Difference between revisions of "Offense modifiers"
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| [[Stainless Steelbreaker]] || Offhand Item || +10% || Always || || Occasonally blocks enemy attacks.<br>+4% chance of enemy fumbles<br>Successful hit weakens opponents (by 5 points). | | [[Stainless Steelbreaker]] || Offhand Item || +10% || Always || || Occasonally blocks enemy attacks.<br>+4% chance of enemy fumbles<br>Successful hit weakens opponents (by 5 points). | ||
+ | |- | ||
+ | | [[dragoon's lance]] || Melee weapon || +5% || Always || Level 15 || +3% of weapon damage returned as HP | ||
|- | |- | ||
| [[Fighting Club]] || Melee weapon || +10*level, max: 100 || Always || || +20% Strength<br>+10 Melee damage<br>+5% of weapon damage returned as HP<br>You do know Jack. Specifically, Jack's physiology. | | [[Fighting Club]] || Melee weapon || +10*level, max: 100 || Always || || +20% Strength<br>+10 Melee damage<br>+5% of weapon damage returned as HP<br>You do know Jack. Specifically, Jack's physiology. |
Revision as of 04:16, 20 January 2010
This page contains some non specific data which NEEDS SPADING: What are the constants? How does randomness get into the calculation? |
- According to the manual, your 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)
wherea
andb
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). | |
dragoon's lance | Melee weapon | +5% | Always | Level 15 | +3% of weapon damage returned as HP |
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 | |
iron-toe boots | Boots | 3 | Always | Level 9 | +3 foe toughness. +3 defense -5 to initiative |
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 |