Difference between revisions of "Attributes"

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Attributes can be increased by increasing character's [[Stats|<u>stats</u>]], by wearing [[Equipment|<u>equipment</u>]] pieces that increase the character's stats, and by being affected by certain [[Auras|<u>auras</u>]].
Attributes can be increased by increasing character's [[Stats|<u>stats</u>]], by wearing [[Equipment|<u>equipment</u>]] pieces that increase the character's stats, and by being affected by certain [[Auras|<u>auras</u>]].


To be able to see a full complete list of character's attributes, type '''/attributes''' in an in-game chat.
To be able to see a full complete list of the character's attributes, type '''/attributes''' in an in-game chat.


== 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|<u>Quick Strike</u>]] 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 melee attack attribute, the more powerful the melee 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. For example, a [[Paralyzing Shot|<u>Paralyzing Shot</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 ranged attack attribute, the more powerful the ranged attacks. For example, a [[Paralyzing Shot|<u>Paralyzing Shot</u>]] is a ranged attack skill.


== Intelligence-related Attributes ==
== Intelligence-related Attributes ==
Intelligence directly affects:
* '''Magic Attack:''' A value that represents how powerful magical attacks are. Affects magical skills damage. The higher the magic attack attribute, the more powerful magical attacks. For example, a [[Fireball]] is a magical skill.
* '''Mana:''' A value that represents an amount of a certain resource which is needed to use <u>[[Skill|skills]]</u>. The higher the mana attribute, the more skills that character can use/cast.
* '''Mana Recovery:''' A value that represents the mana regeneration rate. The higher the mana recovery attribute, the more skills the character can use/cast.
* '''Magic Defense:''' A value that represents how much magical damage the character can negate. The higher the magic defense attribute, the less magical damage that character receives.


* '''Magic Attack:''' A value that represents how powerfull<code>MagicAttackPerIntelligence = Intelligence * 3.0</code>
== Concentration-related Attributes ==
* Mana: <code>ManaMultiplierPerIntelligence = 1 + (Intelligence * 0.03)</code>
* '''Melee Balance:''' A value that affects the difference between the lowest and the highest possible melee damage output. The higher the melee balance attribute, the more often the character does stronger melee attacks.
* Mana Recovery: <code>ManaRecoveryPerIntelligence = Intelligence / 48.0</code>
* '''Ranged Balance:''' A value that affects the difference between the lowest and the highest possible ranged damage output. The higher the ranged balance attribute, the more often the character does stronger ranger attacks.
* Magic Defense: <code>MagicDefensePerIntelligence = Intelligence</code>
* '''Magic Balance:''' A value that affects the difference between the lowest and the highest possible magical damage output. The higher the magic balance attribute, the more often the character does stronger magical attacks.
* '''Melee Attack:''' A value that represents how powerful melee attacks are. Affects melee based skills and usual (auto) melee attacks damage. The higher the melee attack attribute, the more powerful the melee attacks.
* '''Ranged Attack:''' A value that represents how powerful ranged attacks are. Affects ranged based skills and usual (auto) attacks damage. The higher the ranged attack attribute, the more powerful the ranged attacks.
* '''Magic Attack:''' A value that represents how powerful magical attacks are. Affects magical skills damage. The higher the magic attack attribute, the more powerful magical attacks. For example, a [[Fireball]] is a magical skill.
* '''Melee Hit Rate:''' A value that represents how often the character hits with melee attacks. The higher the melee hit rate attribute, the more often the character hits with melee attacks.
* '''Ranged Hit Rate:''' A value that represents how often the character hits with ranged attacks. The higher the ranged hit rate attribute, the more often the character hits with ranged attacks.
* '''Magic Hit Rate:''' A value that represents how often the character hits with magic attacks. The higher the magic hit rate attribute, the more often the character hits with magical attacks.


=== Concentration ===
== Dexterity-related Attributes ==
Concentration directly affects:
* '''Magic Defense:''' A value that represents how much magical damage the character can negate. The higher the magic defense, the less magical damage that character receives.
* '''Melee Evasion Rate:''' A value that represents how often the character evades melee attacks. The higher
* '''Ranged Evasion Rate:''' <code>RangedEvasionRatePerDexterity = Dexterity</code>
* '''Magic Evasion Rate:''' <code>MagicEvasionRatePerDexterity = Dexterity</code>
* '''Attack Speed:''' <code>AttackSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 5.0</code>
* '''Cooldown Speed''': <code>CooldownSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 40.0</code>
* '''Casting Speed:''' <code>CastingSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 3.0</code>


* Melee Balance: <code>MeleeBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code>
== Vitality-related Attributes ==
* Ranged Balance: <code>RangedBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code>
* Magic Balance: <code>MagicBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code>
* Melee Attack: <code>MeleeAttackPerBaseConcentration = Concentration / 2.0</code>
* Ranged Attack: <code>RangedAttackPerConcentration = Concentration * 2.0</code>
* Magic Attack: <code>MagicAttackPerBaseConcentration = Concentration / 2.0</code>
* Melee Hit Rate: <code>MeleeHitRatePerConcentration = Concentration</code>
* Ranged Hit Rate: <code>RangedHitRatePerConcentration = Concentration</code>
* Magic Hit Rate: <code>MagicHitRatePerConcentration = Concentration</code>
 
=== Dexterity ===
Dexterity directly affects:
 
* Magic Defense: <code>MagicDefencePerBaseDexterity = Dexterity / 4.0</code>
* Melee Evasion Rate: <code>MeleeEvasionRatePerDexterity = Dexterity</code>
* Ranged Evasion Rate: <code>RangedEvasionRatePerDexterity = Dexterity</code>
* Magic Evasion Rate: <code>MagicEvasionRatePerDexterity = Dexterity</code>
* Attack Speed: <code>AttackSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 5.0</code>
* Cooldown Speed: <code>CooldownSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 40.0</code>
* Casting Speed: <code>CastingSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 3.0</code>
 
=== Vitality ===
Vitality directly affects:
Vitality directly affects:


* Health: <code>HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)</code>
* '''Health:''' <code>HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)</code>
* Health Recovery: <code>HealthRecoveryPerVitality = Vitality / 15.0</code>
* '''Health Recovery:''' <code>HealthRecoveryPerVitality = Vitality / 15.0</code>
* Defense: <code>DefensePerVitality = (Vitality / 2.0) + Math.Max(Vitality * 0.03, (Math.Pow(Vitality, 2) / 150.0) - 1)</code>
* '''Defense:''' <code>DefensePerVitality = (Vitality / 2.0) + Math.Max(Vitality * 0.03, (Math.Pow(Vitality, 2) / 150.0) - 1)</code>


=== Luck ===
== Luck-related Attributes ==
Luck directly affects:
Luck directly affects:


* Melee Critical Hit Rate: <code>MeleeCriticalHitRatePerLuck = Luck / 3.0</code>
* '''Melee Critical Hit Rate:''' <code>MeleeCriticalHitRatePerLuck = Luck / 3.0</code>
* Ranged Critical Hit Rate: <code>RangedCriticalHitRatePerLuck = Luck / 3.0</code>
* '''Ranged Critical Hit Rate:''' <code>RangedCriticalHitRatePerLuck = Luck / 3.0</code>
* Magic Critical Hit Rate: <code>MagicCriticalHitRatePerLuck = Luck / 3.0</code>
* '''Magic Critical Hit Rate:''' <code>MagicCriticalHitRatePerLuck = Luck / 3.0</code>

Revision as of 18:41, 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 the character's attributes, type /attributes in an in-game chat.

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 melee attack attribute, the more powerful the melee 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 ranged attack attribute, the more powerful the ranged attacks. For example, a Paralyzing Shot is a ranged attack skill.

Intelligence-related Attributes

  • Magic Attack: A value that represents how powerful magical attacks are. Affects magical skills damage. The higher the magic attack attribute, the more powerful magical attacks. For example, a Fireball is a magical skill.
  • Mana: A value that represents an amount of a certain resource which is needed to use skills. The higher the mana attribute, the more skills that character can use/cast.
  • Mana Recovery: A value that represents the mana regeneration rate. The higher the mana recovery attribute, the more skills the character can use/cast.
  • Magic Defense: A value that represents how much magical damage the character can negate. The higher the magic defense attribute, the less magical damage that character receives.

Concentration-related Attributes

  • Melee Balance: A value that affects the difference between the lowest and the highest possible melee damage output. The higher the melee balance attribute, the more often the character does stronger melee attacks.
  • Ranged Balance: A value that affects the difference between the lowest and the highest possible ranged damage output. The higher the ranged balance attribute, the more often the character does stronger ranger attacks.
  • Magic Balance: A value that affects the difference between the lowest and the highest possible magical damage output. The higher the magic balance attribute, the more often the character does stronger magical attacks.
  • Melee Attack: A value that represents how powerful melee attacks are. Affects melee based skills and usual (auto) melee attacks damage. The higher the melee attack attribute, the more powerful the melee attacks.
  • Ranged Attack: A value that represents how powerful ranged attacks are. Affects ranged based skills and usual (auto) attacks damage. The higher the ranged attack attribute, the more powerful the ranged attacks.
  • Magic Attack: A value that represents how powerful magical attacks are. Affects magical skills damage. The higher the magic attack attribute, the more powerful magical attacks. For example, a Fireball is a magical skill.
  • Melee Hit Rate: A value that represents how often the character hits with melee attacks. The higher the melee hit rate attribute, the more often the character hits with melee attacks.
  • Ranged Hit Rate: A value that represents how often the character hits with ranged attacks. The higher the ranged hit rate attribute, the more often the character hits with ranged attacks.
  • Magic Hit Rate: A value that represents how often the character hits with magic attacks. The higher the magic hit rate attribute, the more often the character hits with magical attacks.

Dexterity-related Attributes

  • Magic Defense: A value that represents how much magical damage the character can negate. The higher the magic defense, the less magical damage that character receives.
  • Melee Evasion Rate: A value that represents how often the character evades melee attacks. The higher
  • 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-related Attributes

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-related Attributes

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