User:Failsayfe/sandbox: Difference between revisions
imported>Failsayfe Created page with "Each character within '''Telos Realms''' has 7 stats which impact how they interact with the game. A character's '''Stats''' are split into '''Base Stats''' and '''Bonus Stats'''. '''Base Stats''' can be increased via Transcendance. '''Bonus Stats''' can be increased via equipping Armours, using Abilities, applying Runes or joining Guilds. '''Unique Stats''' are not readily available to the character, only being acquired thro..." |
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<div class="mp-box centered-content" id="mp-box-links"> | |||
<div class="mp-box centered-content stats-table" id="mp-box-links"> | |||
==Stats== | ==Stats== | ||
<div class="mp-body"> | <div class="mp-body"> | ||
{| class="wikitable" | {| class="wikitable tr-stats-table" | ||
! Stat !! | ! Stat !! Effect !! Details | ||
|- | |- | ||
| '''Attack''' || Increases damage dealt. || <div class="mw-collapsible mw-collapsed"> | | '''Attack''' || Increases total damage dealt. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Attack modifies the total damage dealt by a player from all sources (weapons, abilities, pets, other damaging effects). It has exponentially diminishing return, meaning it has less effect at higher values.</p> | |||
<p><b>The percentage increase to Attack is calculated as</b>:</p> | |||
<div style="font-size:150%;"><math>Attack\ Increase\ Percentage = \left(\frac{0.5 \times Attack}{50 + 0.2 \times Attack}\right) \times 100\%</math></div> | |||
</div> | </div> | ||
|- | |- | ||
| '''Health''' || | | '''Health''' || Raises maximum HP. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Health sets the player's maximum health. Each point of Health adds +1 to max HP. At 0 Health stat, max HP = 20</p> | |||
<p>At 5 Health, max HP = 25.</p> | |||
<p>Followng forumlas can be used to determine a player's maximum effective health</p> | |||
<p><b>Effective Health (no Evasion)</b>:</p> | |||
<div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{Health + 20}{1 - \frac{Defence}{200}}</math></div> | |||
<p><b>Average EHP (with Evasion)</b>:</p> | |||
<div style="font-size:150%;"><math>Effective\ Health\ Points = \frac{\frac{Health + 20}{1 - \frac{Defence}{200}}}{1 - \frac{Evasion}{100}}</math></div> | |||
</div> | </div> | ||
|- | |- | ||
| '''Vitality''' || Improves regeneration | | '''Vitality''' || Improves HP regeneration rate. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Vitality modifies the speed of natural healing. Each point of Vitality increases healing by +0.02 HP/s additively.</p> | |||
<p>At 0 Vitality, regen = +0.1 HP/s</p> | |||
<p>At 30 Vitality, regen = +0.7 HP/s.</p> | |||
<p><b>Time to fully heal from 1 HP</b>:</p> | |||
<div style="font-size:150%;"><math>Time\ to\ Regenerate\ HP = \frac{Health + 20}{\frac{Vitality + 10}{50}}</math></div> | |||
</div> | </div> | ||
|- | |- | ||
| '''Speed''' || Increases movement speed. || <div class="mw-collapsible mw-collapsed"> | | '''Speed''' || Increases movement speed. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Speed modifies total movement speed the player moves at. Each point of Speed increases the movement speed by +0.8% additively.</p> | |||
<p>At 100 speed, the player will move at double speed. At 200 speed, the player will move at triple speed.</p> | |||
</div> | </div> | ||
|- | |- | ||
| '''Evasion''' || | | '''Evasion''' || Chance to fully dodge an attack. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Evasion gives a chance to negate incoming damage entirely (dodge). Evasion gives exponentially diminishing returns, meaning it has less effect at higher values.</p> | |||
<p>While the exact equation to calculate dodge percentage is unknown, there are some confirmed values:</p> | |||
<ul> | |||
<li>100 Evasion → 66% dodge</li> | |||
<li>50 Evasion → 33% dodge</li> | |||
<li>25 Evasion → 20% dodge</li> | |||
</ul> | |||
</div> | </div> | ||
|- | |- | ||
| '''Defence''' || Reduces incoming damage. || <div class="mw-collapsible mw-collapsed"> | | '''Defence''' || Reduces incoming damage. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Defence reduces damage taken from all sources and has exponentially diminishing returns, meaning it has less effect at higher values.</p> | |||
</div> | <p><b>Equation to calculate Damage Reduction:</b>:</p> | ||
<div style="font-size:150%;"><math>Damage\ Reduction\ Percentage = \left(1 - \frac{100}{Defense + 100}\right) \times 100\%</math></div> | |||
|- | |- | ||
| '''Critical Chance''' || | | '''Critical Chance''' || Chance to deal critical (double) damage. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Critical Chance modifes the probability to land a critical (double-damage) hit. It has exponentially diminishing return, meaning it has less effect at higher values.</p> | |||
<p><b>Crit% formula</b>:</p> | |||
<div style="font-size:150%;"><math>Critical\ Chance\ Percentage = \left(\frac{0.5 \times Crit}{50 + 0.2 \times Crit}\right) \times 100\%</math></div> | |||
</div> | </div> | ||
|} | |} | ||
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<div class="mp-box centered-content" id="mp-box-links"> | <div class="mp-box centered-content stats-unique" id="mp-box-links"> | ||
==Unique Stats== | ==Unique Stats== | ||
<div class="mp-body"> | <div class="mp-body"> | ||
{| class="wikitable" | {| class="wikitable tr-stats-table" | ||
! Stat !! | ! Stat !! Effect !! Details | ||
|- | |- | ||
| '''Critical Damage''' || Boosts | | '''Critical Damage''' || Boosts critical damage multiplier. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Details to be added with Unique Stats pass.</p> | |||
</div> | </div> | ||
|- | |- | ||
| '''Loot Boost''' || Increases drop | | '''Loot Boost''' || Increases drop chances. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Details to be added with Unique Stats pass.</p> | |||
</div> | </div> | ||
|- | |- | ||
| '''Fame Boost''' || Increases fame gain. || <div class="mw-collapsible mw-collapsed"> | | '''Fame Boost''' || Increases fame gain. || <div class="mw-collapsible mw-collapsed"> | ||
<p>Details to be added with Unique Stats pass.</p> | |||
</div> | </div> | ||
|} | |} | ||
</div> | </div> | ||
</div> | </div> | ||
Revision as of 15:57, 20 September 2025
Each character within Telos Realms has 7 stats which impact how they interact with the game.
A character's Stats are split into Base Stats and Bonus Stats.
Base Stats can be increased via Transcendance.
Bonus Stats can be increased via equipping Armours, using Abilities, applying Runes or joining Guilds.
Unique Stats are not readily available to the character, only being acquired through Transcendance and specific Armours.
Stats
| Stat | Effect | Details |
|---|---|---|
| Attack | Increases total damage dealt. | Attack modifies the total damage dealt by a player from all sources (weapons, abilities, pets, other damaging effects). It has exponentially diminishing return, meaning it has less effect at higher values. The percentage increase to Attack is calculated as: |
| Health | Raises maximum HP. | Health sets the player's maximum health. Each point of Health adds +1 to max HP. At 0 Health stat, max HP = 20 At 5 Health, max HP = 25. Followng forumlas can be used to determine a player's maximum effective health Effective Health (no Evasion): Average EHP (with Evasion): |
| Vitality | Improves HP regeneration rate. | Vitality modifies the speed of natural healing. Each point of Vitality increases healing by +0.02 HP/s additively. At 0 Vitality, regen = +0.1 HP/s At 30 Vitality, regen = +0.7 HP/s. Time to fully heal from 1 HP: |
| Speed | Increases movement speed. | Speed modifies total movement speed the player moves at. Each point of Speed increases the movement speed by +0.8% additively. At 100 speed, the player will move at double speed. At 200 speed, the player will move at triple speed. |
| Evasion | Chance to fully dodge an attack. | Evasion gives a chance to negate incoming damage entirely (dodge). Evasion gives exponentially diminishing returns, meaning it has less effect at higher values. While the exact equation to calculate dodge percentage is unknown, there are some confirmed values:
|
| Defence | Reduces incoming damage. | Defence reduces damage taken from all sources and has exponentially diminishing returns, meaning it has less effect at higher values. Equation to calculate Damage Reduction:: |
| Critical Chance | Chance to deal critical (double) damage. | Critical Chance modifes the probability to land a critical (double-damage) hit. It has exponentially diminishing return, meaning it has less effect at higher values. Crit% formula: |
Unique Stats
| Stat | Effect | Details |
|---|---|---|
| Critical Damage | Boosts critical damage multiplier. | Details to be added with Unique Stats pass. |
| Loot Boost | Increases drop chances. | Details to be added with Unique Stats pass. |
| Fame Boost | Increases fame gain. | Details to be added with Unique Stats pass. |