Game Mechanics: Difference between revisions

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m (I forgot the weaponpower increasing talents)
(→‎Defence: simplified the preexisting formula. I was able to remove the first max function because defense is never negative, meaning that 1 will always be smaller than the second argument. The other max was deleted because the lowest attack in the game is 1, meaning that 100 is always smaller than its second argument. I also added rounding (round up if above 0.4))
 
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Note: Page under construction. Feel free to add any additional information.
==Stats==
''For a more detailed overview of Stats and their functions, please visit the [[Game Mechanics Stats|Stats]] page.''


==Stats==
=== Main Stats ===
=== Main Stats ===
The game features 4 primary stats that affect the characters [[Accuracy]], [[Damage]], [[XP|XP Gain]], item droprate and [[Skilling|Skilling Efficiency]]
The game features 4 primary stats that affect the characters
* Strength - damage stat for warriors, accuracy stat for archers. Increases max health
* '''Strength''' - damage stat for warriors, accuracy stat for archers. Increases max health and crit damage
* Agility - damage stat for archers, accuracy stat for mages. Increases movement speed
* '''Agility''' - damage stat for archers, accuracy stat for mages. Increases movement speed and crit chance
* Wisdom - damage stat for mages, accuracy stat for warriors. Increases max mana
* '''Wisdom''' - damage stat for mages, accuracy stat for warriors. Increases max mana and boss damage
* Luck - damage and accuracy stat for beginners. Increases drop rate and xp gain
* '''Luck''' - damage and accuracy stat for beginners. Increases drop rate and Class EXP gain


===Secondary Stats===
===Secondary Stats===
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* Damage
* Damage
* Accuracy
* Accuracy
* Prowess
* Mastery
* Mastery
* Defence
* Defence
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* Movement Speed
* Movement Speed
* Drop Rate
* Drop Rate
* Class EXP Multiplier
* AFK Gains
* AFK Gains
* Class XP Gains


===Skilling Stats===
===Skill Stats===
''For a more detailed overview of Skilling and its functions, please visit the [[Game Mechanics Skilling|Skilling]] page.''
 
There are also stats that relate only to skills
There are also stats that relate only to skills
* Mining Power
* Mining Efficiency
* Choppin Power
* Choppin Efficiency
*Fishing Power
* Smithing Production Speed
*Catchin Power
* Fishing Efficiency
*Alchemy EXP
* Catching Efficiency
* Skilling XP Gains
* Alchemy Brew Speed
 
* Trapping Efficiency
==Loot==
* Worship Efficiency
*Items despawn after 60 minutes
* Construction Build Speed
*Coins despawn after 20 minutes
* Prowess
*Money drops from monsters occasionally....Not sure where they stash it
* Skill EXP Multiplier
* Skill AFK Gains


==Combat Mechanics==
==Combat Mechanics==
''For a more detailed overview of Combat Mechanics and their function, please visit the [[Game Mechanics Combat|Combat Mechanics]] page.''


=== Accuracy ===
=== Accuracy ===
Accuracy is the stat that affects how often you hit your enemy. Accuracy is determined by many things, but your secondary stat is one of the most determining factor. Warriors have Wisdom as their secondary, Archers have Strength, and Mages have Agility. Equips also can raise your accuracy via misc stats or just some of your stats. You can see your Accuracy by going in your inventory and looking at the stats page on the left. The number can be translated to a percentage by looking in Menu -> Afk Info when you are in an area with enemies and not skilling. On the top, it will say what you are doing, and what you are doing it to (Choppin Oak Logs, Mining Copper Ore, Fighting Frogs, etc). On the bottom there is a grey bar with a green bar in it under "Accuracy Rating". Every enemy has a number that your accuracy needs to exceed in order to be able to hit, and a number that when your accuracy reaches means you can hit all the time. The green words right above the bar will tell you your percentage; for example, if you are fighting Frogs and have 2 out of the 3 accuracy for 100%, you will hit 50% of the time.  
Accuracy is the stat that affects how often you hit your enemy. Accuracy is determined by many things, but your secondary stat is one of the most determining factor. Warriors have Wisdom as their secondary, Archers have Strength, and Mages have Agility.
 
Hit Chance (%) = 142.5 * YourAcc ÷ AccReq - 42.5. Where "AccReq" is accuracy for 100% chance.  


Note: You need at least 5% hit chance to hit, anything lower will equal 0%.
Note: You need at least 5% hit chance to hit, anything lower will equal 0%.
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=== Damage ===
=== Damage ===
Damage is how much health a monster loses when you manage to hit them. This is affected by your main stat (Warriors have Strength, Archers have Agility, and Mages have Wisdom) or the Weapon Power from your equipped weapon. Again, you can see your damage in your inventory on the stats page. You may notice that there is two numbers; the first is your minimum damage and the second your max. When you hit, you deal a random number between those two (inclusive). Once the enemy is at or below 0 health, they die leaving you their treasure.   
Damage is how much health a monster loses when you manage to hit them. This is affected by your main stat (Warriors have Strength, Archers have Agility, and Mages have Wisdom) or the Weapon Power from your equipped weapon. Again, you can see your damage in your inventory on the stats page. You may notice that there is two numbers; the first is your minimum damage and the second your max. When you hit, you deal a random number between those two (inclusive). Once the enemy is at or below 0 health, they die leaving you their treasure.   
Damage_% sources are seperatly multiplicated factors.  <blockquote>Example: The Archer has the Talent "Veins of the Infernal" (lvl 60) which gives 25% extra damage at 10 Smithing Levels. From Tab1 he can skill also "Gilded Sword" (lvl 50). So his XX Damage would be increased by: XX*(1,25)*(1,50) = XX * 1,875 and '''NOT''' <s>XX * 1,75</s>  </blockquote>''Weapon Power has the most effect to your Damage!''
'''<big>Max Dmg = [(1/9)*(WP^2)+Flat_Dmg_bonus]*Damage_%</big>'''
Min Dmg = Mastery * Max Dmg
'''Mastery'''
* 35% Base Value
* Squire Talent: Mastery UP (up to 12%)
* Chest: Efaunt Ribcage 4% Mastery
* Sand Giant Card (2/4/6/8% Mastery)
* Alchemy: Lil Big Damage (boosted by Archer or Bust for Archer) (1,82% Mastery at lvl 10)
'''Weapon Power [WP] (global - Account wide'''
* Weaponpower Start value of every char (5WP)
* [[Alchemy]]: Vial Tail Time: 0,5 WP per Level
* Family Bonus: Barbarian 10,8 WP at Level 105
* Beginner is Best Class: 1 WP per 10 Levels of your highest Journeyman (Special Talent must be leveled with every Charakter)
* Guild Bonus: Power of Pow (3,42WP at lvl 26)
* Card Pincerman (1/2/3/4WP)
* Alchemy Vial: Tail Time (0,5/lvl WP)
'''Weapon Power [WP] (local - Character specific):'''
*[[Weapons|Weapon]]
* Weapon Upgrade Stones ([[Upgrades]])
* Pendant: [https://idleon.info/wiki/Sleek_Shank Sleek shank] (1WP) or [[Strung Bludgeon]] (4WP) or [[Chaotic Amarok Pendant]] (WP 2)
* Ring: [[Death Wish]] (4WP) or [[Efaunt Trunculus]] (3WP)
* Helmet: [[Efaunt Helmet]] (1WP)
* Chestplate: [[MCR Tshirt]] (2WP)
* Armor Upgrade Stone: [https://idleon.info/wiki/Armor_Upgrade_Stone_C Armor Upgrade Stone C] +1WP (60% success, Source: Guild Giftbox, Meel, Biggie Hours, '''Best Source:''' '''[[King Doot]]''')
* Premium Chat Ring (1WP)
* Trophy: [[Dice Dynamo]] (1WP)
* Trophy: [[Blunder Hero]] (2WP)
* Trophy: [[King of Food]] (3WP)
* Trophy: [[Trailblazer]] (4WP)
* [[Star Signs|Star Sign]]: Ned Kelly (2 WP)
* Sharpened Axe [[Beginner|Talent]] (up to 25WP)
*Weaponpower Increasing Talents like Carry a Big Stick (+100%), High Polimere Limbs (+100%) or Power Overwhelming (+120%)
''Exception: Sharpened Axe is not affected by the Weaponpower Increasing Talents''
'''Damage_% (Account-wide):'''
*[[Tomahawk Stamp]]
*[[Battleaxe Stamp]]
*[[Polearm Stamp]]
*[[Steve Sword|Steve Sword Stamp]]
* Card Placeholder W3
* Card [[Dr Defecaus|Dr. Defaucus]]
* Cardset Bonus Boss Cards
'''Damage_% (Character specific)'''
* Talents: A lot of different ones, see the [[Classes|Talents]] of your corresponding class
* [[Star Signs]]: The Buff Guy +1%
* Star Signs: Fatty Doodoo +2%
* Golden Kebab
'''Flat Damage bonus (Account-wide):'''
* [[Sword Stamp]]
* [[Longsword Stamp]]
* [[Scimitar Stamp]]
* [[Post Office]] Civil War Memory Box
* Bored Beans Card (7/14/21/28dmg)
* Alchemy HP Bubble (Big Meaty Claws)
* Speed Bubble (Quick Slap)
* MP Bubble (Name I Guess)
'''Flat Damage bonus (Character specific):'''
* [[Power Statue]]
* Gold Sandwich
* [[Bronze Obol of Puny Damage]] (5dmg)
*[[Silver Obol of Little Damage]] (20dmg
* Damage Stat (Warrior=Str, Archer=Agi, Mage=Wis)
* Equipment: Cowbo Galloneer (25dmg)
Values should be correct and everything should be covered. TBD: Formatting/Layout and quicklinks.
''Game Version 1.14 - Credits Xores#1684 and Sonnenlicht (if anything is wrong/outdated/incomplete message Sonnenlicht on Discord)''
=== Health ===
=== Health ===
Health is how much damage you can take from enemies, before falling flat on your face and needing to respawn. You can Insta Res once a day, or you can respawn at town for free. Health is always handled by your Strength stat no matter your class. You take damage from monsters depending on your Defence and the monsters attack. You can heal by equipping Food, some foods heal more than others but all have a 30 second cooldown.  
Health is how much damage you can take from enemies, before falling flat on your face and needing to respawn. You can Insta Res once a day, or you can respawn at town for free. Health is always handled by your Strength stat no matter your class. You take damage from monsters depending on your Defence and the monsters attack. You can heal by equipping Food; some foods heal more than others.  
 
'''How to increase your HP:'''
 
* STR Stat
* STR Cards ([[Wode Board Card]] and [[Tyson Card]])
* HP/HP% Cards ([[Green Mushroom Card]], [[Glublin Card]] and [[Loveulyte Card]])
* [[Heart Stamp]]
* [[Vitality Stamp]]
* [[Golden Jam]] (only use those, if you have enough food equipped)
* [[Health Statue]] (drop from Glublins, Wooden Boards, Gigafrogs, Poops, Rats, Walking Sticks, Nuttos and Wood Mushrooms)
* [[Beginner#Health_Booster|Health Booster]] Beginner Talent
* [[Warrior#Health_Overdrive|Health Overdrive]] Warrior Talent
* [[Archer#Hema_Overdrive|Hema Overdrive]] Archer Talent
* [[Warrior#Strength_In_Numbers|Strength in Numbers]] Warrior Talent
 
-> 150 Def is enough to reliably tank every current content in this game (except for chaotic Amarok and other W2 Bosses)
 
''Game Version 1.14 - Credits Skorme (if anything is wrong/outdated/incomplete message Sonnenlicht on Discord)''


=== Mana ===
=== Mana ===
Mana is used for activating abilities; you know, those things you put on that little bar at the bottom of the screen. It regens passively over time at a rate of 1 for every 100 maximum Mana you have. Mana and the rate it regens at is affected by Wisdom, various talents, potions and other shenanigans. Running out of Mana is no big deal, but you will get yelled at if you don't have enough and you try doing something you need more Mana for.  
Mana is used for activating abilities; you know, those things you put on that little bar at the bottom of the screen. It regens passively over time at a rate of 1% per second. Mana and the rate it regens at is affected by various talents, potions and other shenanigans. Max mana is affected by Wisdom and mana boosting talents Running out of Mana is no big deal, but you will get yelled at if you don't have enough and you try doing something you need more Mana for.  


=== Defence ===
=== Defence ===
Defence determines how much damage you take from enemies. You can check your defence in the stats page and on individual pieces of equipment. When you have more than a monster's attack, you just wont receive damage from that monster. The less you have compared to that attack, the more damage you take.  
Defence determines how much damage you take from enemies. You can check your defence in the stats page and on individual pieces of equipment. The less you have compared to an attack, the more damage you take. Having equal to or slightly higher than a hit does NOT make you take zero damage, you need a bit more than the monster's hit.  


  '''All flat-Def Sources:'''
Damage Taken = floor(0.6 + (Attack - 2.5 * Defense ^ 0.8) / (1 + Defense ^ 2.5 / Attack / 100)), where Attack is the monster's base hit (the number on the card), and Defence is your defence. The "floor" function means to round down. Bricky Skin and No Pain No Gain change this, so adjust accordingly.


* Armor including rings and pendant
=== Survivability ===
* Upgrade Stones (T2 on everything is enough)
This only matters when you go Offline to get Afk Gains. It's the combined number of your Defence, Foods, and Health, and represents how fast you die when Afk. The lower your Survivability, the less gains you get, so you want to make sure you're ready to grind there before you leave for 6 hours. If you have enough Defence that you don't take damage, your Survivability will always be 100%, and it will be harder to change the number the more health you have. Though more health can also help you have more survivability with certain talents.
* [[Shield Stamp]]
* [[Oak Logs Card]]
* FMJ bubble (gives +%-Def as well)
* [[Golden Meat Pie]]
* [[Thicc Skin Statue]] (from [[Sprout]] Quests (one time per character) or chopping [[Choppin|Palm Tree]])
* [[Post Office]] Utility Box
* Squire Talent


'''All %-Def Sources:'''
=== Class Exp - Experience Multiplier ===
When you fight and earn Exp, these EXP (Experience Points) go to your level progression. The Class EXP factor found at the bottom of the Inventory Stat page is multiplied with the Base value of the killed monster. There are various ways to increase this multiplier:  


* Misc stat on Armor (e.g. on Amarok shoes, Gold helmet or Rune legs)
Some Exp multiplier are not integrated into this shown stat, but increase the EXP Gain anyways ( to be precise all the active exp bonuses are not shown in this number)  
* Valentslimes Event card
* FMJ bubble (gives +flat-Def as well)
* Star Signs
* Squire Talent
* (The Tab1 Def-Talent is NOT recommend -> Please don't use it)


'''General Survival:'''
==Loot==
 
''For a more detailed overview of Loot and its methodology, please visit the [[Game Mechanics Looting|Looting]] page.''
Instead of increasing your defences you can equip food to stay alive or have high max HP, do kills and heal through Hemoglobin Special Talent from the Merit Shop.
 
''Game Version 1.14 - Credits Skorme (if anything is wrong/outdated/incomplete message Sonnenlicht on Discord)''
 
=== DropRate ===
'''Loot'''


When you kill an enemy, it may drop an item. If you have the card for the enemy, you can see their loot tables. The way they work is when you kill it, it rolls for every item on the main table. If it rolls a 1 on any of those, it drops that item. If it rolls a 1 on "Rare Drop", it then rolls for every item on the rare drop table. Then if it rolls a "Mega Rare Drop" It rolls for the items in that table. If it rolls a rare, but fails all the items, it just wont drop anything from the table. It rolls by a random number between 1 and the number it lists.<blockquote>Example 1: Spore Cap from Green Spores is a 1 in 5, so it rolls a random number between 1 and 5 inclusive. </blockquote>Most loot actually has a use, so be careful selling. Every monster has a special drop that only they can drop, so watch out for those. Coins may also drop. Having 100 Bronze coins in your inventory is automatically converted into 1 Silver coin. And when you reach 100 Silver coins they turn into 1 Gold coin automatically.  
When you kill a monster, it has a chance to drop [[coins]], any items in its drop table and its [[Cards|card]]. If you own at least one of the monster's cards, you can view their drop tables in the Cards screen, with the exact chances rounded up. If it rolls successfully on "Rare Drop", it then rolls for every item on that rare drop table. If it then rolls a "Mega-Rare 😎" it also rolls for the items in that table. If it rolls a Rare Drop, but fails all the item rolls in the table, nothing will drop.  


'''How drop rarity/chance works!'''
Rare drop tables are different for various groups of monsters - for example [[DropTable1]] is the rare drop table of World 1 monsters from [[Green Mushroom|Green Mushrooms]] to [[Bored Bean|Bored Beans]] and everything in between - this table is also the only way to obtain {{CraftReq|White Headband}} and {{CraftReq|Give Up On Life Pants}}. Crystal monsters and Bosses are notable for rolling multiple rare drop tables at a high chance. See each monster's page for their precise drop tables.


Drop Rarity/Rate & Drop chance will all add up to %Total drop chance. As they all work the same way! Lava just named them differently because it's lava. So that being said, do not mistaken any of the names to act differently, they all work the same way, Just different names, for different places.
Mega Rare drop tables are unique to each World and contain extremely rare and valuable items, such as {{CraftReq|Lucky Lad}} and {{CraftReq|Silver Pen}}.


Drop Chance + Drop Rarity + Drop Rate = '''Total Drop Chance!'''
Skilling can also drop rare items and resource cards, this table is rolled on each successful skilling action. Rare skilling drops '''cannot roll while active''' - you can only get resource cards and rare items while AFK skilling.


The Total Drop Chance increases the chance to roll the rare drop table.
Items on the ground despawn after '''60''' minutes. Coins despawn after '''20''' minutes.
Or when changing area. The game also counts building town upgrades and some other stuff, like opening the gem shop, as changing area, which can despawn quest/achievement rewards!


Even when the items within the (mega-)rare drop table aren't getting boosted themselves, you still have a higher chance to get them, because you roll their drop tables more often.<blockquote>Example 2: Influence of a increased Droprate (if you want to follow this example, just look at the Green Mushroom Card)
===Drop Rarity===


Lets say you want the bronze obol from the Green Mushroom it has a chance of 1 to 1235 to occur in the rare drop table of the mushrooms. The rare drop rolls 1 in 334. So you have a chance of getting an bronze obol 1 in 412490 (412490 = 334*1235). Now you increase your Chance of getting an obol by 15% this means you will have a chance of 1,15 in 412490 to get a bronze obol or in other words you increased your chance of gettin one  from 0,000242%  with 15% increase to 0,000279%</blockquote>'''Bonuses to increase your Droprate'''
Drop Rarity/Rate & Drop chance from various sources will all add up to the Drop Rarity multiplier as seen in the Player Info tab. Drop Rarity increases the chance to roll all drops on every loot table, including coins, cards and rare drop tables, with the following exceptions:


* Alchemy Perk: Droppin Loads Perk from yellow cauldron (+10.8%DR - Lv10)
* Event items such as {{CraftReq|Summer Cooler}}.
* Post office: Box of Drop - Yellow box +13%DR/+11.3LUK (at Lv70)
* Items with fixed drop rates such as gems and time candy, boss keys from bosses and rewards from [[Random Events]].
* Obols: Obol of POP  +LUK+1/DEF+1/+2%DR
* Obles: Silver Double Sixes  LUK+3/+10%DR
* Guild: Bonus "Gold Charm"  +11%DR - Lv19/50
* Star Sign: Pirate Booty Nr6 +5%DR
* Trophies: Lucky Lad +7LUK/+7%DR
* Trophies: Ultra Unboxer  +3All stat/+3%DR
* Card: Crystal Carrot +5%/10%/15%/20%DR
* Card: Mimic +3%/6%/9%/12%DR
* Card: King Doot +6%/12%/18%/24%DR
* Card: EventGiftmas Blobulyte +3%/6%/9%/12%DR
* Stats: Luck stats from gear/talents/etc will boosts your drop rate. Too much stuff that gives you +LUK, that i wont list them all (One good source:  "Quest Chungus" Star talent book < +1LUK each quest competed). The Luck Stat give diminishing returns to EXP and DR.  
* Talent: "Robbing Hood" talent from archer +20%DR - Lv65
* Journeyman: "Rares Everywhere!" only class that can give you '''%chance of getting Rare drops!'''
* Journeyman: "Curse of MR Looty Booty" Tab2 talent < +%DR but -x% Total Damage


''Game Version 1.14 - Credits Aisek, Skorme and Sonnenlicht (if anything is wrong/outdated/incomplete message Sonnenlicht on Discord)''
The odds to roll onto Rare Drop and Mega Rare tables themselves are unaffected, to prevent Drop Rarity from counting multiple times for items in these tables.  


=== Survivability ===
===Loot and Multikill===
This only matters when you go Offline to get Afk Gains. It's the combined number of your Defence, Foods, and Health, and represents how fast you die when Afk. The lower your Survivability, the less gains you get, so you want to make sure you're ready to grind there before you leave for 6 hours. If you have enough Defence that you don't take damage, your Survivability will always be 100%, and it will be harder to change the number the more health you have.


=== Mastery ===
Drops can also be increased by certain mechanics that multiply monster kills. This works as follows:
Mastery determines you minimum damage, base mastery is 35% and it caps at 80%. You can have more mastery through [[Alchemy]], [[cards]], [[Classes|talents]] and [[Efaunt Ribcage]] (on v1.14).


The calculation is as follows:
* Kill per Kill (from sources such as {{AlchemyIcon|green|Kill Per Kill|19}}, {{TalentIcon|Monster Decimator|Barbarian|y}} and {{TalentIcon|Charred Skulls|Blood Berserker|y}} ) '''do not''' give drops from extra kills.
 
* Multikill (from [[Construction#Death Note-0|Death Note]]) only increases drops for '''first item in the drop table''', such as{{CraftReq|Spore Cap}} from [[Green Mushroom]].
'''minDmg''' = mastery * maxDmg
* Journeyman's {{TalentIcon|Gimme Gimme|Journeyman|y}} and Divine Knight's {{TalentIcon|Orb Of Remembrance|Divine Knight|y}} cause a monster to roll its drop table multiple times, effectively multiplying Drop Rarity. These skills only work on active players.
 
You'll have 35 minimum damage if your max damage is 100 and your mastery is 35%.  


==AFK Mechanics==
==AFK Mechanics==
''For a more detailed overview of AFK Mechanics and its functions, please visit the [[Game Mechanics AFK|AFK]] page.''


===Fighting AFK gains===
===Fighting AFK gains===
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*Weapon speed
*Weapon speed
*Movement speed
*Movement speed
*Active buffs (extendo rangeo, firmly grasp it etc)
*Active buffs ([[Archer#Extendo Rangeo|Extendo Rangeo]], [[Warrior#Firmly Grasp It|Firmly Grasp It]] etc)
*Fighting AFK% bonuses (from cards, alchemy, talents, bribes, PO Fighting box)
*Fighting AFK% bonuses (from cards, alchemy, talents, bribes, PO Fighting box)
*Chance to hit
*Chance to hit
*Health Food (if not at 100% survivability)/Hemoglobin
*Health Food (if not at 100% survivability)/[[Special Talents#Goblet Of Hemoglobin|Hemoglobin]]
*Crit Chance/Crit Dmg
*Crit Chance/Crit Dmg
*Spawn Rate Merits up to 20%
*Spawn Rate [[Tasks|Merits]] up to 20%
*Spawn Rate Star Sign Grim Reaper 16 with 2%  
*Spawn Rate [[Star Signs|Star Sign]] Grim Reaper 16 with 2%
*Attack moves boost your Afk gains more - Attack on Simmer Special Talent  
*Attack moves boost your Afk gains more - [[Special Talents#Attacks On Simmer|Attacks on Simmer]] Special Talent
*Higher bonuses to offline Gains "All for Kill" - Alchemy  
*Higher bonuses to offline Gains "All for Kill" - Alchemy  
*Triggered talents (such as double hit, you're next etc)


Things that do not affect fighting AFK gains:
Things that do not affect fighting AFK gains:
*Mana
*Mana
*Triggered talents (such as double hit, you're next etc)
*Cooldown reduction
*Cooldown reduction
Things that increase your '''fighting AFK gains''':
* 20%      - Basic AFK gains (every Character)
* 2%      - Silver Stopwatch (Ring) (4% if wearing two of them)
* 5%      - Rem Fighting ([[Guild Bonuses|Guild]] perk Level 50)
* 4%      - Boop [[Cards|Card]] (3 Star)
* 10%      - Amarok Chaotic [[Cards|Card]] (3 Star)
* 6%      - The Forsaken 16a ([[Star Signs|Star Sign]])
* 2%      - Silly Snoozer 15 ([[Star Signs|Star Sign]])
* 5,4%  - Tik Tock [[Special Talents|Special Talent]] Level 104
* 13,33% - Afk Fighting [[Classes|Talent]] Level 100 (Idle Brawling, Idle Shooting, Idle Casting, Sleepin' on the Job [Journeyman Talent gives 0,67% more])
* 8,48% - Fight Box Level 400 ([[Post Office]])
* 2%      - Afk Gains (Third Item in the [https://idleon.info/wiki/Tasks/Yum_Yum_Desert#Merit_Shop Desert Merit Shop])
* 5%      - Sleeping on the Job ([[Stamps|Bribe]] )
So currently the highest AFK gains, that are possible right now are the Basic 20 + 65.21 = 85.21 maximum fighting Afk gains and 85.88% for the Journeyman.
''Game Version 1.14 - Credits Aisek and Sonnenlicht (if anything is wrong/outdated/incomplete message Sonnenlicht on Discord)''
===Kill Caps===
===Kill Caps===
This is the theoretical max amount of enemies you can kill per hour when AFK, with the spawn rate merit maxed out (20%) and assuming 100% afk gains, based on Cyrns calculations:
This is the theoretical max amount of enemies you can kill per hour when AFK, with the spawn rate merit maxed out (20%) and assuming 100% afk gains, based on Cyrns calculations:
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===Food Consumption===
===Food Consumption===
Food Consumed per hour (Formula provided by Deerjump):<br>
Food Consumed per hour (Formula provided by Deerjump):<br>
'''Grasslands:''' (dmg per hit * 300)/min(foodHeal, maxhp)<br>
'''Desert:''' (dmg per hit * 500)/min(foodHeal, maxhp)<br>
'''Desert:''' (dmg per hit * 500)/min(foodHeal, maxhp)<br>
'''Grasslands:''' (dmg per hit * 300)/min(foodHeal, maxhp)
'''Tundra:''' (dmg per hit * 600)/min(foodHeal, maxhp)


===Active Alchemy XP/Hr===
===Active Alchemy XP/Hr===
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* Q: Displays the Attack Bar
* Q: Displays the Attack Bar
* 1-6: Activates equipped active abilities
* 1-6: Activates equipped active abilities
* 7-8: Switches between Attacks 1-6 and 7-12
* 7: Switches to next Attack Bar
* 8: Switches to previous Attack Bar
* C: Codex
* C: Codex
* I: Inventory
* I: Inventory
* Map: Map
* M: Map
* T: Talents
* T: Talents
* Esc: Menu
* Esc: Menu
[[Category:Outdated or Incomplete Pages]]

Latest revision as of 17:51, 10 November 2024

Stats

For a more detailed overview of Stats and their functions, please visit the Stats page.

Main Stats

The game features 4 primary stats that affect the characters

  • Strength - damage stat for warriors, accuracy stat for archers. Increases max health and crit damage
  • Agility - damage stat for archers, accuracy stat for mages. Increases movement speed and crit chance
  • Wisdom - damage stat for mages, accuracy stat for warriors. Increases max mana and boss damage
  • Luck - damage and accuracy stat for beginners. Increases drop rate and Class EXP gain

Secondary Stats

Alongside the above main stats, the game features many other stats that affect the game in various ways.

  • Health Points
  • Mana Points
  • Damage
  • Accuracy
  • Mastery
  • Defence
  • Critical Chance
  • Critical Damage
  • Movement Speed
  • Drop Rate
  • Class EXP Multiplier
  • AFK Gains

Skill Stats

For a more detailed overview of Skilling and its functions, please visit the Skilling page.

There are also stats that relate only to skills

  • Mining Efficiency
  • Choppin Efficiency
  • Smithing Production Speed
  • Fishing Efficiency
  • Catching Efficiency
  • Alchemy Brew Speed
  • Trapping Efficiency
  • Worship Efficiency
  • Construction Build Speed
  • Prowess
  • Skill EXP Multiplier
  • Skill AFK Gains

Combat Mechanics

For a more detailed overview of Combat Mechanics and their function, please visit the Combat Mechanics page.

Accuracy

Accuracy is the stat that affects how often you hit your enemy. Accuracy is determined by many things, but your secondary stat is one of the most determining factor. Warriors have Wisdom as their secondary, Archers have Strength, and Mages have Agility.

Hit Chance (%) = 142.5 * YourAcc ÷ AccReq - 42.5. Where "AccReq" is accuracy for 100% chance.

Note: You need at least 5% hit chance to hit, anything lower will equal 0%.

Damage

Damage is how much health a monster loses when you manage to hit them. This is affected by your main stat (Warriors have Strength, Archers have Agility, and Mages have Wisdom) or the Weapon Power from your equipped weapon. Again, you can see your damage in your inventory on the stats page. You may notice that there is two numbers; the first is your minimum damage and the second your max. When you hit, you deal a random number between those two (inclusive). Once the enemy is at or below 0 health, they die leaving you their treasure.

Health

Health is how much damage you can take from enemies, before falling flat on your face and needing to respawn. You can Insta Res once a day, or you can respawn at town for free. Health is always handled by your Strength stat no matter your class. You take damage from monsters depending on your Defence and the monsters attack. You can heal by equipping Food; some foods heal more than others.

Mana

Mana is used for activating abilities; you know, those things you put on that little bar at the bottom of the screen. It regens passively over time at a rate of 1% per second. Mana and the rate it regens at is affected by various talents, potions and other shenanigans. Max mana is affected by Wisdom and mana boosting talents Running out of Mana is no big deal, but you will get yelled at if you don't have enough and you try doing something you need more Mana for.

Defence

Defence determines how much damage you take from enemies. You can check your defence in the stats page and on individual pieces of equipment. The less you have compared to an attack, the more damage you take. Having equal to or slightly higher than a hit does NOT make you take zero damage, you need a bit more than the monster's hit.

Damage Taken = floor(0.6 + (Attack - 2.5 * Defense ^ 0.8) / (1 + Defense ^ 2.5 / Attack / 100)), where Attack is the monster's base hit (the number on the card), and Defence is your defence. The "floor" function means to round down. Bricky Skin and No Pain No Gain change this, so adjust accordingly.

Survivability

This only matters when you go Offline to get Afk Gains. It's the combined number of your Defence, Foods, and Health, and represents how fast you die when Afk. The lower your Survivability, the less gains you get, so you want to make sure you're ready to grind there before you leave for 6 hours. If you have enough Defence that you don't take damage, your Survivability will always be 100%, and it will be harder to change the number the more health you have. Though more health can also help you have more survivability with certain talents.

Class Exp - Experience Multiplier

When you fight and earn Exp, these EXP (Experience Points) go to your level progression. The Class EXP factor found at the bottom of the Inventory Stat page is multiplied with the Base value of the killed monster. There are various ways to increase this multiplier:

Some Exp multiplier are not integrated into this shown stat, but increase the EXP Gain anyways ( to be precise all the active exp bonuses are not shown in this number)

Loot

For a more detailed overview of Loot and its methodology, please visit the Looting page.

When you kill a monster, it has a chance to drop coins, any items in its drop table and its card. If you own at least one of the monster's cards, you can view their drop tables in the Cards screen, with the exact chances rounded up. If it rolls successfully on "Rare Drop", it then rolls for every item on that rare drop table. If it then rolls a "Mega-Rare 😎" it also rolls for the items in that table. If it rolls a Rare Drop, but fails all the item rolls in the table, nothing will drop.

Rare drop tables are different for various groups of monsters - for example DropTable1 is the rare drop table of World 1 monsters from Green Mushrooms to Bored Beans and everything in between - this table is also the only way to obtain White Headband.png White Headband and Give Up On Life Pants.png Give Up On Life Pants. Crystal monsters and Bosses are notable for rolling multiple rare drop tables at a high chance. See each monster's page for their precise drop tables.

Mega Rare drop tables are unique to each World and contain extremely rare and valuable items, such as Lucky Lad.png Lucky Lad and Silver Pen.png Silver Pen.

Skilling can also drop rare items and resource cards, this table is rolled on each successful skilling action. Rare skilling drops cannot roll while active - you can only get resource cards and rare items while AFK skilling.

Items on the ground despawn after 60 minutes. Coins despawn after 20 minutes. Or when changing area. The game also counts building town upgrades and some other stuff, like opening the gem shop, as changing area, which can despawn quest/achievement rewards!

Drop Rarity

Drop Rarity/Rate & Drop chance from various sources will all add up to the Drop Rarity multiplier as seen in the Player Info tab. Drop Rarity increases the chance to roll all drops on every loot table, including coins, cards and rare drop tables, with the following exceptions:

  • Event items such as Summer Cooler.png Summer Cooler.
  • Items with fixed drop rates such as gems and time candy, boss keys from bosses and rewards from Random Events.

The odds to roll onto Rare Drop and Mega Rare tables themselves are unaffected, to prevent Drop Rarity from counting multiple times for items in these tables.

Loot and Multikill

Drops can also be increased by certain mechanics that multiply monster kills. This works as follows:

AFK Mechanics

For a more detailed overview of AFK Mechanics and its functions, please visit the AFK page.

Fighting AFK gains

Things that affect fighting AFK gains:

  • Active attack talents (equipped)
  • Damage numbers (min damage) in the character sheet
  • Weapon speed
  • Movement speed
  • Active buffs (Extendo Rangeo, Firmly Grasp It etc)
  • Fighting AFK% bonuses (from cards, alchemy, talents, bribes, PO Fighting box)
  • Chance to hit
  • Health Food (if not at 100% survivability)/Hemoglobin
  • Crit Chance/Crit Dmg
  • Spawn Rate Merits up to 20%
  • Spawn Rate Star Sign Grim Reaper 16 with 2%
  • Attack moves boost your Afk gains more - Attacks on Simmer Special Talent
  • Higher bonuses to offline Gains "All for Kill" - Alchemy
  • Triggered talents (such as double hit, you're next etc)

Things that do not affect fighting AFK gains:

  • Mana
  • Cooldown reduction

Kill Caps

This is the theoretical max amount of enemies you can kill per hour when AFK, with the spawn rate merit maxed out (20%) and assuming 100% afk gains, based on Cyrns calculations:

Kill Caps
Img Monster Hourly Kills Cap
Green Mushroom Walking.gif Green Mushroom 1862
Frog Walking.gif Frog 3709
Bored Bean Walking.gif Bored Bean 1932
Slime Walking.gif Slime 2601
Baby Boa Walking.gif Baby Boa 1654
Carrotman Walking.gif Carrotman 1405
Glublin Walking.gif Glublin 1775
Giga Frog Walking.gif Giga Frog 1280
Poop Walking.gif Poop 2057
Rat Walking.gif Rat 1837
Walking Stick Walking.gif Walking Stick 1837
Nutto Walking.gif Nutto 1837
Sandy Pot Walking.gif Sandy Pot 1493
Mimic Walking.gif Mimic 1493
Crabcake Walking.gif Crabcake 1964
Mafioso Walking.gif Mafioso 1636
Sand Castle Walking.gif Sand Castle 1964
Pincermin Walking.gif Pincermin 1229
Mashed Potato Walking.gif Mashed Potato 1855
Tyson Walking.gif Tyson 1855
Moonmoon Walking.gif Moonmoon 1636
Sand Giant Walking.gif Sand Giant 2945
Snelbie Walking.gif Snelbie 1418

Food Consumption

Food Consumed per hour (Formula provided by Deerjump):
Grasslands: (dmg per hit * 300)/min(foodHeal, maxhp)
Desert: (dmg per hit * 500)/min(foodHeal, maxhp)
Tundra: (dmg per hit * 600)/min(foodHeal, maxhp)

Active Alchemy XP/Hr

Cauldron: 15 * brewSpeed * alchExpMultiplier
Liquid: 30 * brewSpeed * alchExpMultiplier

Steam/Web Specific

Hotkeys

  • Q: Displays the Attack Bar
  • 1-6: Activates equipped active abilities
  • 7: Switches to next Attack Bar
  • 8: Switches to previous Attack Bar
  • C: Codex
  • I: Inventory
  • M: Map
  • T: Talents
  • Esc: Menu