earth +20 holy -30 dark +20
Angel: Fire +20 water +20 wind +20 earth +20 holy +20 dark -30
Fairy type: Fire +20 water +20 wind -30 earth +20 holy +20 dark +20
Animal: Fire +20 water +20 wind +20 earth -30 holy +20 dark +20
Plant: Fire -30 water +20 wind +20 earth +20 holy +20 dark +20
Magical Creature: Fire +20 water +20 wind +20 earth +20 holy +20 dark +20
* If it says it is strong to XX attribution, you add +50 to that attribution
ex) Humanoid strong to holy: Fire +20 water +20 wind +20 earth +20 holy +70 dark +20
Humanoid weak to holy: Fire +20 water +20 wind +20 earth +20 holy -30(20-50) dark +20
Angel very strong to holy: Fire +20 water +20 wind +20 earth +20 holy +120 dark +20
Angel w/o additional explanation: Fire +20 water +20 wind +20 earth +20 holy +20 dark +20
Plant weak to fire: Fire -30(20-50) water +20 wind +20 earth +20 holy +20 dark +20

[Damage calculation according to applied attribution]
1. For example, there is a fairy which has basic attribution value Fire +20 water +20 wind -30 earth +20 holy +20 dark +20.
- Fighters
If you have Fire attributed weapon, then
(your attribution on weapon/mob’s attribution/total(applied) attribution/damage)
20/20/0/no damage change
25-105/20/5-85/linear increase in damage
110/20/90/first maximum
115-150/20/95-130/no change
- Wizard with water attribution
(your attribution on weapon/mob’s attribution/total(applied) attribution/damage)
20/20/0/no damage change
25-105/20/5-85/linear increase in damage
110/20/90/first maximum
115-150/20/95-130/no change
150-165/20/130-145/no change
170/20/150/second maximum
*Wizard can achieve 170 attribution since their skill is already +20 attributed(as mentioned above) and at the same time they can increase their attribution up to 190 by using seed of fire/wind/water.

2. In case of undead mob in the Rune Dungeon(forget the name)
Their attribution values are known as Fire +20 water +20 wind +20 earth +20 holy -80 dark +70
-Fighters with holy attributed weapon
(your attribution on weapon/mob’s attribution/total(applied) attribution/damage)
20/80/100/first maximum
25-65/80/105-145/no change
70/80/150/second maximum
+70/80/+150/no change
* fighters holy attribution can be increased by holy weapon buff(+20) and dance of light(+20).
-Wizard with their own attribution
*same as the case for fairy
*if wizard has holy weopon, it’s same as they don’t have any attribution on their weapon. They must have the same attribution as their basic attribution.

2. In case of Humanoid mob in the Rune Dungeon(forget the name)
Their attribution values are known as Fire +20 water +20 wind +20 earth +20 holy -30 dark +70
-Fighters with holy weapon
(your attribution on weapon/mob’s attribution/total(applied) attribution/damage)
20-55/30/50-85/linear increase in damage
60/30/90/first maximum
65-115/30/95-145/no change
120/30/150/second maximum
120+/30/150+/no change
* fighters holy attribution can be increased by holy weapon buff(+20) and dance of light(+20).
-Wizard with their own attribution
*same as the case for fairy
*if wizard has holy weopon, it’s same as they don’t have any attribution on their weapon. They must have the same attribution as their basic attribution.

**** mobs also do attributed attack but unfortunately their attribution values are not know.

[Applied attribution between ppl]
$ Attacker: 150 full water Spellsinger(MysticMuse)+skill attribution20+seed of water 20 = 190 water attribution
Case 1.
-defender: no attribution
- applied attribution on defender is 190 water attack – second maximum damage is applied.
Case2.
-defender: 2 pieces armor with 30 water defense attribution = 60 water defense
- applied attribution on defender is 140 water attack – first maximum damage is applied.
Case 3.
-defender: 3 pieces armor with 30 water defense attribution = 90 water defense
-applied attribution on defender is 100 water attack – fitrst maximum is applied
Case 4.
-defender: 3 pieces armor with 30 water defense attribution +elemental protection +10 defense= 100 water defense
-applied attribution on defender is 90 water attack – fitrst maximum is applied
Case 5
-defender: 4 pieces armor with 30 water defense attribution=120 water defense
-applied attribution on defender is 70 water attack – linearly increased damage is applied.
Case 6
-defender: 4 pieces armor with 30 water defense attribution+surrender to water -20=100 water defense
-applied attribution on defender is 90 water attack – first maximum damage is applied.
Case 7
-defender: 4 pieces armor with 30 water defense attribution+elemental protection 10 water + surrender to water -20=110 water defense
-applied attribution on defender is 80 water attack – linearly increased damage is applied.

$Attacker : 150 full holy weapon fighter
Case 1
-defender: no attribution
-applied attribution on defender is 150 holy attack – second maximum is applied.
Case 2
-defender: no attribution+resist holy 20 = 20 holy defense
-applied attribution on defender is 130 holy attack – first maximum is applied.
Case 3
-defender: 2 piece armor with 30 holy defense + resist holy 20 = 80 holy defense
-applied attribution on defender is 70 holy attack – linearly increase damage is applied.
*if the attacker has holy weapon
-applied attribution on the defender is 90 attack – first maximum damage is applied.
Case 4
-defender: 2piece armor with 30, one piece with 20 +resist holy 20 = 100 holy defense
-applied attribution on the defender is 50 holy attack – linearly increase damage is applied.
*if the attacker has holy weapon buff and dance of light,
-applied attribution on the attacker is 90 attack – first maximum is applied.

I hope this will be helpful for keeping this server brandnew.



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