Attributes: Difference between revisions
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== Strength-related Attributes == | == Strength-related Attributes == | ||
* '''Melee Attack:''' A value that represents how powerful melee attacks are. Affects melee based skills and usual (auto) melee attacks damage. The higher the value, the more powerful those attacks. For example, a [[Quick Strike]] is a melee attack skill. | * '''Melee Attack:''' A value that represents how powerful melee attacks are. Affects melee based skills and usual (auto) melee attacks damage. The higher the value, the more powerful those attacks. For example, a [[Quick Strike|<u>Quick Strike</u>]] is a melee attack skill. | ||
* '''Ranged Attack:''' A value that represents how powerful ranged attacks are. Affects ranged based skills and usual (auto) attacks damage. The higher the value, the more powerful those attacks. | * '''Ranged Attack:''' A value that represents how powerful ranged attacks are. Affects ranged based skills and usual (auto) attacks damage. The higher the value, the more powerful those attacks. For example, a [[Paralyzing Shot|<u>Paralyzing Shot</u>]] is a melee attack skill. | ||
== Intelligence-related Attributes == | == Intelligence-related Attributes == |
Revision as of 17:47, 1 July 2022
Attributes are values that affect in-game characters' parameters. Increasing certain attributes may increase the character's damage done or defense against monsters and other players.
Attributes can be increased by increasing character's stats, by wearing equipment pieces that increase the character's stats, and by being affected by certain auras.
To be able to see a full complete list of character's attributes, type /attributes in an in-game chat.
- Melee Attack: A value that represents how powerful melee attacks are. Affects melee based skills and usual (auto) melee attacks damage. The higher the value, the more powerful those attacks. For example, a Quick Strike is a melee attack skill.
- Ranged Attack: A value that represents how powerful ranged attacks are. Affects ranged based skills and usual (auto) attacks damage. The higher the value, the more powerful those attacks. For example, a Paralyzing Shot is a melee attack skill.
Intelligence directly affects:
- Magic Attack: A value that represents how powerfull
MagicAttackPerIntelligence = Intelligence * 3.0
- Mana:
ManaMultiplierPerIntelligence = 1 + (Intelligence * 0.03)
- Mana Recovery:
ManaRecoveryPerIntelligence = Intelligence / 48.0
- Magic Defense:
MagicDefensePerIntelligence = Intelligence
Concentration
Concentration directly affects:
- Melee Balance:
MeleeBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
- Ranged Balance:
RangedBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
- Magic Balance:
MagicBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
- Melee Attack:
MeleeAttackPerBaseConcentration = Concentration / 2.0
- Ranged Attack:
RangedAttackPerConcentration = Concentration * 2.0
- Magic Attack:
MagicAttackPerBaseConcentration = Concentration / 2.0
- Melee Hit Rate:
MeleeHitRatePerConcentration = Concentration
- Ranged Hit Rate:
RangedHitRatePerConcentration = Concentration
- Magic Hit Rate:
MagicHitRatePerConcentration = Concentration
Dexterity
Dexterity directly affects:
- Magic Defense:
MagicDefencePerBaseDexterity = Dexterity / 4.0
- Melee Evasion Rate:
MeleeEvasionRatePerDexterity = Dexterity
- Ranged Evasion Rate:
RangedEvasionRatePerDexterity = Dexterity
- Magic Evasion Rate:
MagicEvasionRatePerDexterity = Dexterity
- Attack Speed:
AttackSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 5.0
- Cooldown Speed:
CooldownSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 40.0
- Casting Speed:
CastingSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 3.0
Vitality
Vitality directly affects:
- Health:
HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)
- Health Recovery:
HealthRecoveryPerVitality = Vitality / 15.0
- Defense:
DefensePerVitality = (Vitality / 2.0) + Math.Max(Vitality * 0.03, (Math.Pow(Vitality, 2) / 150.0) - 1)
Luck
Luck directly affects:
- Melee Critical Hit Rate:
MeleeCriticalHitRatePerLuck = Luck / 3.0
- Ranged Critical Hit Rate:
RangedCriticalHitRatePerLuck = Luck / 3.0
- Magic Critical Hit Rate:
MagicCriticalHitRatePerLuck = Luck / 3.0