Game Mechanics: Difference between revisions
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Note: Page under construction. Feel free to add any additional information. | Note: Page under construction. Feel free to add any additional information. | ||
==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 [[Accuracy]], [[Damage]], [[XP|XP Gain]], item droprate and [[Skilling|Skilling Efficiency]] | ||
* Strength - damage stat for warriors, accuracy stat for archers. Increases max health | * Strength - damage stat for warriors, accuracy stat for archers. Increases max health | ||
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* Luck - damage and accuracy stat for beginners. Increases drop rate and xp gain | * Luck - damage and accuracy stat for beginners. Increases drop rate and xp gain | ||
==Secondary Stats== | ===Secondary Stats=== | ||
Alongside the above main stats, the game features many other stats that affect the game in various ways. | Alongside the above main stats, the game features many other stats that affect the game in various ways. | ||
* Health Points | * Health Points | ||
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* Class XP Gains | * Class XP Gains | ||
==Skilling Stats== | ===Skilling Stats=== | ||
There are also stats that relate only to skills | There are also stats that relate only to skills | ||
* Mining Power | * Mining Power | ||
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* Skilling XP Gains | * Skilling XP Gains | ||
==Loot== | |||
*Items despawn after 60 minutes | *Items despawn after 60 minutes | ||
*Coins despawn after 20 minutes | *Coins despawn after 20 minutes |
Revision as of 16:27, 9 May 2021
Note: Page under construction. Feel free to add any additional information.
Stats
Main Stats
The game features 4 primary stats that affect the characters Accuracy, Damage, XP Gain, item droprate and Skilling Efficiency
- Strength - damage stat for warriors, accuracy stat for archers. Increases max health
- Agility - damage stat for archers, accuracy stat for mages. Increases movement speed
- Wisdom - damage stat for mages, accuracy stat for warriors. Increases max mana
- Luck - damage and accuracy stat for beginners. Increases drop rate and xp 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
- Prowess
- Mastery
- Defence
- Critical Chance
- Critical Damage
- Movement Speed
- Drop Rate
- AFK Gains
- Class XP Gains
Skilling Stats
There are also stats that relate only to skills
- Mining Power
- Choppin Power
- Fishing Power
- Catchin Power
- Alchemy EXP
- Skilling XP Gains
Loot
- Items despawn after 60 minutes
- Coins despawn after 20 minutes
- Money drops from monsters occasionally....Not sure where they stash it
Combat Mechanics
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.
Note: You need at least 5% hit chance to hit, anything lower will equal 0%.
Damage (work in Progress)
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.
Weapon Power has the most effect to your Damage!
Weapon Power (global - Account wide
- Alchemy: Vial Tail Time: 0,5 WP per Level
- Family Bonus: Babarian 10,6 WP at Level 10
- Beginner is Best Class: 1 WP per 10 Levels of your highest Journeyman (Special Talent must be leveled with every Charakter)
Weapon Power (local - Character specific):
- Weapon
- Weapon Upgrade Stones (Upgrades)
- Armor neclace: Sleek shank (1WP) or Strung Bludgeon (4WP) or Chaotic Amarok Pendant (WP 2)
- Armor Ring: Death Wish (4WP) or Efaunt Trunculus (3WP)
- Armor Helmet: Efaunt Helmet (1WP)
- Armor Chest: MCR Tshirt (2WP)
- Armor Upgradestone: Armor Upgradestone 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)
- Sharpened Axe Talent
- Star Sign: Ned Kelly +2 WP
Damage % (global - Account wide):
Damage % (local - Character specivic)
Talents: A lot of different ones, see Talents of you corresponding class
Star Signs: The Buff Guy +1%
Star Signs: Tatty Doodoo +2%
Flat Damage bonus (global - Account wide):
- Stamp: Sword Stamp
- Stamp: Longsword Stamp
- Stamp: Scimitar Stamp
- Post office: Civil War Memory
Flat Damage bonus (local - Character specific):
Game Version 1.14 - Credits Sonnenlicht (if anything is wrong/outdated/incomplete message Sonnenlicht on Discord)
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.
How to increase your HP:
- Str Stat
- Str cards (Wood Board and Tyson)
- HP cards (Mushroom [not worth], Glublin and Loveulyte Event card)
- Health stamps
- Golden Jam Food (only use those, if you have enough food equipped)
- Health statues (drop from Glublins, Wooden Boards, Gigafrogs, Poops, Rats, Walking Sticks, Nuttos and Wood Mushrooms)
- Tab 1 Health Talent (only worth on Barbarian, if you maxed all other important talents)
- Warrior Tab 2 Health Talent (max out other important talents first)
- "Str in Numbers" Warrior Talent
-> 150 Def is enough to reliable 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 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.
Defence
Defence determines how much damage you take from enemies, enough will negate all damage. You can check your number in the stats page again, and it may or may not be influenced by your secondary stat (i dont remember so if you know you can edit this out and fix what i just said) and your 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, however, the more damage you take.
All flat-Def Sources:
- Armor including rings and pendant
- Upgrade Stones (T2 on everything is enough)
- Def Stamp
- Oak log card
- FMJ bubble (gives +%-Def as well)
- Golden meatpies (only use those, if you have enough food equipped)
- Thick skin statue (from Sprout Quests (one time per character) or chopping Palm Tree)
- Post Office Utility Box Bonus
- Squire Talent
All %-Def Sources:
- Misc stat on Armor (e.g. on Amarok shoes, Gold helmet or Rune legs)
- 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:
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.
Example 1: Spore Cap from Green Spores is a 1 in 5, so it rolls a random number between 1 and 5 inclusive.
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.
How drop rarity/chance works!
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.
Drop Chance + Drop Rarity + Drop Rate = Total Drop Chance!
The Total Drop Chance increases the chance to roll the rare drop table.
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.
Example 2: Influence of a increased Droprate (if you want to follow this example, just look at the Green Mushroom Card) 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%
Bonuses to increase your Droprate
- Alchemy Perk: Droppin Loads Perk from yellow cauldron (+10.8%DR - Lv10)
- Post office: Box of Drop - Yellow box +13%DR/+11.3LUK (at Lv70)
- 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)
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.
Mastery
Mastery determines you minimum damage, base mastery is 35% and it caps at 80%. You can have more mastery through Alchemy, cards, talents and Efaunt Ribcage (on v1.14).
The calculation is as follows:
minDmg = mastery * maxDmg
You'll have 35 minimum damage if your max damage is 100 and your mastery is 35%.
AFK Mechanics
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 - Attack on Simmer Special Talent
- Higher bonuses to offline Gains "All for Kill" - Alchemy
Things that do not affect fighting AFK gains:
- Mana
- Triggered talents (such as double hit, you're next etc)
- 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 perk Level 50)
- 4% - Boop Card (3 Star)
- 10% - Amarok Chaotic Card (3 Star)
- 6% - The Forsaken 16a (Star Sign)
- 2% - Silly Snoozer 15 (Star Sign)
- 5,4% - Tik Tock Special Talent Level 104
- 13,33% - Afk Fighting 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 Desert Merit Shop)
- 5% - Sleeping on the Job (Bribe )
So currently the highest AFK gains, that are possible right now are the Basic 20 + 63,21 = 83,21 maximum fighting Afk gains and 83,88% for the Journeyman.
Game Version 1.14 - Credits Aisek and Sonnenlicht (if anything is wrong/outdated/incomplete message Sonnenlicht on Discord)
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:
Img | Monster | Hourly Kills Cap |
---|---|---|
Green Mushroom | 1862 | |
Frog | 3709 | |
Bored Bean | 1932 | |
Slime | 2601 | |
Baby Boa | 1654 | |
Carrotman | 1405 | |
Glublin | 1775 | |
Giga Frog | 1280 | |
Poop | 2057 | |
Rat | 1837 | |
Walking Stick | 1837 | |
Nutto | 1837 | |
Sandy Pot | 1493 | |
Mimic | 1493 | |
Crabcake | 1964 | |
Mafioso | 1636 | |
Sand Castle | 1964 | |
Pincermin | 1229 | |
Mashed Potato | 1855 | |
Tyson | 1855 | |
Moonmoon | 1636 | |
Sand Giant | 2945 | |
Snelbie | 1418 |
Food Consumption
Food Consumed per hour (Formula provided by Deerjump):
Desert: (dmg per hit * 500)/min(foodHeal, maxhp)
Grasslands: (dmg per hit * 300)/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
- 7-8: Switches between Attacks 1-6 and 7-12
- C: Codex
- I: Inventory
- Map: Map
- T: Talents
- Esc: Menu