![]() Take 0.25 damage, take 0.375 defense damage, 0.875 defense remaining Take 0.25 damage, take 0.375 defense damage, 1.250 defense remaining DefenseĮfficiency (a combination of body levels and the defense efficiency skill)Įach time the player would take damage, if there is some defense remaining:Ĭonvert part of that damage, depending on defense efficiency, into defense damage, the rest gets through as normal damage.įor the defense damage taken, reduce that damage by the parry.įinally, reduce the remaining defense by the defense damage.Īs an example, with 2 defense, 75% efficiency and 50% parry, and enemy dealing 1 damage: take 0.25 damage, take 0.375 defense damage, 1.625 defense remaining ![]() This is probably a bug and should get fixed in the future. Tick 31: EAT = 44, RC = -1 //Combat completeĪs the enemy attack timer gets reset to 0 each time, some speeds end up with lower attacks received depending on the rounding involved. Tick 26: EAT = 52, RC = 45 //EAT -> 0, take damage Tick 9: EAT = 52, RC = 93 //EAT -> 0, take damage Tick 2: EAT = 8, RC = 137 //RC = RemainingCost With a speed of 4 (10 hearth) the combat would look like this: tick 1: EAT = 4, RC = 141 //EAT = EnemyAttackTimer In practice, the combat calculations are also calculated with ticks. As the damage is 1, the player takes 1 point of damage (half a hearth). So the player will take damage once, and would take damage again at 150 mana, but avoid next attack. The enemy has an attack of 1 and a attack speed of 75, which means that it will attack every 75/1.5=50 mana (it is just divided as a balance tweak, literally). So the combat will cost 145 mana to complete The cost gets reduced by familiarity and by the attack of the player.įor example, if a combat has 1000 base cost, familiarity of 10, and you have an attack of 5:Ĭost = baseCost / ( (1+(familiarity/20))^0.8 * attack ) CombatĮach combat has a base mana cost, damage and attack speed This means that having extra hearth levels will simply make the loops go faster, without affecting any other costs (although adding points into hearth means less points into spirit or body). Bonus time simply multiplies speed by 3 while it is on.įor an action that takes 10 mana, and a speed of 1, the action will take 10 ticks, and consume 10 manaįor an action that takes 10 mana, and a speed of 4, the action will take 3 ticks, and consume 10 mana (the 2 overflowing mana that were spent on tick 3 are refunded) Hearth levels give 0.3 speed each, added to the base 1 speed.īonus time. There are two main ways that it is possible to increase speed: How to increase “Mana spent per tick” (from now on simply speed): Each tic, the game will try to advance by how many mana points the “Mana spent per tick” indicates, at the absolute top right of the screen. Ticks are the smallest amount of time that the game calculates. Once we have the familiarity level for a tile, the cost reduction is calculated by: pow(1+familiarityLvl/20,0.8) Ticks and speed
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