just some things you need to know when working on stats:
-TOUGHNESS: damage reduction, apply to all skill and auto attack in game but only before of armor and resistences damage reduction, even if some on official would like it could be switch to be after ARMOR/RESISTENCE in that way it would work better, in fact this lead to tough being ingored later in 1.4.8
The soft cap for all stats exept resistences work in this way: once reach the soft cap value you get always half of the value from itiem so if you have 1050 tough or strengh all other points after that number get cut half, so if you have a back with +23 tough/strengh you recuive +11.5 point in tough/strangh value.
-Resistences: they work differently from every stats in game, they have a soft cap to 40%, so yea the soft cap is not related to a number but directly to the %, after that, every more point put in resistence work normaly but game consider every % more than 40% divided by 3 so if you have 43%, game should consider as if it has 40%+ (3%:3)=41%
-Armor: it work as a stats and not as resistences, soft cap is based on the number and not on %
-2h weapon: they all have or should have passive ability to ingore 10% of enemy block/parry (is not write on weapon)
-DUAL WEILD: they give a total of 10% parry, is better tell that every one of each give a single 5%
-Guard: remove 50% of damage from your target and redirect it to you, this damage redireced to you count, every one of them, as a single attack made on you, so all are subject to block , parry ( not to dodge and disrupt) and damage reduction from armor/resistence and skills.
But in this case every thing that could reduces or ingore block, parry do not work on guard damage, exept if it was a debuff on yourself. So for exemple if a slayer with rampage (100% ingore block/parry) attack your guard, you are still able to block the 50% redirect to you. Otherwise if you get your block debuff from SW for 5% this apply to every block attempt you try
-Aoe melee: every melee in game that as an aoe melee attack can hit max 3 ppl if not state otherwise on the skills (exemple choppa have tactic that increase this to 9 ppl; the only two exeption to this are choppa and slayer finisher skills, they both have an aoe finisher that hit all ppl around them and consume all rage).
-Chosen/kobs stag: have a degree from 45'-90', cant remember now
-Engi/magus stun: have a 360' degree
-Root: every root in game have a 360' degree
-Block,parry,dodge degree: they have a frontal degree of 180'
-Disrupt degree: is 360'
Stats buff/debuff: You have to distinguish between 2 category, output and input; same gategory buff/debuff are NEVER comulative, if they are it's a bug. Otherwise differents categories buff/debuff are comulative, for exemple WP tactic that increase his own heal of 20% stack with kobs that boost all heal party recive of 10%
Regarding the value of two same category buff/debuff, game should always apply the MAX value, mean debuff are both assigned but only the max affect the player
Some things behaviour you need to know
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