Difference between revisions of "Vital Statistics"
(Moving Crit to Damage page and moved Damage Reduciton from Damage page.) |
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== Health == | == Health == | ||
+ | The health bar is a vital meter that shows how much [[damage]] the player can take before death ensues. | ||
+ | Health can increase in multiple ways, which are from leveling, getting items, or other less common means. | ||
− | + | Health can be restored by some class abilities, eating food found in certain [[prefabs|structures]], or by waiting for the player's health regeneration to bring it up. | |
== Mana == | == Mana == | ||
+ | Mana is used for casting spells or skills that aren't the primary attack mode. | ||
+ | Increasing the current mana level can be done by picking up crystals lying around or by item effects. | ||
+ | == Armor/Resistance == | ||
+ | The formula for calculating damage reduction = 1 - (1)/(1+(armor/resistance)/50) | ||
− | + | Different sources of damage reduction will stack multiplicatively. | |
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== Evasion == | == Evasion == | ||
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified. | Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified. |
Revision as of 03:20, 26 March 2018
Contents
Health
The health bar is a vital meter that shows how much damage the player can take before death ensues. Health can increase in multiple ways, which are from leveling, getting items, or other less common means.
Health can be restored by some class abilities, eating food found in certain structures, or by waiting for the player's health regeneration to bring it up.
Mana
Mana is used for casting spells or skills that aren't the primary attack mode.
Increasing the current mana level can be done by picking up crystals lying around or by item effects.
Armor/Resistance
The formula for calculating damage reduction = 1 - (1)/(1+(armor/resistance)/50)
Different sources of damage reduction will stack multiplicatively.
Evasion
Evasion is calculated similarly to crit chance, where each source of evasion is NOT additive. Rather, each evasion source rolls independently for evasion and if any one of them rolls a positive outcome, all damage will be nullified.