Contributors
Please feel free to add your name here if you are helping or want to help.
- Leonim
- A_Liability - currently working on Compassion to health regen/rejuvi/heal calculations
- Calbus731 - working on the support tree topics.
Methodology
Use the talk page to discuss the necessity and state of articles shown in the progress section below. In this case, you may want to include on this page a {{Verify|<debated topic>}} as a markup.
Progress
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- Weapon strength :
- For PvP sets, maximum is around 920 for off-hand, 1020 for most others, 1120 for 2H melee, then the rifle at 1224.
- Steady weapons have a unique damage value between 107 and 135 depending on the weapon type (equivalent to level 1 starting equipment, without the varying damage range).
- Weapon speed : ?
- Armor defense : (coat • leggings • boots and gloves • helm/breather and shoulders)
- Heavy armor (PvP) : 1230 (30% • 20% • 2x15% • 2x10%)
- Medium armor (PvP) : 1084 (32% • 20% • 2x15% • 2x9%) is the reference for mitigation.
- Light armor (PvP) : 937 (34% • 21% • 2x14,5% • 2x8%) (Starter) : 75
- Amulet : choices among the PvP amulets allow to spec in one go, by heavily boosting one main attribute (+813) and two secondary (+530), since other pieces of equipment are blank from bonus.
Damage or the best ways of pummeling those Health bars to zero.
“
Opportunities multiply as they are seized.
— Sun Tzu
No mandatory targeting, but still target(s) hit or missed :
- Distance : self, point blank, nearby and specific to each ranged weapon
- Trajectory : ballistic, bounce, direct, homing, round-trip, thrown
- Area of Effect
- Shape : bubble, circle, cone, dome, line, ring, trail, vertical, wall
Damage output
Improving or boosting the damage dealt :
Damage multiplier
Situational modifiers :
Damage mitigation
Reduction of direct damage received :
Other data
- Death breakdown which, upon being defeated, list the inflicted damage that leaded to it, broke down by aggregated damage sources (with total number of hits for each).
Control of the battle's flow : pace (speed), reach (distance), terrain (position), and action (activity)... any others?
Pace
“
Speed is the essence of war.
— Sun Tzu
Controlling speed is a paradigm, imposing your own pace both in movement and time :
Reach
Controlling distance so that harm never reaches :
Terrain
Controlling position through clever use of the terrain :
Action
Controlling activity by dictating the flow of actions :
Support self and allies through team spirit in prevention, backup, partnership, numbers against harmful effects.
Preventing harm
“
Better be safe than sorry : "An ounce of prevention is worth a pound of cure."
— Folksay proverb
Against harm
Reactive support :
In backup
Being around is already half the work :
- Use of the "aura" term quite leisurely, since it is normally almost exclusive to elementalists, but activated virtues or other trait benefits (grandmaster tactician, venom aura, etc.) fit perfectly in the description (until someone find a better term).
In partnership
Active cooperation on both ends :
In numbers
Firepower, meat shield... and everything in between :
Others
- Choice of meaningful examples (see Appendix A).
- Damage calculation intrinsics (a whole new project perhaps, but see Appendix B for now).
- Collection of material references and articles to support those claims (see Appendix C).
Appendix
Related topics : click the show button on the right to expand the section.
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Appendix A : Examples
Page examples used to debate and show combat mechanics, including in user spaces.
- [[Damage/examples]]
- [[Damage/examples/A dummy life]]
Appendix B : Calculation
Lets crack the numbers?
Appendix C : References
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