Difference between revisions of "Block, Dodge, Parry, Riposte modifiers"
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Below is breakdown based on this reference post: https://www.takproject.net/forums/index.php?threads/how-does-armor-currently-work-here.4224/page-5#post-86093 | Below is breakdown based on this reference post: https://www.takproject.net/forums/index.php?threads/how-does-armor-currently-work-here.4224/page-5#post-86093 | ||
'''Block skill cap at 60''' | *'''Block skill cap at 60''' | ||
230 - Monk - need 7% mod to reach next breakpoint | ::230 - Monk - need 7% mod to reach next breakpoint | ||
200 - Bst - need 9% mod to reach next breakpoint | ::200 - Bst - need 9% mod to reach next breakpoint | ||
'''Dodge skill cap at 60''' | *'''Dodge skill cap at 60''' | ||
230 - Monk - need 10% mod to reach next breakpoint | ::230 - Monk - need 10% mod to reach next breakpoint | ||
210 - Rogue - need 2% mod to reach next breakpoint | ::210 - Rogue - need 2% mod to reach next breakpoint | ||
190 - Warrior - need 9% mod to reach next breakpoint | ::190 - Warrior - need 9% mod to reach next breakpoint | ||
170 - Pal/Rng/SK/Bard/Bst - need 17% mod to reach next breakpoint | ::170 - Pal/Rng/SK/Bard/Bst - need 17% mod to reach next breakpoint | ||
75 - Clr/Dru/Shm/Nec/Wiz/Mag/Enc - need 3% mod to reach next breakpoint | ::75 - Clr/Dru/Shm/Nec/Wiz/Mag/Enc - need 3% mod to reach next breakpoint | ||
'''Parry skill cap at 60''' | *'''Parry skill cap at 60''' | ||
230 - Warrior / Rogue - need 7% mod to reach next breakpoint | ::230 - Warrior / Rogue - need 7% mod to reach next breakpoint | ||
220 - Ranger - need 10% mod to reach next breakpoint | ::220 - Ranger - need 10% mod to reach next breakpoint | ||
205 - Pal / SK - need 15% mod to reach next breakpoint | ::205 - Pal / SK - need 15% mod to reach next breakpoint | ||
185 - Bard - need 6% mod to reach next breakpoint | ::185 - Bard - need 6% mod to reach next breakpoint | ||
'''Riposte skill cap at 60''' | *'''Riposte skill cap at 60''' | ||
225 - Warrior / Monk / Rogue - need 2% mod to reach next breakpoint | ::225 - Warrior / Monk / Rogue - need 2% mod to reach next breakpoint | ||
200 - Pal / SK - need 10% mod to reach next breakpoint | ::200 - Pal / SK - need 10% mod to reach next breakpoint | ||
185 - Bst - need 16% mod to reach next breakpoint | ::185 - Bst - need 16% mod to reach next breakpoint | ||
150 - Ranger - need 10% mod to reach next breakpoint | ::150 - Ranger - need 10% mod to reach next breakpoint | ||
75 - Bard - need 26% mod to reach next breakpoint | ::75 - Bard - need 26% mod to reach next breakpoint | ||
So in Luclin, almost nothing matters. The only exceptions are [https://www.takproject.net/allaclone/item.php?id=7469 Laminate Bracer] for monks/BLs, a few dodge mods for rogues/priests/casters, [https://www.takproject.net/allaclone/item.php?id=7467 Ring of Reflex] for warriors/rogues/bards, [https://www.takproject.net/allaclone/item.php?id=28855 Bloodfrenzy] for warriors, and [https://www.takproject.net/allaclone/item.php?id=28931 Mask of Resiliance], or [https://www.takproject.net/allaclone/item.php?id=28918 Crystal Shadow Cloak] for monks/rogues (and warriors without Bloodfrenzy). | So in Luclin, almost nothing matters. The only exceptions are [https://www.takproject.net/allaclone/item.php?id=7469 Laminate Bracer] for monks/BLs, a few dodge mods for rogues/priests/casters, [https://www.takproject.net/allaclone/item.php?id=7467 Ring of Reflex] for warriors/rogues/bards, [https://www.takproject.net/allaclone/item.php?id=28855 Bloodfrenzy] for warriors, and [https://www.takproject.net/allaclone/item.php?id=28931 Mask of Resiliance], or [https://www.takproject.net/allaclone/item.php?id=28918 Crystal Shadow Cloak] for monks/rogues (and warriors without Bloodfrenzy). |
Revision as of 23:17, 23 May 2020
There exist modifiers for Block, Dodge, Parry, and Riposte skills in the game. The percentage is rounded down to nearest full number (integer) using this formula
- // the divisor of 45 is for dodge
- // change it to 50 for parry, 55 for riposte, 25 for block
- chance = floor((skill+100 + floor((skill+100)*mod/100))/45)
This means you must reach the next full integer number to reach the next breakpoint. Sadly, this makes most modifiers available in the game useless since they don't improve your character's avoidance skills because the skill boost does not reach the next full number breakpoint.
Below is breakdown based on this reference post: https://www.takproject.net/forums/index.php?threads/how-does-armor-currently-work-here.4224/page-5#post-86093
- Block skill cap at 60
- 230 - Monk - need 7% mod to reach next breakpoint
- 200 - Bst - need 9% mod to reach next breakpoint
- Dodge skill cap at 60
- 230 - Monk - need 10% mod to reach next breakpoint
- 210 - Rogue - need 2% mod to reach next breakpoint
- 190 - Warrior - need 9% mod to reach next breakpoint
- 170 - Pal/Rng/SK/Bard/Bst - need 17% mod to reach next breakpoint
- 75 - Clr/Dru/Shm/Nec/Wiz/Mag/Enc - need 3% mod to reach next breakpoint
- Parry skill cap at 60
- 230 - Warrior / Rogue - need 7% mod to reach next breakpoint
- 220 - Ranger - need 10% mod to reach next breakpoint
- 205 - Pal / SK - need 15% mod to reach next breakpoint
- 185 - Bard - need 6% mod to reach next breakpoint
- Riposte skill cap at 60
- 225 - Warrior / Monk / Rogue - need 2% mod to reach next breakpoint
- 200 - Pal / SK - need 10% mod to reach next breakpoint
- 185 - Bst - need 16% mod to reach next breakpoint
- 150 - Ranger - need 10% mod to reach next breakpoint
- 75 - Bard - need 26% mod to reach next breakpoint
So in Luclin, almost nothing matters. The only exceptions are Laminate Bracer for monks/BLs, a few dodge mods for rogues/priests/casters, Ring of Reflex for warriors/rogues/bards, Bloodfrenzy for warriors, and Mask of Resiliance, or Crystal Shadow Cloak for monks/rogues (and warriors without Bloodfrenzy).