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Caps, Stats, and Good Info
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Stat caps per level (Str, Dex, etc...):
A) 1.5x your level from items (weapons, armor, jewelry, etc...)
B) 1x your level from single-stat buffs (aka baseline buffs, like +Str
or +Dex from a Healer or Shaman)
C) 1.5x your level from double-stat buffs (aka spec line buffs, like
+Str/Con or +Dex/Qui from a Shaman)
D) Unknown as of yet if there is any caps from Realm Skill stats.
- A, B, C and D all stack together.
- By level 50, A+B+C is capped to a maximum of 350...And D goes on
top of that
Bonus hitpoints are capped at 4 * your_level.
Each class gets a different amount of hitpoints for additional constitution.
Warriors and Berserkers get 4.25 hitpoints for each additional point of
constitution.
Capped hp = Base HP+ :
200hp from +hp items
75 Con from Items
50 Con from Baseline Buffs
75 Con from Spec line dual buffs
+con at startup stat allocation
+con from levelup aquired con.
Resistance caps:
- items give a maximum of +26% on any resists at lvl 50 (1 + (your
level/2))
- race gives:
Kobolds: 5% crush, 5% energy
Norsemen: 3% slash, 2% crush, 5% cold
Trolls: 3% slash, 2% thrust, 5% matter
Dorfs: 2% slash, 3% thrust, 5% body
- buffs has no known cap.
- realm abilities has no known cap.
+Spec caps:
A) +11 from items at lvl 50 (1+lvl/5) (weapons, armor, jewelry, etc...)
B) +10 from Realm Rank
- For a maximum of +21 to a spec (like weapon or shield)
Benefits of Stats:
50-200= 1% gain, per 2 points
200-300= 1% gain, per 4 points
300-350= 1% gain, per 5 points
Still not known the actual benefits of Realm Skill +stat gains.
Things that affect your chance to-hit something:
- Enchanted bonus on your weapon (and bonus also increases damage contrary
to what is said from Sanya)
- Your level vs. their level (the higher their are than you, the harder
they'll be to hit)
- The number of people fighting the same opponent - this isn't group
dependant.
- Weapons Styles with bonus to-hit
- Str, Dex, Qui...NONE of the base stats have any effect on your chance
to-hit (I disagree with the Dex portion of this statement from my own experience)
Things that affect your chance to NOT get hit by something:
- Enchanted bonus on your armor
- Weapon styles with bonus to defense
- Dex affects your chances to Block & Parry
- Dex & Qui affects your chances to Evade
- Your level vs. their level (the lower the level they are to you,
the harder it is for them to hit you)
- Armor Factor on your Armor affects the chance to negate a blow (seen
as a miss)
- Absorb % on your armor affects how much dmg taken when you do get
hit
- AF also decreases the damage taken
Effectiveness of Shields and Shield Spec:
A) Shield spec has a base 5% chance to block +0.5% per spec point
B) Enchanted bonus on Shields also affects chance to block (Unsure
in what way, maybe A+B, or A+(AxB))
Small shields: (supposedly) has the base chance to block
Medium shields: (supposedly) has an extra 5% chance to block vs. Small
Large shields: (supposedly) has an extra 5% chance to block vs. medium
and 10% vs. small
Shield Sizes:
Round = Small
Kite/Heater = Medium
Tower = Large
Effectiveness of Weapon spec:
1 to 2/3rds of level = 25-100% dmg
2/3rds to 100% of level = 75-125% dmg
100%+ = 100-150% dmg
That scale is linear.
Your damage continues to grow if your weapons spec is above your level,
but slower.
I believe each weapon spec point above your level adds about 0.66%
to your damage.
How stats affect weapons:
Axes = 100% Str
Swords = 100% Str
Hammers = 100% Str
Spears = 50/50 Str/Dex
Staffs = 100% Dex
Damage Calculation:
Damage = WeapDmg (which is a possibly capped weapon DPS) * Delay *
Quality * Condition * (WeapSkill / Target's AF)
Also, there is an interesting formula for the effective AF of a piece
of armor:
Effective AF = Listed AF * Quality * (1 + (absorb * quality))
Notice the quality double-dipping which makes it extra important for
armor.
Weapons/Magic vs. Armor (From Classes of Camelot website):
_______________Crush__Slash__Thrust__Fire__Cold____Earth__Electric
Cloth__________-______-______-______-_____-______-______-
Leather________-______+15%__-15%__+15%__-10%__-5%___-
Studded/Reinf__+10%___-______-10%__-10%__+5%___+5%___+5%
Chain__________-______-15%__+15%__-10%__-______-______+10%
Plate/Scale____+10%___-5%___-5%___-10%__+10%__-10%___+10%
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this armor table is outdated - but will do for now
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