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Game Mechanics I_icon_minitimeThu Sep 03, 2009 6:42 pm by NarutoRO

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 Game Mechanics

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NarutoRO
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Numarul mesajelor : 92
Data de inscriere : 2009-05-03
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Game Mechanics Empty
PostSubject: Game Mechanics   Game Mechanics I_icon_minitimeSun Jun 14, 2009 1:13 pm

1. C.um functioneaza AMP ?

Romanian:
Total Attack/Magic pe normal hit = Base Attack/Magic + X/100*Base + Y/100*Base
Total Attack/Magic per skill hit = Total Attack/Magic per normal hit + Z*(Total Attack/Magic per normal hit)

Unde X este cantitatea de amp pe care o ai in iteme, Y este cantitatea de amp din potiune, Z este amp-ul de pe skill

Cu alte cuvinte, skillul amplifica Total Attack/Magic pe normal hit.
De asemenea, total attack/magic NU ESTE end-game damage-ul, ci doar puterea atacului vostru dupa ce s-a aplicat formula.

Din cauza ca amp-ul reprezinta multiplicare de base attack/magic, puterea de atac va creste proportional atat cu cresterea attack/magic cat si cresterea cantitatii de amp.

English:
Total Attack/Magic per normal hit = Base Attack/Magic + X%*Base Attack/Magic + Y%Base Attack/Magic
Total Attack/Magic per skill hit = Total Attack/Magic per normal hit + Z*(Total Attack/Magic per normal hit)

X is the amount of AMP from items
Y is the amount of AMP from pots
Z is the amount of AMP from the skill (ex : 1.95%)

The Total attack/magic DOES NOT represent the end damage, just the intensity of the attack at that point after the formula was applied.

Because the amp is basically a multiplier of base attack/magic (this base also includes buffs), the attack intensity will grow in proportion with the amp and attack/magic growth.

2. C.um functioneaza Critical Damage ?

Critical Damage se aplica doar atunci cand reusiti un critical blow (damage albastru). Formula de calcul al damage-ului pe crit (nu damage total) in acel moment este :

Total Critical Damage = [(Attack/Magic + Attack/Magic*Amp + Skill Additional Attack) - Mob Defense] x Critical Damage%

Critical Damage % este procentul total de crit damage, inclusiv 20% base. Daca aveti +24% dmg pe voi, veti inmulti cu 0.44 (deoarece aveti 44%).

Tineti minte, acesta este doar un bonus, si nu damage total.


AMP Chapter

1->s-a zicem ca am 30% amp
2->cand dau cu cursoru pe skill apare add attack. XXXX(dmg random) si amp x1.XX
3->s-a zicem ca skillul are amp x1.70
4->prin urmare x1.70+0.30(ampul pe care il am in set)=2.00x AMP
5->daca apas skillul respectiv si dupa C,langa attack imi va fi scris DMG-ul pe care il dau()
6->acel DMG din paranteza se inmulteste cu AMP-ul de pe skill,spre exemplu 2100 dmgx2.00=4200 dmg
7->la acest 4200 dmg se mai pune si Add Attack.-ul skillului,s-a zicem 624.85(la nimereala),deci va fi:4200+624,85=4824,85
8->desi eu nu dau atata pe oponent din cauza def-ului si diferentei de lvl
9->de altfel cu cat mai mult attack/magic cu atat mai mult dmg-ul amp-ului creste

Max Crit Rate Chapter

1->maximul de crit rate este de 50%
2->asta inseamna ca daca treci de 50% rate,nu se ia in considerare
3->spre exemplu:FB-ul are din ice/fire/lighting blade-35% rate+5% base=40% rate,aici adaugam un rol+1 si avem 50% rate,daca adaugam un rol+2 avem 55%,DAR 5% nu se ia in considerare din cauza maximului de crit rate,deci avem 50%
4->ca s-a trecem de 50%,adica s-a depaseasca maximul,avem nevoie de max crit rate
5->avem in suit 2% max crit rate,FB cu cele 3 enchants si un rol+1 asta face 35%+5%(base)+10%(rol+1)=50%+2% max crit rate=52% rate
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azankou

azankou

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PostSubject: Re: Game Mechanics   Game Mechanics I_icon_minitimeSat Jul 04, 2009 4:20 pm

si totusi nu e mare "inghesuiala" sa cumpere lumea pietre dar oricum e ceva nou
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NarutoRO
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PostSubject: C.um functioneaza diferitii factori de imobilizare (stun, down, unmovable)   Game Mechanics I_icon_minitimeWed Jul 08, 2009 8:28 pm

Stun:
Cand un char sau mob sunt afectati de stun, ei nu pot ataca, nu pot folosi nici un skill, nu se pot misca. Efectul dispare cand se termina stunul sau cand se aplica un alt efect asupra lor.

Knockdown:
Cand un char sau mob sunt knocked down, ei cad pe spate si au acelasi efect ca la stun cand sunt cazuti. Efectul dispare cand se ridica de pe jos din animatie, sau cand statutul lor este modificat.

Knockback:
Cand un mob este afectat de knock back, el este impins in spate si are efectul de la down. Efectul dispare cand se ridica de pe jos, sau cand ii este resetat statusul. La char, exista efectul de down, dar nu il arunca in spate.

Pentru Stun/Knockdown si Knockback se aplica :

Fara combo: Efectul este pe skiluri, in caz ca skillul da miss, acesta nu se aplica. Daca nu da miss, ai sansa de X% sa se aplice, in functie de skill.

In combo: Raman doar sansele de X% de a da stun, in functie de skillul folosit. Nu dai miss niciodata cu skillul, dar efectul are propriul lui procentaj de succes.


Unmovable: Cand un char sau un mob sunt afectati de unmovable, ei nu se pot misca, insa pot ataca/folosi skiluri daca tinta este in raza lor de actiune (a skillurilor). Acest debuff dispare cand i se termina timpul.

Acesta este un debuff, un skill separat la FB, poate fi folosit si in combo, are cast time mai mic, deci target-ul sta mai mult cu acest debuff pe el.

Atentie: WA si BL au un buff care ofera rezistenta aproape 100% la aceste efecte, chiar si in combo. Mai sunt si titluri de TG si Honor si pet upgrades care ofera rezistenta la ele.

Cand cararcterele pe care folositi aceste efecte sunt in combo, ele ignora stun,down si knockback.
Cand un char sau mob sunt in stun, ei nu sunt afectati de down sau knock back, deoarece sunt impietriti
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NarutoRO
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PostSubject: Mai multe informatii despre Game Mechanics!!   Game Mechanics I_icon_minitimeWed Jul 08, 2009 8:30 pm

http://forum.cabalonline.com/showthread.php?t=117732&page=6

Aici aveti un thread intreg foarte interesant
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azankou

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PostSubject: Re: Game Mechanics   Game Mechanics I_icon_minitimeThu Jul 09, 2009 4:09 pm

chestiile despre stun down si knock back chiar nu le stiam cheers cheers cheers
ms
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PostSubject: Re: Game Mechanics   Game Mechanics I_icon_minitime

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