+mag/phys dmg; evas vs. phys res; mobs' res

Dziuniek - Dreamweaver
Dziuniek - Dreamweaver Posts: 3 Arc User
edited December 2009 in Dungeons & Tactics
Hello, i play two chars - cleric and archer,
was trying to find answer for few questions about mechanics via "search" but with no success, could so0meone help me, please?

1. +mag/phys dmg shards or bonuses:
A) cleric use plume shot which is descripted as doing physical damage so - if i attach +physical dmg shard will it increase dmg of that spell?

B) some shards add elemental dmg (i.e +x fire dmg) - does it mean they increase dmg of spells/skills only from this school or they do additional dmg added to every type of attack mag AND physical?


2. evasion vs physical resistance - i know difference between them but can't find any comparison of them nor mechanics of evasion (how much evasion is needed to get 1% dodge)?

3. all mobs have some elemental nature - making them weak against some schools of spells, and there are non-ele mobs (like hideous ursogs)
My question is: does their element nature affects nature of their attacs - mag AND physical - too? I.E wood nature mobs adds to their physical attack a little bit of wood dmg while "non-ele" mobs d pure physical dmg?

thank in advance for patience and answers :)
Post edited by Dziuniek - Dreamweaver on

Comments

  • tetherer
    tetherer Posts: 0 Arc User
    edited December 2009
    I'm bumping this because I am very curious about evasion. Can anyone answer the questions already asked? Does anyone know the evasion mechanics or formulas to find a good evasion rate or percent?
  • Jonnykins - Dreamweaver
    Jonnykins - Dreamweaver Posts: 359 Arc User
    edited December 2009
    Hello, i play two chars - cleric and archer,
    was trying to find answer for few questions about mechanics via "search" but with no success, could so0meone help me, please?

    1. +mag/phys dmg shards or bonuses:
    A) cleric use plume shot which is descripted as doing physical damage so - if i attach +physical dmg shard will it increase dmg of that spell?

    The spell has a base physical damage block, then the rest of the damage is gained from your magical attack, so a +physical damage shard won't affect the damage.
    B) some shards add elemental dmg (i.e +x fire dmg) - does it mean they increase dmg of spells/skills only from this school or they do additional dmg added to every type of attack mag AND physical?
    Not experienced this 100%, but in other games gems with the same element as a spell increase the damage of spell itself.

    As for physical damage, not certain but I think it will only increase the damage against mobs they are strong against (I.E Water shard increase physical damage against fire)
    2. evasion vs physical resistance - i know difference between them but can't find any comparison of them nor mechanics of evasion (how much evasion is needed to get 1% dodge)?

    I got no idea on the evasion, but physical resistance tails off as you go higher, so much so its impossible to get a 100% reduction.
    3. all mobs have some elemental nature - making them weak against some schools of spells, and there are non-ele mobs (like hideous ursogs)
    My question is: does their element nature affects nature of their attacs - mag AND physical - too? I.E wood nature mobs adds to their physical attack a little bit of wood dmg while "non-ele" mobs d pure physical dmg?

    thank in advance for patience and answers :)

    Mobs have different types of attacks, Melee, Magic and Archer. The elemental part of the mob only comes into effect if the mob is a spell caster. If the mob is metal or no element and it attacks with like an archer attack or melee the damage is based on physical defence. Element has no effect
  • Taranta - Dreamweaver
    Taranta - Dreamweaver Posts: 387 Arc User
    edited December 2009
    Hello, i play two chars - cleric and archer,
    was trying to find answer for few questions about mechanics via "search" but with no success, could so0meone help me, please?

    1. +mag/phys dmg shards or bonuses:
    A) cleric use plume shot which is descripted as doing physical damage so - if i attach +physical dmg shard will it increase dmg of that spell?

    Jonnykins was right on this one. You'll want to add +mag attack shards to increase the amount of damage. Plume shot's an odd skill, but nice because a pure cleric build can still do some nice phys damage, thanks to the fact that it's based off of the mag. stat.


    B) some shards add elemental dmg (i.e +x fire dmg) - does it mean they increase dmg of spells/skills only from this school or they do additional dmg added to every type of attack mag AND physical?

    From my understanding, what an elemental shard/elemental buff does is replace a certain percentage or value of an attack with an elemental attack. You can see gains in it, but only if you're attacking with the element that the monsters are weak against. Non-elemental mobs will see no change, and you could actually see a reduction in damage if the monster has a higher resistance. Overall, it's a pretty risky strategy. I'd avoid it, but that's just me.


    2. evasion vs physical resistance - i know difference between them but can't find any comparison of them nor mechanics of evasion (how much evasion is needed to get 1% dodge)?

    Evasion isn't a percentage, and you don't really get a set dodge rate, no matter how many points you put into it. What it seems to be is a comparison between the accuracy of the attacker and the evasion rate of the defender. The difference between these 2 sets the evasion rate for that encounter, which is why mages, although having horrible dexterity ratings, can still occasionally dodge physical attacks. The higher the number, the greater the difference, and the more likely it is for an opponents attack to miss.


    3. all mobs have some elemental nature - making them weak against some schools of spells, and there are non-ele mobs (like hideous ursogs)
    My question is: does their element nature affects nature of their attacs - mag AND physical - too? I.E wood nature mobs adds to their physical attack a little bit of wood dmg while "non-ele" mobs d pure physical dmg?

    Unfortunately, there's really no solid answer for this one. Even magic mobs can use elements outside of their own, but luckily, anything using a physical attack is ONLY doing physical damage. Magic is mostly determined by the appearance of the spell, so assume that it's a fire based attack if it looks like one.


    thank in advance for patience and answers :)

    Answers above in Green. Hope I helped^^
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  • Sirrobert - Dreamweaver
    Sirrobert - Dreamweaver Posts: 3,395 Arc User
    edited December 2009
    Regarding elemental shards, they work like some skils in this game. Like the archer's blazing arrow and the barb's poison fang, they add some elemental dmg to your normal attacks (NOT to skils). So, if you use primerly skils (I take it you're a cleric, concidering you talk about plume shot), the shard does NOTHING. So, don't use it

    Noone really knows how the evesion works, so I'd advise you not to use it. Best way to keep yourself alive is phys def shards, or hp shards.

    Regarding the mobs element and they're attack. If a mob attack is physical, it's physical. Mob's don't have skils that adds elemental dmg. If a mob's attack is magic, (in the lower lvls), it's most of the time the same element as they're inherent element (ie, wood mobs wil usually use wood magic dmg). Though, this does chance in the higher lvls. For example, non elemental mobs which deal magic dmg, mobs which deal 2 types of magic dmg, mobs that simply deal a different element dmg than the element they are.
    So, the only thing the inherent element of a mob really say, is how it's defences are (what it has big and what it has weak defences against).

    The attacks can easely be seen by looking at the attack:

    Lightning--> metal
    Green clowd--> wood
    Fireball--> fire
    Ice--> water
    A rock WITH a casting aura--> earth
    Note, if the mob throws a rock, it's a ranged physical attack.

    If a mob uses a magic attack, they will have a casting aura under them (if you don't know what that is, you'll know when you see it)
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  • Sage_Sora - Dreamweaver
    Sage_Sora - Dreamweaver Posts: 85 Arc User
    edited December 2009
    I'm going to take a wild stab in the dark about evasion.

    Based on data shown on pwidatabase, mobs have resistances just like we do as players. A fire mob doesn't really have a weakness to water, but rather, a lower water resistance. A fire mobs resistance set up has average resistance to wood, metal, and earth, a high resistance to fire, and a low resistance to water. I would assume those numbers operate in the same way it does on players.

    From the above information, I can assume that mobs have an "invisible" stat window that is set up the same way as a player's. Now, evasion and aim are both listed as a number as well on players, so it makes logical sense to have it the same way on mobs. If this is the case, then the aim of the mob is compared to the evasion of the player, the chance to hit is calculated and it is determined if the attack connects, then the damage is calculated and shown or the "miss" message is shown.

    I'm sure that there are safeguards in place that prevent getting obscene evasion numbers that will bring it down to, say, 99% if it goes over that, or up to 1% if it goes under. Otherwise, we'd have people that could run through a rain storms and not get wet.
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