Dauntless 0.6.10 Misc Stats and Info
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By Ket/Ketil
with help from Froogal
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Default stats:
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1000 hp
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100 stamina
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9 stamina regen per second, regen starts 1.2 sec after last use
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20 stamina per dodge
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40 sec cooldown on instant lantern, affected by % lantern charge perk/tonic
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1000 lantern charge to fill lantern
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Wisp = 100 lantern charge, Vent = 200 lantern charge
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Behemoth HP scaling:
relative to solorelative to quad
Behemoth heals 20% on flee
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1 player100%33.33%
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2 player166.67%55.56%
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3 player 233.33%77.78%
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4 Player300%100%
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Calculations
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Base is the base damage for the swing used and is the same for all variants of damage, Damage mult are % increases like ragehunter, Power mult is the modifier from weapon power, check Weapon Power tab
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Health(White)
((Base * Crit * Damage mult.) + flat) * Power mult * Hitzone(marksman)
Damage mult.
Stagger mult.
Lantern Charge
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Hides basic/healthPart(Yellow)
((Base * Crit * Part Mult.) + flat) * Damage mult * Power mult. * Acidic penality * Hitzone bonus/penalty
Perks (Cells)Knockout KingAetheric Attun.
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Stagger(Blue)
((Base * Crit * Damage mult. * Blunt bonus * Stagger mult. - stagger resistance) + Flat) * Power mult. * Hitzone bonus/penalty
Frenzy TonicStagger UEsAetherdrive Tonic
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Wound(Red)
((Base * Crit * Damage mult.) + flat) * Power mult
Inspiring pylon
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Lantern charge
((Base * Damage mult. / 5) + Aetheric Frenzy bonus) * Lantern Charge Bonus%
Special buffs
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Attack speed
Attack frames = Attack frames / (1 + AS Bonuses)
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FAQs
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Acidic enables wounding for all weapons. It gives the weapon a 30-50% base wound damage, 130-150% for piercing. Total wound damage then gets calculated with the formula above. NOTE: PART DAMAGE BONUSES WON'T INCREASE WOUND DAMAGE GRANTED BY ACIDIC.
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Acidic will ONLY half your PART DAMAGE. Health damage will remain at 100%.
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Savagery will increase ALL DAMAGE TYPES on the wounded part.
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Stagger resistance starts at 80, and gets increased by 10 per stagger until it caps at 105
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Stagger damage can't go negative, if stagger resistance would bring it to below 0, it stays at 0, and flat goes on top of that
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Damage bonuses are additive with each other within their own group: part, stagger and "all" are all grouped seperately
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Wound bonus is additive with tail/horn bonus
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Read the Weapon power tab for power mult
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Valomyr Unique Effect scales with damage perks and is affected by weapon specific hitzone modifiers
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All weapon projectiles are affected by both power multiplier and most damage bonuses
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Lantern attacks are only affected by weapon power, though damage bonuses increases lantern charge
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Fire elemental burn can break tails and horns regardless of weapon used
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Scorchstone and Boreus Unique effect flat bonuses are affected by damage multipliers
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Molten Heart is an orb drop that can be picked up for +20% attackspeed and fire immunity for 8.5 sec, picking up multiple will increase the duration by 8.5sec each
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Boreus sword unique effect generates 1 frost fairy every 0.5 sec during overdrive
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Cunning Critical Strike deals double damage
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Attack/Damage Types:
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Slashing:Blunt:Piercing:
Special Slashing:
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100% base stagger
133% base stagger
100% base wound damage
100% base part damage
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Can cut tails/horns
100% base part damage
75% base part damage
Part bonus varies by weapon
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+50% part on tails & horns
+25% part on wounded
+25% part on wounded (makes part damage 100%)
Can cut tails/horns (EXCEPT HAMMER BLASTS)
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+50% part on wounded
Can't cut tails/horns (except reza/kharabak)
Can't cut tails/horns(except reza/kharabak)
+50% part on wounded
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-75% part skarn armor(hitzone)
+25% part skarn armor(hitzone)
-75% part skarn armor(hitzone)
-75% part skarn armor(hitzone)
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Affected:Affected:Affected:Affected:
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AxeHammer
Warpike melee (L)
Repeaters
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Sword melee
Weapon projectiles
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Warpike melee (R)
Lantern attacks
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Chainblades melee
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