Table of Contents
- Melee Attacks
- 1.1 Damage Calculation
- 1.1.1 Maximum Damage (Max Hit)
- 1.1.2 Minimum Damage
- 1.1.3 No Damage Cap
- 1.2 Hit Chance
- 1.2.1 Calculation
- 1.2.2 Influencing Factors
- 1.2.3 Modifiers and Buffs
- 1.2.4 Additional Mechanics
- 1.3 Triple Attack
- 1.4 Monk/Beastlord Fist Damage
- 1.1 Damage Calculation
- Armor Class (AC) and Damage Reduction
- 2.1 AC Calculation
- 2.2 Softcaps
- 2.3 Shields
- Experience (XP)
- 3.1 Group XP Split
- 3.2 Area XP Penalties
- Haste
- 4.1 Types of Haste
- Pets
- 5.1 All Pets
- 5.2 Mage Pets
- 5.3 Enchanter Pets
- Procs
- Meditation
- Damage over Time Spells (DoTs)
- Heal over Time Spells (HoTs)
- Debuffs
- Raid Loot Mechanic
1. Melee Attacks
1.1 Damage Calculation
1.1.1 Maximum Damage (Max Hit):
- Formula: Maximum damage is calculated by multiplying your weapon’s damage by a derivative based on your ATK (Attack).
- ATK Influence: As your ATK increases with level, so does your maximum damage. This derivative is influenced by various factors such as buffs, debuffs, and gear.
- ATK Role: ATK determines the damage multiplier of your weapon’s damage on a successful hit but is not relevant to your hit chance.
1.1.2 Minimum Damage:
- Limit: There is a minimum damage limit; post-mitigation, you can only hit for 1 if you have a 1 damage weapon.
1.1.3 No Damage Cap:
- Mechanic: The damage cap has been removed, allowing for potentially higher damage outputs depending on your stats and gear.
1.2 Hit Chance
1.2.1 Calculation:
- Factors: Your chance to hit an opponent is determined by a combination of:
- DEX (Dexterity)
- Weapon Skill
- Offense Skill
- Higher Values: Higher values in these attributes increase your likelihood of successfully hitting the target.
1.2.2 Influencing Factors:
-
Accuracy:
- Accuracy Styles: Different combat styles that boost accuracy.
- Accuracy AAs (Alternate Abilities): Special abilities that enhance accuracy.
- DEX (Dexterity): Higher dexterity increases your hit chance.
- Offense Skill: Skill level in offensive maneuvers and attacks.
- Weapon Skill: Proficiency with the specific weapon being used.
-
Avoidance:
- Avoidance Styles: Defensive combat styles that improve your chances to avoid hits.
- Avoidance AAs (Alternate Abilities): Special abilities that enhance avoidance.
- AGI (Agility): Higher agility improves your ability to dodge attacks.
- Defense Skill: Skill level in defensive maneuvers and blocking.
1.2.3 Modifiers and Buffs:
- Buffs and Debuffs: Various buffs and debuffs can modify your hit chance, including temporary boosts from spells, potions, and equipment effects.
- Mob Evasion: The target’s evasion capabilities, such as its AGI and defense skill, can decrease your hit chance.
1.2.4 Additional Mechanics:
- High-Level Mobs: If a mob is significantly higher in level (e.g., 7+ levels above you), you will have a very low chance to hit it, similar to how you would struggle to land spells on it.
- Innate Crit Chance: Paladins and Warriors receive an innate critical hit chance against all mobs, providing these classes with a consistent edge in combat through occasional high-damage attacks.
- Hunger/Thirst Penalty: 25% penalty to hit and avoid hits when hungry or thirsty; 50% penalty when both.
1.3 Triple Attack
- Rangers: Rangers now receive triple attack similar to Monks. When Rangers begin to double attack, they also start being able to triple attack with their main hand, although at a lower chance than double attack.
1.4 Monk/Beastlord Fist Damage
Level | Damage | Delay |
---|---|---|
1 | 6 | 30 |
6 | 7 | 30 |
15 | 8 | 30 |
20 | 9 | 30 |
25 | 9 | 29 |
30 | 10 | 28 |
35 | 10 | 27 |
40 | 11 | 26 |
45 | 11 | 25 |
50 | 12 | 24 |
53 | 12 | 23 |
56 | 12 | 22 |
59 | 12 | 21 |
60 | 12 | 20 |
63 | 13 | 19 |
65 | 13 | 18 |
2. Armor Class (AC) and Damage Reduction
2.1 AC Calculation:
- Reduction Mechanism: AC translates into a percentage of potential damage reduction.
- Certain Reduction: 1/4 of AC is certain reduction (e.g., 1500 AC = 20% minimum reduction).
- Randomized Reduction: The remaining AC value is randomized (e.g., 1500 AC = 20-80% reduction, averaging 50%).
2.2 Softcaps:
- First Softcap: 100 AC.
- Second Softcap: 250 AC.
- Third Softcap: 500 AC.
- Beyond 500 AC: AC beyond 500 provides consistent value.
2.3 Shields:
- Calculation: AC + (AC * 2) in Block skill.
3. Experience (XP)
3.1 Group XP Split
- This system ensures that each player in a group of 2 to 6 members receives an equal share of the XP, maintaining fairness and consistency in experience gain across different group sizes.
- 2 players: The total XP gained is 100, split as 50 XP each.
- 3 players: The total XP gained is 150, split as 50 XP each.
- 4 players: The total XP gained is 200, split as 50 XP each.
- 5 players: The total XP gained is 250, split as 50 XP each.
- 6 players: The total XP gained is 300, split as 50 XP each.
3.2 Area XP Penalties
- These penalties are reset at levels 30, 50, and 65.
- After level 65, the penalties reset based on the total AA (Alternate Advancement) equivalent XP.
4. Haste
4.1 Types of Haste:
- Type 1: Normal spell haste.
- Type 2: Bard song haste, dawn shoulders, guardian of the forest.
- Type 3: AA abilities, enchanter illusion haste, Heavenly Wrath.
- Bard Haste: Includes normal spell haste and song haste.
5. Pets
5.1 All Pets:
- Fixed Delay: Pets have a fixed attack delay and number of attacks.
- Weapon Wielding: When wielding two weapons, each weapon can proc.
- Charmed Pets: Max haste of 50%.
5.2 Mage Pets:
-
Each mage pet has its own unique ability and self buff.
-
Each mage pet has equal base pet damage.
- Air Pet: Spell damage reduction self buff. Stun and Direct Damage ability.
- Earth Pet: Self Armor Class self buff. Root and Threat ability.
- Fire Pet: Damage Shield self buff. Direct Damage ability.
- Water Pet: Health Regen self buff. Group Heal ability.
-
HP: Fire pet has the lowest HP; Water and Air pets have identical HP; Earth pet has the highest HP.
-
Resistances: Each pet has resistances based on its element.
5.3 Enchanter Pets:
- Pets must be illusioned in order to receive commands from the pet window or as text commands.
6. Procs
- Breast Plate: Procs when hit with normal melee damage, including AoE attacks.
- Feet: Procs when you kick, including Monk kick abilities.
- Hands: Procs when attacking with bare hands, including dragon punch.
- Bracer: Procs whenever you cast a spell.
- Primary: Procs when attacking with the main hand weapon.
- Secondary: Procs when attacking with the secondary weapon, when using the skill slam, or when bashing with a shield.
- Ammo: Procs when attacking with the primary or secondary weapon, excluding arrows and throwing weapons.
7. Meditation
- Combat Meditate: Cannot meditate in combat (on aggro list or grouped with someone in combat).
- Faster Meditation: Significantly faster when available.
- Regen Caps:
- 30 mana regen from spells.
- 20 mana regen from items.
- 40 HP regen from items.
- Skill Caps: Increased for int/wis caster classes.
- NPC Memory: NPCs remember you for a few minutes or as long as they are in combat if you zone/log out.
8. Damage over Time Spells (DoTs)
- Weakening: Total DoT damage per tick reduces mob melee damage proportionally to its HP, with a maximum 10% direct melee damage reduction from DoTs.
- Roots: Damage over Time spells do not break Root effects.
- Critical Hits: These effects can crit, following the same rules/AAs/focuses as direct damage spells. Necros have an innate DoT crit chance.
9. Heal over Time Spells (HoTs)
- Critical Hits: These effects can crit, following the same rules/AAs/focuses as heals. Clerics have an innate HoT and heal crit chance.
10. Debuffs
- Resist Debuff Cap: Mobs have a limit on resist debuff.
- Debuff Slots: Mobs have 42 debuff slots.
11. Raid Loot Mechanic
- Standard Drops: Raid encounters designed for 18 players drop 2 random items by default, along with gems, spells, and other merchant-bait.
- Bonus Loot: Chance for a third item drop if certain conditions are met.
- Eligible Mobs: Only mobs designed for 18-player raids.
- Loot Characteristics: No guaranteed loot class.
- Participation Requirement: The mob’s hate list is checked at the time of death. Players must have actively participated by generating aggro.
- Class Diversity:
- Bonus loot chance starts at 11 unique classes.
- Maximum bonus chance is achieved with 15 unique classes.