Game Mechanics: Difference between revisions

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m (DR alone helps get cards. I tested it and DR does increase the chance of cards dropping. Testing method: go to a monster you have a guaranteed chance of getting a card on (anything W1/2 usually) with no DR gear/cards on, use 2/4 hour candy. equip only DR gear and cards, use the same candy and you will get more cards)
Tag: visualeditor
(→‎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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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.  
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 = (Damage - 2.5 * Defence ^ 0.8) / max(1, 1 + (Defence ^ 2.5 / max (100, 100 * Damage))).                    Where Damage is the monster's base hit (the number on the card), and Defence is your defence. Bricky Skin and No Pain No Gain change this, so adjust accordingly.  
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 ===
=== 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.
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 ===
=== 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:  
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:  
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Items on the ground despawn after '''60''' minutes. Coins despawn after '''20''' minutes.
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===

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