![]() ![]() Thus, some shorter weapons have better reach than longer weapons. How the weapon is hold, different attack animations affects weapon's reach. The "Combo" column reflects a weapon's attack type in game files and sometimes they don't match to its attack animation.Īs for the "Weapon Hitbox" column, weapon's length doesn't necessarily determine a weapon's reach. Some weapons also have special properties, for example, the Castillon Dagger's and the Stiletto Dagger's 3rd hit deals 50% and 40% more damage. Recover time would be different for each combo.įor example, full combo of Arming Sword is Weapon's data table shows attack speed of full combo. These times are calculated for 0% Action Speed, attack speed will change according to player's stats. Recover = Time it takes the animation to reset back to default positionĪnimations' collision turns on before Attack phase and can deal damage during that time, however this is unlikely for most attacks as the weapon is usually over head or on the side, making it hard to hit that early. happensĬombo = Time between current attack's end to next attack's start There are some exceptions like the Lightfoot Boots, these also have randomized movement speed values based on rarity.įor example, a Epic rarity Armet can have a 36 ~ 38 Armor Rating, which means that stat can roll between 36 to 38.Īttack = Attack duration, this is where swing, thrust etc. In general, only the damage values on weapons and the armor rating on armors are variable.Īs such, 2 gear pieces of the same rarity can have different base stats. Not only are the enchantments a gear piece is imbued with randomized, but some of it's base stats are also randomized. Unique rarity adds up to 5 new enchantments. Legendary rarity adds up to 4 new enchantments. Rare rarity adds up to 2 new enchantments.Įpic rarity adds up to 3 new enchantments. Uncommon rarity adds up to 1 new enchantment. Rarity Uncommon and above adds an extra random Enchantment. Junk | Poor | Common | Uncommon | Rare | Epic | Legendary | Unique A weapon's rarity typically reflects its level of power, with higher rarity weapons providing more damage output and other attributes that can enhance the player's performance in combat. If you cannot read Japanese, you might want to visit the Google Translation instead.Weapons can improve and become stronger as their rarity level increases. Article about the Priest at the Japanese Stick Ranger Wiki.On its own, it will not create an aura, but will affect the colour of any present auras caused by other Priests or other stats from the same Priest. As always, damage cannot be reduced below 1.īlue Aura comes from the MAG of the Priest. ![]() All values are rounded down to the nearest integer - in other words, decimal values are ignored. With a team of four Priests and 14 STR per Priest, as long as the whole team is within each other's range, total Aura (AT) would beĪ Staff of Wood has 2-3 AT before Aura, which becomes 3-4 AT with Aura (AT).Īura (DF) increases the defense of a character which reduces Physical damage taken by characters. Aura (AT) has an effect on secondary attacks as well. With more than one Priest present, the aura color is based on the combined values.Īura (AT) increases the minimum and maximum attack of a character by a percentage, rounded down to the nearest integer. RGB colours are mixed by proportion of the STR, DEX and MAG values respectively to obtain the final aura colour. It's very similar to color selection on any paint program. The player could end up with nearly any color possible depending on how much of STR, DEX, and MAG are in his or her stats. The colour of the Aura is determined by the proportion of STR, DEX and MAG the Priest has. From left to right: pure STR, pure DEX, pure MAG, equal proportion of all three stats. The colour of a Priest's aura differs, depending on the stats of the Priest. If the auras of more than one Priest are overlapping, the effects will stack additively. To get an aura, the Priest must be alive, have at least one SP spent in STR or DEX, and have a staff equipped. The aura is represented by vertical lines near the feet of the stickmen. All characters within the Priest's range will have a percentage increase in attack, as well as an increase in defense. The special ability of the Priest is its aura ability. For the Powder Game background, see BG-aura. On the other hand, the Staff of Light, Lightning Staff, High Light Staff, Inferno Staff and Inferno Rod create projectiles and can miss.Īuras "Aura" redirects here. If two enemies are at the same spot, it might hit a different enemy than the one it was originally intended to hit. For these, a Priest swings the staff, and a bolt usually represented by an "X" that is the same color as the staff will appear at all enemies within the priest's range. Most staves use a direct attack which immediately hits multiple enemies and cannot miss. ![]()
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