Character Stats: Difference between revisions
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The effects of attributes are in most cased, based on the flat amount of a given stat. However, in some cases, scaling is based on the relative amount of that stat compared to everything else. | The effects of attributes are in most cased, based on the flat amount of a given stat. However, in some cases, scaling is based on the relative amount of that stat compared to everything else. | ||
As an example of relative scaling, haste | As an example of relative scaling, haste from agility scales with how much of your character's total stats are in agility, and not a flat amount. For example, a character with 100 total stats and 90 of them in agility (90% agility), will have more agility haste than a character with 100,000 total stats and 5,000 of them agility (5% agility). |
Revision as of 15:20, 18 August 2023
Summary
Character stats on Chainbreaker are sometimes unique in how they may increase your character's power level. They can be increased by equipping more powerful gear, gaining levels, and spending alternate advancement points for specific attributes.
Base Stats
- Hitpoints
- Standard for an RPG - don't let it reach zero
- Recovery is increased outside of combat
- Mana
- Consumed by casting healing spells, including health taps
- Does not recover during combat
- Endurance
- Consumed by offensive spells and abilities
- Recovers relatively quickly in combat
- Recovery is increased outside of combat
- Armor Class
- Mitigates incoming melee damage
- Raised by AC on gear, as well as stamina
- Attack
- Provides 1% increased melee/range damage for every 10 ATK
- Resists
- No affect yet
- Haste
- Affects rate of melee and range attacks
- Affects the casting speed of spells
- Similar stacking rules as classic EQ
- Worn haste
- Spell haste (Ench, Shaman, Bard v1, etc.)
- Haste v2 (some Bard songs)
- Haste v3 (some Bard songs)
Attributes
These character stats may be raised by spending alternate advancement points. They provide the following effects:
- Strength
- Primary stat for melee/range damage
- Stamina
- Increases AC
- May act as a substitute for any or all of the primary stats
- When stamina is twice your strength, stamina will increase the damage of melee/range, to a lesser degree than the equivalent amount of strength would
- When stamina is twice your intelligence, stamina will increase the damage of spells, to a lesser degree than the equivalent amount of intelligence would
- When stamina is twice your wisdom, stamina will increase the effect of healing, to a lesser degree than the equivalent amount of wisdom would
- Increases hitpoints and endurance
- Agility
- Provides haste
- Slightly increases the base damage of your melee, ranged and attaching/healing spells
- Improves your run speed and jump height
- Increases the effect of damage shields more than other attributes
- Dexterity
- Increases your melee, spell and healing critical chance
- Slightly increases the base damage of your melee, ranged and attackingh/healing spells
- Wisdom
- Primary stat for healing
- Increases total mana
- Intelligence
- Primary stat for offensive spell damage
- Increases the base damage of your spells, weapon procs and clickable items
- Charisma
- Increases your base melee, spell and healing amounts at a factor less than the values of the primary stats
- Increases hitpoints and mana to a larger degree than most (all?) other attributes.
Stat Scaling
The effects of attributes are in most cased, based on the flat amount of a given stat. However, in some cases, scaling is based on the relative amount of that stat compared to everything else.
As an example of relative scaling, haste from agility scales with how much of your character's total stats are in agility, and not a flat amount. For example, a character with 100 total stats and 90 of them in agility (90% agility), will have more agility haste than a character with 100,000 total stats and 5,000 of them agility (5% agility).