Game Mechanics
Category: General info
Game Mechanics
In this article we have collected information on key points of game mechanics. Such as player stats, how magic critical chance works, resists, etc. This article will be updated over time.
Base Stats
|
Strength (STR): |
Intelligence (INT): |
|
Dexterity (DEX): |
Wittiness (WIT): |
|
Constitution (CON): |
Mental (MEN): |
Magic Critical Rate
Magic critical rate depends on the WIT, buffs and passives. Maximum possible value for magic critical rate is 50%.
| Base critical rate by classes: | Bonus from buffs: | Bonus from items: |
(data includes +4 wit and Dark Crystal Robe set)
|
|
|
Example:
Mystic Muse in Dark Crystal Robe set with Wild Magic, Dance of Siren and Prophecy of Water have:
7.7 * (1.5 * 1.5 * 2) = near 35%
If add Wild Magic from Life Stone magic crit.rate will be:
7.7 * (1.5 * 1.5 * 2) * 1.5 = near 52%, but max possible value is 50%
How work Cancel
Cancel works with l2off rules - Game trying to cancel buffs 1 by 1 from the last one till 1st with some chance. This chance depends on target cancel resistance. As example if cancel base chance is 20% and target has 50% cancel resist it means that cancel has 10% chance (20 * 0.5) to cancel each of your buffs from last till 1st. The only exception from l2off at our server is that 100% cancel resist grants immunity to cancel.
It is not so useful to have less than 50% cancel resist because it will not have significant impact. Each buff has his own chance to be cancelled, depending on magic level of buff, so +30 enchanted buffs has less chance being cancelled.
Elemental Resistances
Magic attacks are divided into 7 types:
- Fire attack
- Water attack
- Wind attack
- Earth attack
- Holy attack
- Dark attack
- Non-elemental attack
Damage of elemental attacks can be modified by buffs and passives. Damage from non-elemental attacks cannot be reduced by resistances. Damage is increased depending on the difference between the attack modifier and the defense modifier of the same element.
Damage Modifiers:
The difference between the offense modifiers and the defense modifiers is called the final damage modifier. The final damage modifier can not be lower than -50%.
As example:
If the attacker has 30% fire attack effectiveness and the victim has 60% fire resistance:
- Final damage modifier = 30% (offense modifier) - 60% (defense modifier) = -30%.
- Final damage = 100% (base damage) - 30% (final damage modifier) = 70% of base damage.
If the attacker has 30% fire attack effectiveness and the victim has 90% fire resistance:
- Final damage modifier = 30% (offense modifier) - 90% (defense modifier) = -50% (can`t be lower).
- Final damage = 100% (base damage) - 50% (final damage modifier) = 50% of base damage.
If the attacker has 30% fire attack effectiveness and the victim has 0% fire resistance:
- Final damage modifier = 30% (offense modifier) - 0% (defense modifier) = 30%.
- Final damage = 100% (base damage) + 30% (final damage modifier) = 130% of base damage.
Offense modifiers example:
Seed of Fire - Increases Fire attack effectiveness by 10-30%.
Seed of Water - Increases Water attack effectiveness by 10-30%.
Seed of Wind - Increases Wind attack effectiveness by 10-30%.
Surrender to Fire - Decreases enemy`s resistance to Fire attacks by 30%.
Surrender to Water - Decreases enemy`s resistance to Water attacks by 30%.
Surrender to Wind - Decreases enemy`s resistance to Wind attacks by 30%.
Fire Vortex - Decreases enemy`s resistance to Fire attacks by 20%.
Ice Vortex - Decreases enemy`s resistance to Water attacks by 20%.
Wind Vortex - Decreases enemy`s resistance to Wind attacks by 20%.
Light Vortex - Decreases enemy`s resistance to Holy attacks by 30%.
Dark Vortex - Decreases enemy`s resistance to Dark attacks by 30%.
Defense modifiers example:
Resist Fire Lv3 - Increases resistance to Fire attacks by 30%.
Resist Aqua Lv3 - Increases resistance to Water attacks by 30%.
Resist Wind Lv3 - Increases resistance to Wind attacks by 30%.
Resist Holy Lv3 - Increases resistance to Holy attacks by 30%.
Resist Unholy Lv3 - Increases resistance to Dark attacks by 30%.
Song of Flame Lv1 - Increases resistance to Fire attacks by 30%.
Dance of Aqua Lv1 - Increases resistance to Water attacks by 30%.
Song of Storm Lv1 - Increases resistance to Wind attacks by 30%.
Dance of Earth Lv1 - Increases resistance to Earth attacks by 30%.
Song of Invocation Lv1 - Increases resistance to Dark attacks by 20%.
Elemental Protection Lv1 - Increases resistance to Fire, Water, Wind, and Earth attacks by 30%.
Divine Protection Lv1 - Increases resistance to Holy and Dark attacks by 30%.
Infernal Form Lv3 - Increases resistance to Fire attacks by 30%.
Holy Armor Lv2 - Increases resistance to Dark attacks by 20%.
Residence Resist Lava Lv1 - Increases resistance to Fire and Earth attacks by 10%.
Residence Resist Typhoon Lv1 - Increases resistance to Water and Wind attacks by 10%.
Residence Resist Divinity Lv1 - Increases resistance to Holy and Dark attacks by 10%.
Clan Magmatic Resistance Lv3 - Increases resistance to Fire and Earth attacks by 15%.
Clan Cyclonic Resistance Lv3 - Increases resistance to Water and Wind attacks by 15%.
Arcane Roar Lv1 - Increases resistance to Water, Fire, Wind, and Earth attacks by 5%.
Necromancy Lv1 - Increases resistance to Dark attacks by 10%.
Necklace of Valakas - Increases resistance to Fire attacks by 10%.
Earring of Antharas - Increases resistance to Earth attacks by 10%.
Necklace of Frintezza - Increases resistance to Dark attacks by 10%.
