Difference between revisions of "Offense modifiers"

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{{needsspading|What are the constants? How does randomness get into the calculation?}}
 
{{needsspading|What are the constants? How does randomness get into the calculation?}}
* Each character has an intrinsic offense which is increased every level. The amount raised each level is class dependent. The starting value might also be class dependent.
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* The basic offense is the power of the weapon you are wielding. Offense modifiers are applied to this value.
* The power of the weapon you are wielding is added to your offense.
 
 
* The damage from offense is calculated as <code>Offense*(a+b/OpponentDefense)</code> where <code>a</code> and <code>b</code> are yet to be determined constants, smaller than one. Damage from [[Strength modifiers|strength]] and other bonus damage is added afterwards.
 
* The damage from offense is calculated as <code>Offense*(a+b/OpponentDefense)</code> where <code>a</code> and <code>b</code> are yet to be determined constants, smaller than one. Damage from [[Strength modifiers|strength]] and other bonus damage is added afterwards.
 
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Revision as of 02:04, 4 January 2010

Rakes-trowel.gif This page contains some non specific data which NEEDS SPADING:
What are the constants? How does randomness get into the calculation?
  • The basic offense is the power of the weapon you are wielding. Offense modifiers are applied to this value.
  • The damage from offense is calculated as Offense*(a+b/OpponentDefense) where a and b are yet to be determined constants, smaller than one. Damage from strength and other bonus damage is added afterwards.
Source Source type Increase Duration Requirements Notes
the 3-erang Ranged weapon +30%, +10 Always Level 7
tritanium trident Melee weapon +30% Always Level 7 +10 Strength
Blue Elsa's blue blade Melee weapon +10% Always Level 5 +10 to hit
Stainless Steelbreaker Offhand Item +10% Always Occasonally blocks enemy attacks.
+4% chance of enemy fumbles
Successful hit weakens opponents (by 5 points).
Fighting Club Melee weapon +10*level, max: 100 Always +20% Strength
+10 Melee damage
+5% of weapon damage returned as HP
You do know Jack. Specifically, Jack's physiology.
GigaGuy cannon Ranged weapon +10*level, max: 100 Always +1 extra attack(s) per turn.
Provides several special attacks in combat.
Occasionally causes foes to drop restoratives.
King's boomerang
Ring of Fellowship
Zorromir's double tower shield
Ranged weapon
Accessory
Offhand Item
+5*level, max: +60 Always Wearing entire set Many other benefits
Nostronomically Hardened Passive Skill 20 Always Level 10 +20 Defense
coral ion stone Accessory 15 Always Level 9
Green Globulin Effect 10 35 minutes Gained from using throwing star - black hole in combat
+10 HP
+10 PP
+10 defense
+10 to-hit
+10 dodge
tri-cycle Transportation 10 Always +10 defense
Advanced Martial Arts Gadgeteer Passive Skill scales with level Always Level 8
Grimm's Bulwark Talisman -15% Always +20% defense
+20% resistance to all elements
Regenerates HP as a function of level
Regenerates PP as a function of level
Rake's Garden Trowel Talisman -15% Always +20% defense
+20% resistance to all elements
Regenerates HP as a function of level
Regenerates PP as a function of level


Modifiers List
Strength modifiers | Intellect modifiers | Reflexes modifiers | HP modifiers | PP modifiers
Hit Chance modifiers | Critical Hit Chance | Fumble Chance | Spell Critical Chance
Initiative modifiers | Offense modifiers | Extra attacks | Stunning
Bonus melee damage | Bonus ranged damage | Bonus spell damage | Bonus elemental damage | Strike-back damage
Damage absorption | Elemental resistance | Dodging modifiers | Defense modifiers
Chips Drop modifiers | Item Drop modifiers | XP modifiers
Skill Cost modifiers | Time modifiers | Foe Toughness modifiers | Combat chance modifiers | Special abilities
HP Regeneration | PP Regeneration