Key Stats and Concepts
Attack Damage + | This is a constant that is treated as “main attribute” damage for skills with the tag “attack”, and is the basis of the damage. |
Spell Damage + | This is a constant treated as “primary attribute” damage for skills with the tag “Spell”, which is the basis of the damage. |
Attack and Spell Damage + | This is a constant where the tag is treated as “primary” damage for both “attack” and “spell” skills. |
Main attribute | Skill runes that inflict damage have the concept of “main attribute”. By default, it deals “main property” damage, and you can also deal multiple property damages through stats such as “additional [attribute] damage when hitting”. |
Converts damage to main attribute by % | [Attributes other than primary attributes] Converts damage to primary attributes by %. Damage conversion rate cannot exceed 100%. When converting damage, the damage increase, amplification, and attenuation of that attribute in the damage calculation of that attribute are calculated along with the bonus of the main attribute. |
Damage formula | Base Damage * (1 + Elemental Damage +% * 0.01) * (1 + Elemental Damage % Amplified * 0.01) * (1 – Elemental Damage % Reduced * 0.01) |
Basic Damage Calculation Formula | (Main property damage + corresponding property damage) * Strike damage multiplier |
Damage +% | Damage increase stats are stats that are calculated together (additive). Ex) Physical damage +20% and physical damage +20% are +40% physical damage. The damage increase stat multiplies the base damage in the damage calculation. Ex) Base damage 100, physical damage +40% -> 100 * 1.4 = 140 |
Damage % amplification | Damage amplification stats are multiplicative stats. Ex) 20% physical damage amplification, 20% physical damage amplification is 44% physical damage amplification. Damage amplification stats multiply base damage in damage calculations. Example) 100 base damage, 20% more physical damage, 20% more physical damage = 100 * 1.44 = 144 |
Damage reduced by % | Damage reduction stats are multiplied by each other, but their efficiency gradually decreases. Ex) 20% physical damage reduction, 20% physical damage reduction is 36% physical damage reduction. Damage Reduction stats multiply base damage in damage calculations. Example) 100 base damage, 20% physical damage reduction, 20% physical damage reduction = 100 * 0.64 = 64 |
Bleed | Chance to cause bleeding when dealing Physical Strike damage. Bleeding deals physical damage over its duration. Bleeding ignores enemy shields and armor. |
Ignition/Burning | Chance to cause Ignite/Burn when dealing Fire Strike damage. Ignite/Burn deals fire damage over its duration . Ignite/Burn ignores enemy shields and fire resistance. |
Chill | Chance to cause cause Chill when dealing Frost Strike damage. Chill reduces the enemy’s attack, cast, and movement speed for the duration. |
Electric Shock | Chance to cause an Electric Shock when dealing Lightning Strike damage. Shock increases the damage taken by enemies for the duration. |
Addiction/Poison | Chance to cause Poison can occur when dealing Poison Strike damage. Poison deals poison damage over its duration. Poison DoTs can stacked, and the damage increases as teh stacks go up. |
Stun/Faint | Dealing Physical Strike damage has a chance to stun. All actions are impossible while stunned. |
Recovery damage/healing reduction | Healing damage/Healing Reduction can occur when dealing Fire Strike damage. Healing damage reduces the target’s healing effect for the duration. |
Freeze | Chance to cause Freeze when dealing Frost Strike damage. All actions are impossible while frozen. |
Restraint/ Root / Shackle | Dealing Lightning Strike damage has a chance to cause shackles. You cannot move while shackled. |
Blind | Dealing Poison Strike damage has a chance to cause blindness. When blinded, vision is limited and hit (I assume they mean chance to hit) is reduced. |
Tags
Attack | Attack is mostly used to label skills that deal physical damage. Any skill with the “attack” tag will figure out its main damage using the weapon’s “attack damage” or “attack and spell damage” stat. Skills labeled as “attack” will also change how fast they hit based on your “attack speed” stat. |
Attack Power | Reinforcement is a tag used for skills that make you stronger. The “Attack Enhancement” skill boosts your attack stats for a while. When it wears off, it goes on cooldown. This cooldown is shared with other similar skills. |
Wide Area | It means a skill that sets its own range independent of the weapon. |
Nearby / Close Range | Usually, it means the form of attacking right in front of you. |
Cold | One of six damage attributes along with Physical, Fire, Lightning, Poison, and Chaos. “Frost” is included in the elemental attribute, and can cause status effects: “Chill(s)” and “Freeze”. |
Multiple shots (projectiles?) not allowed | A projectile skill that cannot benefit from additional projectiles bonuses. |
Dagger | A skill that requires using a dagger. |
Poison | One of six damage attributes along with Physical, Fire, Cold, Lightning, and Chaos. “Poison” is included in elemental properties, and can cause status effects: “Poison” and “Blindness”. |
Weapon Range | It refers to a skill that sets the range using the equipped weapon’s range. |
Sentence (Self Aura?) | This is a personal enhancement skill that can be activated/deactivated. |
Physical | One of six damage attributes along with Fire, Frost, Lightning, Poison, and Chaos. It is mainly used as the main attribute of “attack” skills that involve physical power, but some “spell” skills can also use physical attributes. When dealing “physical” damage, it can cause status effects: “bleed” and “stun”. |
Repeated Damage | This is a continuous damage skill with no cooldown. |
Repeated Blow (spammable attack?) | It means a hit damage skill with no cooldown. |
Projectile | An independent element that moves a certain distance without any dependency on the caster. |
Cannot Penetrate Projectiles | A skill that cannot add a number of penetrations to a projectile. |
No Projectile Speed | A skill that cannot change the speed of a projectile. |
Defense Fortification | It is a type of reinforcement skill, meaning a skill that strengthens oneself. (so.., a defense buff) The “Defense Enhancement” skill increases defense-related stats for a certain period of time, and when the effect expires, the cooldown is processed and the cooldown is shared. |
Lightning | It is one of six damage attributes along with Physical, Fire, Cold, Poison, and Chaos. “Lightning” is included in the elemental attribute, and can cause status effects: “Electric Shock” and “Shackle”. |
No Parallel Firing | Changes the projectile’s firing shape, meaning that it cannot be spread horizontally to fire. |
Inseparable | Means an inseparable projectile skill. (no idea what they mean with this) |
Catapult /Crossbow | It means a crossbow (summon) skill that uses projectiles. (this game’s ‘turrets’) |
Chain Impossible | It means a projectile skill that cannot be chained. |
Friendly Aura | Aura that affects allies. |
move (ment) / mobility | It means movement skills. “Move” refers to skills that change a character’s position, such as teleport, roll, and leap attacks. |
Hostile Aura | An aura that affects enemies. |
Spell (was order originally) | Spell tags refer to skills that apply power through casting. All skills tagged with “Spell(s)” calculate primary damage based on the weapon’s “Spell Damage” or “Attack and Spell Damage”. Skills tagged with “Spell(s)” will have their casts per second changed based on their “Cast Speed”. |
Duration | A skill that has a duration. |
Damage over Time | “Damage over Time” is one of the types of damage, meaning that it deals damage each time interval for a certain amount of time through an intangible action. “Damage over Time” cannot be blocked or dodged, but does not critically strike. “Damage over Timee” can only inflict main damage. |
Concentration (channeled maybe?) | A form of skill that repeatedly generates an effect while holding down the input. |
Chaos | One of six damage attributes along with Physical, Fire, Cold, Lightning, and Poison,. “Chaos” is an independent damage type that does not belong to either physical or elemental. |
Strike Damage | “Strike damage” is a type of damage that deals instantaneous damage through direct physical force. “Strike damage” has the concepts of hit, block, and critical strike. “Strike damage” basically inflicts damage corresponding to the main attribute of the skill, but additional elemental damage can inflict damage of multiple attributes. |
Toggle | It means a skill that cycles through activation and deactivation whenever the skill is pressed. Toggle skill amplifies the resource consumption of all skills when activated. |
Totem | Can be linked to a skill that summons a totem “Totem” has no offensive ability, but grants a debuff to an enemy or a buff to an ally. |
Party Aura | This is an aura-type skill that can be activated/deactivated. |
Minion | Can be linked to skills that summon minions. Minions are pets that follow the caster, such as “Abyss” and “Rune Knight”. |
Minion Enhancement | This is a keyword that is connected to the minion skill and strengthens the minion. |
Cry/Shout | It means a skill that uses a shout. “Cry” shouts a debuff to an enemy, or grants a buff to yourself. |
Fire | One of six damage attributes along with Physical, Cold, Lightning, Poison, and Chaos. “Fire” is included in the elemental attribute, and can cause status effects: “Ignite/Burn”, “Recovery Damage/Healing Reduction”. |
Bow | A skill that required equipping a bow. |
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