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Damage TypesOffense & DefenseWeapon GradesSoul PowerPlayer Versus PlayerWeapon Proficiencies
2
Muscle
*Life
*Life Regen per second
*+All Base Weapon DMG
Cunning
*offense
*defense
*+All SPD
Willpower
*+Mana
*+Mana Regen
*+All RES

Torso&Shoulders
Head&Neck
Hands&Arms
Legs&Feet
Finger
Finger
Extra(Amulet or Trinket)
*Physical (Stun)[1.25 percent minimum chance status]
Stun status effect. Threshold effects chance for stun and length. Resistance VS DMG effects chance for stun and length.
*Frost (Freeze)[1.25 percent minimum chance for status]
-All SPD status effect. Threshold effects chance for freeze and length. Resistance VS DMG effects length, and strength of freeze.
*Lightning (Shock)[1.25 percent minimum chance for status]
-Def -Off status effect. Threshold effects chance for status and length. Resistance VS DMG effects length, and strength of shock.
*Fire (Explosion)[1.25 percent minimum chance for status]
AOE DMG status effect. Threshold effects chance for explosion and explosion size. Resistance VS DMG effects chance for explosion and DMG itself.
*Vitality (Bleed)[1.25 percent minimum chance for status]
DOT DMG status effect. Threshold effects chance for bleed and length. Resistance VS DMG effects chance for bleed and DMG per second itself.
5 Stages
*No Hit
no damage is done and procs fail
No hit chance scales very well with better defense, starting at a very low chance when opposing values are equal. Despite diminishing returns, you can reach a very high cap on it and the effect itself is strong.
*Fumble
minimum damage and proc chance decreased by a .5 multiplier
Fumbles do not scale as well as the other chances, and will typically occur rarely but still occuring, sharing the same minimum chance with criticals. The maximum chance is very close to equal values chance, meaning differences do not effect it positively except for very high defense. Conversely the minimum chance causes fumble chance to drop drastically with low defense. Typically you will be hit by a normal roll instead of a fumble roll, to a difference of 1 percent at closest values.
*Normal
Normal rolls
Normal chance to hit scales in different ways with defense and offense difference. It has a very high cap with good scaling but harsh diminishing returns. The minimum chance however has increasing returns, yet scales the same.
*Critical
Greater than average damage forced and proc chance increased by 1.2 multiplier
Criticals are similar in scaling to fumbles without requiring an overpowering amount of offense. However the chance to critical drops drastically if defense is greater, but the low cap remains higher, guaranteeing a chance to critical in tough situations.
*Greater Critical
Maximum damage and proc chance increased by 2.0 multiplier
Greater critical chance scales high but you require a good difference of offense versus your opponent's defense. It also has similar scaling to chance to miss, but with a lower maximum chance.

*Items and skills will effect the damage from off/def rolls and proc chances

All chances add up to 100 percent. Offense vs defense rolls add or remove to chances by these factors:(DEF is attacked, OFF is attacker). By endgame the differences in values will be greater for players and enemies, adjusting the game for slightly less risk for players and enemies alike.
[2 percent minimum, 40 percent maximum]5 percent base miss .05*(.95+.05(DEF/OFF))
[11 percent minimum, 22 percent maximum]20 percent base fumble .2*(.8+.2(DEF/OFF))
[23 percent minimum, 74 percent maximum]50 percent base normal .5*(.25(DEF/OFF)*.25(OFF/DEF))?
[11 percent minimum, 32 percent maximum]20 percent base critical .2*(.8+.2(OFF/DEF))
[2 percent minimum, 32 percent maximum]5 percent base greater critical .05*(.95+.05(OFF/DEF))

Some effects in game can directly reduce your critical/GC to their minimums without directly affecting your chance to miss or fumble. These additional chances roll over mostly into your normal chance to hit.
Chance to miss can scale very high if you have very low offense. This actually benefits defense stat, despite the fact that other chances to hit can also scale high. Being immune to procs is very useful when a good portion of enemies have procs. This in turn means having low defense greatly increases chances for enemies to proc their effects on you due to GC mechanics
7 Tiers of grades per difficulty
*Base 5 Tiers
E D C B A
*Tier Overflows
S SS
Cannot overflow upgrade until next difficulty level
At 3rd Difficulty, challenges are required to upgrade
*Base Tiers will drop normally throughout a difficulty, S and SS do not drop.
Gear has a stat similar to durability rating, except it is only affected by PvP or hefty gold investment. The Durability affects the weapon grade. When it is maxed out the item then flows into the next tier. Any modifiers are increased as well to the minimum ilevel (this means that farming for an item drop might be better overall for modifiers)

Modding in will replace "augments" in worst case as a counter for durability
Players can engage in Wager Matches, swapping soul power totals of the items wagered. Victory transfers the loser's wagered soul power entirely to your selected items. Players may also offer entire items for wagers, which may or may not follow soul power wager rules in valueclass design
lord=melee tank/caster
ronin=superhybrid
flayer=spellcaster assassin
android=superhybrid
raider=superhybrid
explorer=mostly assassin
architect=mostly summoner
3
Definitions
DMG: Any damage component
SPL: Inherits no weapon damage
WPN: Inherits no spell damage
recstack: All stacks have their own decay timer
refstack: All stack decay is refreshed upon new stacks
remstack: Dispells all of its stacks on any decay
Damage and Resistance Scaling
;No percentage increases for Damage,
all sources are additive. DMG (on weapons) to RES (on armor pieces)
scaling throughout game would be around 3:2 ratio, meaning you can never
achieve complete immunity to damage by having greater resistance
instead of using diminishing return formulas.

Resistances effect generic/skill DOTs per second

Resistances are flat values, with very direct mitigation. Thresholds are percentages.

Thresholds operate similar to "poison length" modifiers in diablo 2, but affecting all known damage types instead. Status chances also inherit accuracy system proc multipliers, particularly important for enemies attacking the player. Status effects do not stack but do not circumvent each other either, using the strongest possible effect per damage type while maintaining length of all effects.

Enemies will have special curse resistances, typically reducing the length of the curse but not the effects.  Threshold effects are considered curses.  Difficulties might adjust curse resistances for both players and enemies.
BLOCK mechanics

Blocking anything uses the shield resistance ,on top of your total resistances including shield, to mitigate damage further.  Special mods will enhance the block resistance.
Block chances use the same Off vs Def calculations multiplied by item/skill block chance for melee and ranged attack blocks.
Block SPD uses its own rating multiplied by total damage done during block ,this makes it so blocking light damage is almost non-existent and, simulating concentration of your defenses on hard hitters, but getting massively mobbed is still a situation to avoid for optimal blocking (except for some uniques).
Blocking does not cause any animation interruptions except for itself and can activate while moving
minimum rolls on modifiers are upped with successive tiers, but a high roll is not replaced by a lower roll during upgradeSoul Power Farming Aspects
Droppable map spawns high health monsters with low attack and low chance to drop S and SS ingredients. Attacking the creatures has a chance to drop their health and drastically increase damage, while also increasing chance to drop S and SS crafting ingredients. Every Area will also have a roaming boss creature that will have the highest chance of dropping S and SS crafting ingredients. Map is divided into 5 parts where roaming boss can increase drop chance if it walks through the borders.
3 base weapons per difficulty per proficiency. Some class specifics take a 50 percent inheritance from 2 proficiencies. All weapon proficiencies grant -lvl requirements on their specific weapon groups (specifically for endgame equipment but will work normally throughout the game) draws inspiration from MedianXL for Diablo 2

36 Current cross specs possible
30 Base Weapons
32 Class Unique Weapons
3 base weapons per difficulty per proficiency. Some class specifics take a 50 percent inheritance from 2 proficiencies. All weapon proficiencies grant -lvl requirements on their specific weapon groups (specifically for endgame equipment but will work normally throughout the game) draws inspiration from MedianXL for Diablo 2

Weapons have Base Effects that increase as the players weapon proficiency goes up. First difficulty the levels are 10,20,30, 2nd difficulty is levels 40,50,60, 3rd difficulty is 70,80,90. There is also a minimum level required for effects, 0 for 1st difficulty, 35 for 2nd difficulty, 65 for 3rd difficulty.

36 Current cross specs possible
30 Base Weapons
32 Class Unique Weapons
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game mechanics and glossary
PetsScrollsPreSuffix
class scaling
baseweapons
basearmor
UniqueWeapons
UniqueArmor
Lord
Ronin
Flayer
Android
Druid
Raider
Explorer
Architect