![]() |
Attacktype disambiguation
All attacks carry an attacktype, and are mitigated by the amount of resistance against that certain attacktype one possesses.
If you are attacking at 10 damage against a person with 99% Armor (Basically physical attack resistance), you will do approximately 1 damage per strike. [Rounds to 1 from .01, or no damage at all] <(10((100-99)/100))=.01> If you attack at 10 damage against a person with 5% armor, you will do approximately 9.5 damage. [Rounds to 10] <(10((100-5)/100))=9.5> However, if you attack at 10 damage against a person with -10% armor, you will do approximately 11 damage <(10((100-(-10)/100))=11> The amount is not always the same however, as there is a randomizer for the damage, it appears to have a 50% margin of error for any given strike. [You can attack at 100 damage, but only do 50 damage against someone with absolutely no armor] There are only 7 attacktypes that deal direct damage, and one that deals damage over time. Physical damage takes into account Armor, it is common for all weapons. Cold damage takes into account cold resistance Electricity damage takes into account electricity resistance Fire damage takes into account fire resistance Magic damage takes into account magic resistance Holyword damage takes into account holyword resistance, although your vulnerability to it may change from god to god. Gods with enemies may use holyword type attacks (Holy Orb, Holy Word) to damage the enemy god worshippers, but not neutral gods. Bile worshippers are unable to resist Holyword damage from any of the gods. Weaponmagic does not take into account any resistances on monsters. All players however have a natural 25% resistance to it. Poison scales with both damage and physical levels. As one increases their level in certain skills, it becomes easier to poison things using that skill. Poison resistance does not decrease poison damage; however it does decrease the chances of becoming poisoned by a great amount. <(100-(Poison resistance))=Chances of being poisoned-(Random number between 1 and 50)> Poison at all levels subtracts 10 from all stats (Unless under the effects of Ogma or Bile holy possession, or natural 90+% resistance), excluding charisma. It deals its damage based on the level difference between the skill used to poison and the overall level of the creature that you have poisoned. Death damage strikes the victim for its maximum health with physical damage. It does not affect players, only monsters. Death becomes easier to inflict upon monsters as the skill involved with inflicting it becomes higher. <(Skill level - Monster level)=% chance to inflict death> Slow takes into account slow resistance, although it does no damage. (EXCEPT IN THE ARENA) Slow subtracts 1 speed from the enemy's current speed. Acid damage takes into account acid resistance, and subtracts 1 AC from the victims current AC each time they are hit by it. Blind takes into account Blind resistance, it does no damage, but decreases the weaponclass of the victim by 5 (Citation needed) and continually darkens their vision. Confusion takes into account confusion resistance, it deals no damage, but randomly spins the victim before their attack and causes it to fumble spells more often. <(100-(Confusion resistance))=Chances of being confused-(Random number between 1 and 25)> Fear does nothing (DEALS MASSIVE DAMAGE IN THE ARENA) Paralyze does nothing (DEALS MASSIVE DAMAGE IN THE ARENA) Depletion damages one's sustenance, however it does not work. Draining would allow one to receive HP from attacks, but it does not work. Ghost-hit has yet to be implemented. (Or is it what steambolt's attacktype is?) (Slay: Creature) modifiers remove resistances from the monsters that have been struck with a Slay: modifier that matches their species. This does not affect players at all, not even if they are trying to kill an enemy god worshipper. As one's physical levels increase, the amount of resistance reduced increases depending on the level difference between the player and monster. NOTE: Having a Slay: modifier on a weapon makes the "Death" attacktype only affect the creature specified by the modifier. <Current physical level - Monster's overall level = Resistance reduction> |
Having any of the 7 attacktype modifiers that deal direct damage on a weapon will cause it to do damage.
However, having more than one modifier will make the weapon deal damage according to whatever resistance is lowest on the target. Say you are attacking an ice fiend with a Bow of the Messiah (Attacktypes: Physical, Confusion, Cold) The ice fiend has 99% armor and 50% cold resistance. For each attack, only the cold attacktype will deal damage because the resistance against it is lower than the other attacktypes. Any attacktype that does not deal direct damage will stack with the current damage dealing attacktype. |
Source? I find the poison part hard to believe.
|
Quote:
|
Nice, but I would like to know where you got all these informations, or how?
|
TESTING POISON IN THE ARENA WITH BIGGIANTANT: (You lose 10 stats for poison actually :V )
First he poisoned me at 25% poison resistance(glok belt), I lost -10 stats and took 21 damage per tick. Then he poisoned me at 60% poison ressitance(glok belt + worm of poisoning), I lost -10 stats and took 29 damage per tick. Also: I'm got no sources :< , but nobody has put this information out there before. It's like looking at GK's MUD and trying to figure it out through some strange long winded trial and error process |
Why did u use white for Blind. White text on white background = impossible to read
also Quote:
|
Quote:
Quote:
|
| All times are GMT +2. The time now is 02:09 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.