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Level Level : 1,000
Class Class : TEST
Abyss Seed Abyss Seed : TEST
Race Race : TEST
Title Title : TEST
Guild Guild : TEST
Reputation Reputation : TEST
Credits Credits : 1,000,000,000,000
Strength Strength : 1,000
Agility Agility : 1,000
Potency Potency : 1,000
Armor Armor : 1,000
Health Health : 1,000
Mana Mana : 10,000
Stamina Stamina : 1,000
Luck Luck : 1,000
Main-Hand Main-Hand : TEST
Off-Hand Off-Hand : TEST
Head Head : TEST
Chest Chest : TEST
Hands Hands : TEST
Arms Arms : TEST
Legs Legs : TEST
Feet Feet : TEST
Class Relic Class Relic : TEST
Rings Rings : TEST
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ARCH-STAT GUIDE Empty ARCH-STAT GUIDE

Thu Oct 06, 2022 9:43 pm
ARCH-STAT GUIDE J6k5PKa

ARCH-STAT GUIDE XXtyudj
Strength is the total value for all physical aspects of a character and interactions. This stat ranges from how much physical damage you deal, to how much weight capacity you can carry, including equip burden from gear(such as weapons and armor). Each point into the Arch-substat increases the substats at various rates. These rates are always subject to balancing.
  • Physical Damage Determines just how much damage you deal with unarmed attacks, as well as attacks with items such as weapons. 1 point into this substat is equivelant to 2 HP damage, before resistances. This base damage is amplified by the combined amount provided from gear, skills and spells.
  • Physical Attack rate(PAR) Determines accuracy of a physical attack, whether melee or ranged. 1 point into this substat is equivelant to 1% accuracy. Accuracy is scaled by 1-100 Deduct accuracy from evasion. If you have 70% accuracy & the foe has 40% Evasion, you have a 30/100. Which means you have a 30% chance to hit them with a roll of 71+.
  • Burden Determines your maximum carry and equip capacity. As a general rule, items weigh nothing if not equipped, held or interacted with in any way. So long as you remain under your maximum Burden stat, you will remain unhindered. 1 point into this substat is equivelant to 5lbs weight. Burden is accumulated through total combined amount of gear and held objects. Reaching maximum Burden+ will reduce user total speed by 50%.

ARCH-STAT GUIDE YxXI6aZ
Agility is the combined forms of all physical movement and action. Whether you are physically moving from point A to point B: or reacting to one or multiple attacks, each of these "actions" are measured to determine each indviduals maximum actions per post. Each point into the Arch-substat increases the substats at various rates. These rates are always subject to balancing.
  • Speed Determines just how fast a character is. This greatly influences post and action order(excluding initial posts), as an individual with higher speed will post before a slower individual. Once every individual involved in a thread has posted(In whatever order they agreed upon) The speed substat will supercede post order to determine whom goes first and whom goes last. In some cases, this may result in a double or triple post from any one individual. If this should happen, the individual will not post multiple times, but will add their total actions into a one post reply(If individual A has a limit of 2 actions per post but is 2x as fast as individual B, individual A will post a reply with 4 total actions in their post. 1 point into this substat is equivelant to 1 physical speed. Total speed will determine just how far an individual may move per post at a rate of 10 to 1 with a base distance of 2M/S(meters per second). Therefor an individual with 50 Speed substat, may move at 10M/S(meters per second) per post.
  • Acrobatics Determines just how fluid an individual's movements are. In most cases: without this substat, an individual cannot perform nigh-impossible movements or actions. Certain actions and skills require a base minimum Acrobatics substat to perform. 1 point into thus substat is equivelant to 1 Actobatic point.
  • Evasion Determines an individual's ability to evade an attack. This evasion is based on possible actions and the accuracy of impending attacks. 1 point into this substat will increase the rate of evasion by 1%. If the attack's accuracy is lower than the individual's Evasion rate, the attack will miss. If the attackers accuracy is higher than the individual's evasion, the individual will take damage. If the individual's movement ability is inadequate to evade an attack(such as an AOE attack that surpasses their maximum movement, regardless of accuracy) they will still take damage at half value of the total damage. An individual may not evade attacks they cannot percieve.
  • Reaction Determines an individual's ability to percieve danger and counter. This substat does not determine effectiveness to evade, but to react to damage before it hits. Such as attacking, blocking or using a skill. In cases where Evasion is lower than the attack rate, the individual will still take full damage even though they saw the attack coming unless they have another way to mitigate the damage. 1 point into this substat is equivelant to 1 reaction speed. So long as reaction is higher than the speed of an attack, the individual may react. This substat reaction ratio is a 10 to 1. Meaning every 10 points higher than the speed of an attack, the individual may take an additional reaction. Such as reacting to a second attack, as each attack counts as an action.

ARCH-STAT GUIDE WK1PRWm
Potency is the total value for all magical attacks status effects and interactions. this substat ranges from how much spell damage you deal, to the effectiveness of your status effects. Each point into the Arch-substat increases the substats at various rates. These rates are always subject to balancing.
  • Spell Damage Determines just how much damage you deal with magical attacks. Whether as direct damage(DIR) or damage over time(DoT). 1 point into this substat is equivelant to 2 HP damage for Direct attacks(DIR) and 1 HP damage for Damage over time attacks(DoT). While DIR attacks are complete after casting, a successful DoT damage will last for up to 5 posts, dealing 50% of their spell damage per post(icluding the first post).
  • Spell Attack rate(SAR) Determines accuracy of a magic attack, whether melee or ranged. 1 point into this substat is equivelant to 1% accuracy. Accuracy is scaled by 1-100 Deduct accuracy from evasion. If you have 70% accuracy & the foe has 40% Evasion, you have a 30/100. Which means you have a 30% chance to hit them with a roll of 71+.
  • Status Rate Determines the effectiveness of status effects. Status effects are spells and abilities that do not fall under damage, but either as a debilitating effect or a detrimenal effect. Such as a slow debuff, or reducing a target's armor. 1 point into the substat is equivelant to 1 staus rate(SR). Status effects are effective, as long as the status rate is higher than the resistance of an individual: regardless of how much higher their success may be, as there is no scaling for better or worse effects.

ARCH-STAT GUIDE UQzl3hh
Armor is the total value of defense against all physical and magical damage. This damage reduction occurs passively and applies before recieving damage. Each point into the Arch-substat increases the substats at various rates. These rates are always subject to balancing.
  • Physical Defense Determines the reduction against physical damage(PD). 1 point into this substat is equivelant to 2 points of physical damage reduction to HP.
  • Magical Defense Determines the reduction against magical damage(MD). 1 point into this substat is equivelant to 2 points of magical damage reduction to HP.

ARCH-STAT GUIDE 9WNd6Ns
HP is the total value of survivability accumulated from all sources, whether from stats or gear. If your health reaches zero, you die. Dieing is not the end however, as you may have lost- yet you will respawn as the nearest holy site(these are usually churches). Each time you die, a portion of your total credit will be "donated" to the church. This rate increases as you increase in level by 500 Credit per levelEach point into the Arch-substat increases the substats at various rates. These rates are always subject to balancing.
  • Total Health Determines just how much total HP you have after all accumulated stats, gear, skills and spells. 1 point into this substat is equivelant to 5HP. Each individual starts off at level 1 with a different amount of base HP depending on other factors such as Class and Race.
  • HP Regen Determines just how much HP is passively regenerated per post. 1 point into this substat is equivelant to 1 HP. HP regens after damage is calculated: as such, if your HP drops to zero, you will still die before you can regenerate HP.
  • Pain Tolerance Determines just how much damage you may accumulate before having a detrimental effect applied to your person. In total, there are 6 areas of focus for pain tolerance and they are reflected by your armor slots. Head, Chest, hands, Arms, Legs & Feet. When recieving damage: if any one of these sections of your bodies recieves 50% or more of your total HP, that section of your body is given the Cripple status. When Cripple is applied to arms or hands, the individual may no longer use that appendage to wield weapons, equipment or interact with objects. When Cripple is applied to the legs or feet, the individual recieves the burdened effect, reducing the individual's movement speed substat by 50%. When Cripple is applied to the head, the individual's HP/MP regeneration halts. When Cripple is applied to the individual's chest, the individual recieves a 50% penalty to their Physical and magical attack rate.

ARCH-STAT GUIDE OLKLqqx
Mana is your total amount of magical resource and effciency accumulated from all sources, whether this comes from substats, gear, skills or spells. Each point into the Arch-substat increases the substats at various rates. These rates are always subject to balancing.
  • Total Mana(MP) Determines your total mana pool for casting spells and certain skills. 1 point into this substat is equivelant to 5 mana points. Each individual starts off at level 1 with a different amount of base MP depending on other factors such as Class and Race.
  • Mana Regen Determines just how much MP is passively regenerated per post. 1 point into this substat is equivelant to 2 MP. MP regens at the end of each post. If you do not have enough mana to maintain a spell at the start of your post, any spell you have active(such as a duration, but excluding DoT effetcs) will be negated.
  • Spell Cooldown Determines your maximum spell cooldown for all spells, whether from the individual or individual's items. 10 points into this substat is equivelant to a 1 post cooldown, regardless of rank. In cases where the cooldown of any ranked spell reduces the cooldown beyond the base cooldown rate, will allow the individual to cast that same spell a second time before incurring the cooldown. This escalates higher but increases the cooldown rate by equal ratios of the ranked spell. Thus if an S Rank spell costs 5 cooldown points: casting the same S Rank spell twice, would increase the cooldown from 5 posts, to 10 posts until their next post.
  • Bonus Spell Slots Determines your maximum additional spell slots. Each individual starts off at level 1 with a different amount of base spell slots depending on other factors such as Class and Race. Additionally, some spells will cost more than 1 spell slot.

ARCH-STAT GUIDE 5qWfTZv
Stamina is your total amount of skill resource and actions accumulated from all sources, whether this comes from substats, gear, skills or spells. Each point into the Arch-substat increases the substats at various rates. These rates are always subject to balancing.
  • Total Stamina(SP) Determines an individual's maximum amount of actions per post: as well as their stamina pool to use skills, not to be mistaken with speed. Yet the two substats compliment one another. 1 point into this substat is equivelant to 5 stamina pool. 10 points into this substat is equivelant to 1 extra action per post. Actions are anything considered an attack, defense, evasion or reaction. If you lack the stamina to do any of these, you will be unable to perform those actions upon that turn.
  • Stamina Regen Determines just how much SP is passively regenerated per post. 1 point into this substat is equivelant to 2 SP. SP regens at the end of each post. If you do not have enough Stamina to maintain an action at the start of your post, any action you have active(such as a skill) will be negated.
  • Skill Cooldown Determines your maximum skill cooldown for all skill, whether from the individual or individual's items. 10 points into this substat is equivelant to a 1 post cooldown, regardless of rank. In cases where the cooldown of any ranked skill reduces the cooldown beyond the base cooldown rate, will allow the individual to cast that same skill a second time before incurring the cooldown. This escalates higher but increases the cooldown rate by equal ratios of the ranked skills. Thus if an S Rank skill costs 5 cooldown points: casting the same S Rank skill twice, would increase the cooldown from 5 posts, to 10 posts until their next post.
  • Bonus Skill Slots Determines your maximum additional skill slots. Each individual starts off at level 1 with a different amount of base skill slots depending on other factors such as Class and Race. Additionally, some skills will cost more than 1 skill slot.

ARCH-STAT GUIDE UbGIr2W
Luck is your total amount of rating for various indirect battle or rewards. Each point into the Arch-substat increases the substats at various rates. These rates are always subject to balancing.
  • Loot Rate Determines the efficacy of bonus to loot rolls. 10 points into this substat is equivelant to a +1 on all loot rolls. In cases where your loot roll surpasses the desired reward, you may choose that instead of the higher roll.
  • Currency Rate Determines the efficacy of bonus to credits upon recieving credits from various sources. 10 points into this substat is equivelant to a 1% on most credit incomes. The sources this bonus may apply to are quest rewards, Adventures, Events & professions.
  • Crit Rate Determines your effectiveness in dealing critical damage. As a general rule, critical damage is considered 2x normal damage. The effectiveness of dealing a critical hit is at a ratio of 10 to 1. This means for every 10 points into this substat, equals to a flat 1% critical rate. Every creature and player has a base crit resistance of 100%. This means with a Crit rate of 10%(100 points), you will score a critical hit if your physical attack rate(PAR) or spell attack rate(SAR) is 90+
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