Difference between revisions of "Attributes & Stats"

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(updated and added some new value caps)
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{{C|Light Brown|{{#tip-text: Main Hand Damage| {{:Main Hand Damage}}}}}} and {{C|Light Brown|{{#tip-text: Off-Hand Damage| {{:Off-Hand Damage}}}}}}.<br>
{{C|Light Brown|{{#tip-text: Main Hand Damage| {{:Main Hand Damage}}}}}} and {{C|Light Brown|{{#tip-text: Off-Hand Damage| {{:Off-Hand Damage}}}}}}.<br>
{{C|Light Brown|{{#tip-text: Weapon Damage| {{:Weapon Damage}}}}}} modifier.<br>
{{C|Light Brown|{{#tip-text: Weapon Damage| {{:Weapon Damage}}}}}}<sup>[1]</sup> modifier.<br>
All weapon stats modifiers: {{C|Light Brown|{{#tip-text: Main Hand Efficiency| {{:Main Hand Efficiency}}}}}} and {{C|Light Brown|{{#tip-text: Off-Hand Efficiency| {{:Off-Hand Efficiency}}}}}}.<br>
All weapon stats modifiers: {{C|Light Brown|{{#tip-text: Main Hand Efficiency| {{:Main Hand Efficiency}}}}}} and {{C|Light Brown|{{#tip-text: Off-Hand Efficiency| {{:Off-Hand Efficiency}}}}}}.<br>
{{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}} which affects [[Injuries & Pain#Injuries|Injuries]].<br>
{{C|Light Brown|{{#tip-text: Bodypart Damage| {{:Bodypart Damage}}}}}} which affects [[Injuries & Pain#Injuries|Injuries]].<br>
{{C|Light Brown|{{#tip-text: Armor Damage| {{:Armor Damage}}}}}} which affects [[Durability]].<br>
{{C|Light Brown|{{#tip-text: Armor Damage| {{:Armor Damage}}}}}} which affects [[Durability]].<br>
Offense: {{C|Light Brown|{{#tip-text: Armor Penetration| {{:Armor Penetration}}}}}}, {{C|Light Brown|{{#tip-text: Accuracy| {{:Accuracy}}}}}}, {{C|Light Brown|{{#tip-text: Crit Chance| {{:Crit Chance}}}}}}, {{C|Light Brown|{{#tip-text: Crit Efficiency| {{:Crit Efficiency}}}}}}, {{C|Light Brown|{{#tip-text: Counter Chance| {{:Counter Chance}}}}}} and {{C|Light Brown|{{#tip-text: Fumble Chance| {{:Fumble Chance}}}}}}.<br>
Offense: {{C|Light Brown|{{#tip-text: Armor Penetration| {{:Armor Penetration}}}}}}, {{C|Light Brown|{{#tip-text: Accuracy| {{:Accuracy}}}}}}<sup>[2]</sup>, {{C|Light Brown|{{#tip-text: Crit Chance| {{:Crit Chance}}}}}}, {{C|Light Brown|{{#tip-text: Crit Efficiency| {{:Crit Efficiency}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Counter Chance| {{:Counter Chance}}}}}} and {{C|Light Brown|{{#tip-text: Fumble Chance| {{:Fumble Chance}}}}}}.<br>
Expertise: {{C|Light Brown|{{#tip-text: Skills Energy Cost| {{:Skills Energy Cost}}}}}} and {{C|Light Brown|{{#tip-text: Spells Energy Cost| {{:Spells Energy Cost}}}}}}, {{C|Light Brown|{{#tip-text: Cooldowns Duration| {{:Cooldowns Duration}}}}}} and {{C|Light Brown|{{#tip-text: Bonus Range| {{:Bonus Range}}}}}}.<br>
Expertise: {{C|Light Brown|{{#tip-text: Skills Energy Cost| {{:Skills Energy Cost}}}}}}<sup>[4]</sup> and {{C|Light Brown|{{#tip-text: Spells Energy Cost| {{:Spells Energy Cost}}}}}}<sup>[4]</sup>, {{C|Light Brown|{{#tip-text: Cooldowns Duration| {{:Cooldowns Duration}}}}}}<sup>[5]</sup> and {{C|Light Brown|{{#tip-text: Bonus Range| {{:Bonus Range}}}}}}.<br>
Secondary effects: {{C|Light Brown|{{#tip-text: Bleed Chance| {{:Bleed Chance}}}}}}, {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stun Chance| {{:Stun Chance}}}}}}, {{C|Light Brown|{{#tip-text: Knockback Chance| {{:Knockback Chance}}}}}}, {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stagger Chance| {{:Stagger Chance}}}}}}, {{C|Light Brown|{{#tip-text: Life Drain| {{:Life Drain}}}}}} and {{C|Light Brown|{{#tip-text: Energy Drain| {{:Energy Drain}}}}}}.<br>
Secondary effects: {{C|Light Brown|{{#tip-text: Bleed Chance| {{:Bleed Chance}}}}}}, {{C|Light Brown|{{#tip-text: Daze Chance| {{:Daze Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stun Chance| {{:Stun Chance}}}}}}, {{C|Light Brown|{{#tip-text: Knockback Chance| {{:Knockback Chance}}}}}}, {{C|Light Brown|{{#tip-text: Immobilization Chance| {{:Immobilization Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stagger Chance| {{:Stagger Chance}}}}}}, {{C|Light Brown|{{#tip-text: Life Drain| {{:Life Drain}}}}}} and {{C|Light Brown|{{#tip-text: Energy Drain| {{:Energy Drain}}}}}}.<br>
{{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} modifier.
{{C|Light Brown|{{#tip-text: Experience Gain| {{:Experience Gain}}}}}} modifier.
<sup>[1]</sup> - Weapon Damage is capped at 200% for players. All enemies have 100% Weapon Damage.<br>
<sup>[2]</sup> - Accuracy is capped at 150% for players.<br>
<sup>[3]</sup> - Crit Efficiency is capped at 150% for players.<br>
<sup>[4]</sup> - Abilities Energy Cost is capped at 25% for players.<br>
<sup>[5]</sup> - Cooldown Duration is capped at 25% for players.<br>


=== Survival ===
=== Survival ===
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{{C|Light Brown|{{#tip-text: Energy| {{:Energy}}}}}} and {{C|Light Brown|{{#tip-text: Energy Restoration| {{:Energy Restoration}}}}}}<sup>[1]</sup>.<br>
{{C|Light Brown|{{#tip-text: Energy| {{:Energy}}}}}} and {{C|Light Brown|{{#tip-text: Energy Restoration| {{:Energy Restoration}}}}}}<sup>[1]</sup>.<br>
Defense: {{C|Light Brown|{{#tip-text: Protection| {{:Protection}}}}}}<sup>[2]</sup>, {{C|Light Brown|{{#tip-text: Block Chance| {{:Block Chance}}}}}}, {{C|Light Brown|{{#tip-text: Block Power| {{:Block Power}}}}}} and {{C|Light Brown|{{#tip-text: Block Power Recovery| {{:Block Power Recovery}}}}}}.<br>
Defense: {{C|Light Brown|{{#tip-text: Protection| {{:Protection}}}}}}<sup>[2]</sup>, {{C|Light Brown|{{#tip-text: Block Chance| {{:Block Chance}}}}}}, {{C|Light Brown|{{#tip-text: Block Power| {{:Block Power}}}}}} and {{C|Light Brown|{{#tip-text: Block Power Recovery| {{:Block Power Recovery}}}}}}.<br>
Avoidance stats: {{C|Light Brown|{{#tip-text: Dodge Chance| {{:Dodge Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stealth| {{:Stealth}}}}}}, {{C|Light Brown|{{#tip-text: Noise Produced| {{:Noise Produced}}}}}}, {{C|Light Brown|{{#tip-text: Lock-picking & Disarming| {{:Lock-picking & Disarming}}}}}} and {{C|Light Brown|{{#tip-text: Vision| {{:Vision}}}}}}.<br>
Avoidance stats: {{C|Light Brown|{{#tip-text: Dodge Chance| {{:Dodge Chance}}}}}}, {{C|Light Brown|{{#tip-text: Stealth| {{:Stealth}}}}}}, {{C|Light Brown|{{#tip-text: Noise Produced| {{:Noise Produced}}}}}}, {{C|Light Brown|{{#tip-text: Lock-picking & Disarming| {{:Lock-picking & Disarming}}}}}} and {{C|Light Brown|{{#tip-text: Vision| {{:Vision}}}}}}<sup>[6]</sup>.<br>
Endurance stats: {{C|Light Brown|{{#tip-text: Fortitude| {{:Fortitude}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Damage Reflection| {{:Damage Reflection}}}}}}<sup>[4]</sup>, {{C|Light Brown|{{#tip-text: Bleed Resistance| {{:Bleed Resistance}}}}}}<sup>[2]</sup><sup>[6]</sup>, {{C|Light Brown|{{#tip-text: Control Resistance| {{:Control Resistance}}}}}}<sup>[5]</sup>, {{C|Light Brown|{{#tip-text: Move Resistance| {{:Move Resistance}}}}}}<sup>[5]</sup>, {{C|Light Brown|{{#tip-text: Hunger Resistance| {{:Hunger Resistance}}}}}}, {{C|Light Brown|{{#tip-text: Intoxication Resistance| {{:Intoxication Resistance}}}}}}, {{C|Light Brown|{{#tip-text: Pain Resistance| {{:Pain Resistance}}}}}} and {{C|Light Brown|{{#tip-text: Fatigue Resistance| {{:Fatigue Resistance}}}}}}.
Endurance stats: {{C|Light Brown|{{#tip-text: Fortitude| {{:Fortitude}}}}}}<sup>[3]</sup>, {{C|Light Brown|{{#tip-text: Damage Reflection| {{:Damage Reflection}}}}}}<sup>[4]</sup>, {{C|Light Brown|{{#tip-text: Bleed Resistance| {{:Bleed Resistance}}}}}}<sup>[2]</sup><sup>[5]</sup>, {{C|Light Brown|{{#tip-text: Control Resistance| {{:Control Resistance}}}}}}<sup>[5]</sup>, {{C|Light Brown|{{#tip-text: Move Resistance| {{:Move Resistance}}}}}}<sup>[5]</sup>, {{C|Light Brown|{{#tip-text: Hunger Resistance| {{:Hunger Resistance}}}}}}, {{C|Light Brown|{{#tip-text: Intoxication Resistance| {{:Intoxication Resistance}}}}}}, {{C|Light Brown|{{#tip-text: Pain Resistance| {{:Pain Resistance}}}}}} and {{C|Light Brown|{{#tip-text: Fatigue Resistance| {{:Fatigue Resistance}}}}}}.


<sup>[1]</sup> - Health/Energy Restoration has an invisible scale which fills by %stat value% every turn. When it hits 100%, you replenish 5% of your Health/Energy, with "extra" progress being transferred to the next cycle of restoration.<br>
<sup>[1]</sup> - Health/Energy Restoration has an invisible scale which fills by %stat value% every turn. When it hits 100%, you replenish 5% of your Health/Energy, with "extra" progress being transferred to the next cycle of restoration.<br>
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[[File:Prot-values.png]]<br>
[[File:Prot-values.png]]<br>
[[File:Res-values.png]]<br>
[[File:Res-values.png]]<br>
<sup>[3]</sup> - a Fortitude value of 100% reduces the duration of negative effects by half. If this results in a fractional value, it gets rounded to the nearest integer, i.e. 1.5 is rounded to 2. The duration of any negative effect can't be reduced below 1.<br>
<sup>[3]</sup> - a Fortitude value of 100% reduces the duration of negative effects by half. If this results in a fractional value, it gets rounded to the nearest integer, i.e. 1.5 is rounded to 2. The duration of any negative effect can't be reduced below 1. Fortitude is capped at 50% for the player.<br>
<sup>[4]</sup> - The amount of reflected damage is calculated before the Protection, Resistances and etc.<br>
<sup>[4]</sup> - The amount of reflected damage is calculated before the Protection, Resistances and etc.<br>
<sup>[5]</sup> - Those Resistances is capped at 75% for players.<br>
<sup>[5]</sup> - These Resistances are capped at 80% for players.<br>
<sup>[6]</sup> - This Resistance is capped at 80% for players.
<sup>[6]</sup> - Vision is capped at 15 for players.<br>


=== Damage Resistance ===
=== Damage Resistance ===
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See [[Damage Types]] for more info about damage types.<br>
See [[Damage Types]] for more info about damage types.<br>
<sup>[1]</sup> - Damage Taken capped at 25%.<br>
<sup>[1]</sup> - Damage Taken is capped at 25%.<br>
<sup>[2]</sup> - All damage Resistances are divided by your bodyparts and look like this:<br>
<sup>[2]</sup> - All damage Resistances are divided by your bodyparts and look like this:<br>
[[File:Res-values.png]]
[[File:Res-values.png]]
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These are:
These are:


Total {{C|Light Brown|{{#tip-text: Magic Power| {{:Magic Power}}}}}}.<br>
Total {{C|Light Brown|{{#tip-text: Magic Power| {{:Magic Power}}}}}}<sup>[1]</sup>.<br>
Miscasting a spell: {{C|Light Brown|{{#tip-text: Backfire Chance| {{:Backfire Chance}}}}}} and {{C|Light Brown|{{#tip-text: Backfire Damage| {{:Backfire Damage}}}}}}.<br>
Miscasting a spell: {{C|Light Brown|{{#tip-text: Backfire Chance| {{:Backfire Chance}}}}}} and {{C|Light Brown|{{#tip-text: Backfire Damage| {{:Backfire Damage}}}}}}<sup>[2]</sup>.<br>
Critical spellcasting: {{C|Light Brown|{{#tip-text: Miracle Chance| {{:Miracle Chance}}}}}} and {{C|Light Brown|{{#tip-text: Miracle Potency| {{:Miracle Potency}}}}}}.<br>
Critical spellcasting: {{C|Light Brown|{{#tip-text: Miracle Chance| {{:Miracle Chance}}}}}} and {{C|Light Brown|{{#tip-text: Miracle Potency| {{:Miracle Potency}}}}}}<sup>[3]</sup>.<br>
Nature-based Sorcery powers: {{C|Light Brown|{{#tip-text: Pyromantic Power| {{:Pyromantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Geomantic Power| {{:Geomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Venomantic Power| {{:Venomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Cryomantic Power| {{:Cryomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Electromantic Power| {{:Electromantic Power}}}}}}.<br>
Nature-based Sorcery powers: {{C|Light Brown|{{#tip-text: Pyromantic Power| {{:Pyromantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Geomantic Power| {{:Geomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Venomantic Power| {{:Venomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Cryomantic Power| {{:Cryomantic Power}}}}}}, {{C|Light Brown|{{#tip-text: Electromantic Power| {{:Electromantic Power}}}}}}.<br>
Magic-based Sorcery powers: {{C|Light Brown|{{#tip-text: Arcanistic Power| {{:Arcanistic Power}}}}}}, {{C|Light Brown|{{#tip-text: Astromantic Power| {{:Astromantic Power}}}}}}, {{C|Light Brown|{{#tip-text: PsionicPower| {{:PsionicPower}}}}}} and {{C|Light Brown|{{#tip-text: Chronomantic Power| {{:Chronomantic Power}}}}}}.
Magic-based Sorcery powers: {{C|Light Brown|{{#tip-text: Arcanistic Power| {{:Arcanistic Power}}}}}}, {{C|Light Brown|{{#tip-text: Astromantic Power| {{:Astromantic Power}}}}}}, {{C|Light Brown|{{#tip-text: PsionicPower| {{:PsionicPower}}}}}} and {{C|Light Brown|{{#tip-text: Chronomantic Power| {{:Chronomantic Power}}}}}}.


<sup>[1]</sup> - Magic Power is capped at 350%.<br>
<sup>[2]</sup> - Backfire Damage is capped at 200%.<br>
<sup>[3]</sup> - Miracle Potency is capped at 150%.<br>


=== Health System ===
=== Health System ===

Revision as of 23:55, 15 September 2023

Attributes are the data that represents various statistics of player Characters, NPCs and certain objects like Containers. There are two distinctive groups of Attributes:



Primary Attributes

Primary Attributes represent the main features of the player character and are only visible for the player characters. Primary Attributes have two categories:


Stat Scores

Also called Stats, these are:

Strength
Agility
Perception
Vitality
Willpower


Character Statistics

These are:

Level
Experience
Stat Points
Ability Points

Secondary Attributes

Secondary Attributes represent many different aspects of Stoneshard and are used both by player characters and by NPCs. Secondary Attributes are further split into five categories:


Combat

These are:

Main Hand Damage and Off-Hand Damage.
Weapon Damage[1] modifier.
All weapon stats modifiers: Main Hand Efficiency and Off-Hand Efficiency.
Bodypart Damage which affects Injuries.
Armor Damage which affects Durability.
Offense: Armor Penetration, Accuracy[2], Crit Chance, Crit Efficiency[3], Counter Chance and Fumble Chance.
Expertise: Skills Energy Cost[4] and Spells Energy Cost[4], Cooldowns Duration[5] and Bonus Range.
Secondary effects: Bleed Chance, Daze Chance, Stun Chance, Knockback Chance, Immobilization Chance, Stagger Chance, Life Drain and Energy Drain.
Experience Gain modifier.

[1] - Weapon Damage is capped at 200% for players. All enemies have 100% Weapon Damage.
[2] - Accuracy is capped at 150% for players.
[3] - Crit Efficiency is capped at 150% for players.
[4] - Abilities Energy Cost is capped at 25% for players.
[5] - Cooldown Duration is capped at 25% for players.

Survival

These are:

Health and healing: Health Restoration[1] and Healing Efficiency.
Energy and Energy Restoration[1].
Defense: Protection[2], Block Chance, Block Power and Block Power Recovery.
Avoidance stats: Dodge Chance, Stealth, Noise Produced, Lock-picking & Disarming and Vision[6].
Endurance stats: Fortitude[3], Damage Reflection[4], Bleed Resistance[2][5], Control Resistance[5], Move Resistance[5], Hunger Resistance, Intoxication Resistance, Pain Resistance and Fatigue Resistance.

[1] - Health/Energy Restoration has an invisible scale which fills by %stat value% every turn. When it hits 100%, you replenish 5% of your Health/Energy, with "extra" progress being transferred to the next cycle of restoration.
[2] - Protection and Bleed Resistance are divided by your body parts and look like this:
Prot-values.png
Res-values.png
[3] - a Fortitude value of 100% reduces the duration of negative effects by half. If this results in a fractional value, it gets rounded to the nearest integer, i.e. 1.5 is rounded to 2. The duration of any negative effect can't be reduced below 1. Fortitude is capped at 50% for the player.
[4] - The amount of reflected damage is calculated before the Protection, Resistances and etc.
[5] - These Resistances are capped at 80% for players.
[6] - Vision is capped at 15 for players.

Damage Resistance

These are:

Total Damage Taken[1].
Physical Resistance[2] which consists of Slashing Resistance, Piercing Resistance, Crushing Resistance and Rending Resistance.
Nature Resistance[2] which consists of Fire Resistance, Frost Resistance, Shock Resistance, Poison Resistance and Caustic Resistance.
Magic Resistance[2] which consists of Arcane Resistance, Unholy Resistance, Sacred Resistance and Psionic Resistance.

See Damage Types for more info about damage types.
[1] - Damage Taken is capped at 25%.
[2] - All damage Resistances are divided by your bodyparts and look like this:
Res-values.png

Magic

These are:

Total Magic Power[1].
Miscasting a spell: Backfire Chance and Backfire Damage[2].
Critical spellcasting: Miracle Chance and Miracle Potency[3].
Nature-based Sorcery powers: Pyromantic Power, Geomantic Power, Venomantic Power, Cryomantic Power, Electromantic Power.
Magic-based Sorcery powers: Arcanistic Power, Astromantic Power, PsionicPower and Chronomantic Power.

[1] - Magic Power is capped at 350%.
[2] - Backfire Damage is capped at 200%.
[3] - Miracle Potency is capped at 150%.

Health System

These are:

Health stats: Hunger, Thirst, Intoxication, Pain, Fatigue, and Immunity.
Psyche stats: Morale and Sanity.
Per-turn adjustments: Hunger Change, Thirst Change, Intoxication Change, Pain Change, Fatigue Change, Morale Change and Sanity Change.
Limits: Pain Limit, Injury Treatment and Max Health Threshold.


Page last edited during patch: 0.8.1.8