![]() ![]() This means that, using the game's rounding, we will deal 24.19 damage for Crowstorm as an Archmage. Spell Damage = Spell Damage Modifier * Base IntelligenceĪssuming our values above, let's play as an Archmage casting Crow Storm. you wouldn't want a large area of effect spell to have massive damage per shot, and vice versa). The Spell Damage Modifier changes the damage dealt on a per-spell basis, making some spells more or less powerful dependent on their function (e.g. This value determines the effect our class has on our base intelligence.įor example, if we have an archmage, the calculation would be thus (using our base calculation above): Intelligence = Class Intelligence Modifier + Base Intelligence) thats just how statistics work though, because this could happen over any series of 8 generations, and for any class, and of course if it hadnt been. Meaning our base intelligence for other calculations would be 31. If no repeats are allowed then the odds of 1 specific class not appearing over the 3 slots are: 4/5 3/4 2/3 40. There are three calculations that must be done for this value.īase Intelligence = 25 + (Magic Damage Upgrade * 2) + Equipmentįor example, if we had a mage that had a 3 magic upgrade and no equipment value, our base intelligence would be: Intelligence dictates the effectiveness of attacks that use mana. Given our above equation, the Knight modifier of "1" would give us the same result. This modifier alters the above equation with specific variables. Let's assume he has a weapon modifier of +1 strength, and an upgrade of +.50 strength. There are two strength/damage modifiers, the Base Damage Modifier and the Class Damage Modifier.īase Damage Modifier Base Strength Formulaīase Strength = 25 + (Attack Upgrade * 2) + EquipmentĪs an example, let's take the Knight, who has a base strength of 1. Strength, also known as Damage when speaking to the Blacksmith, dictates how much damage one deals against enemies. Your received damage (rounded by the game's rules) would be 45. When we plug in our values to the initial formula, we get: Received Damage = Enemy Base Damage * Received Damage ModifierĪs an example, let's assume the enemy you are fighting has a base damage of 50, and you have an armor rating of 20. ![]() Each increase in Armor reduces the amount of damage that is received by the player. Armor dictates how much damage one can withstand. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |