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Stats
The variety of stats in Elethor is designed to create interesting choice in how to upgrade your gear, as well as create strategies in clearing specific dungeons and farming mid-late game monsters.
Combat Level
As you level up, you increase the base damage that you do. This base damage (plus the damage calculated by Savagery) is used in all further calculations, meaning it is modified by armor, pierce, and other stats. Each additional level gives more base damage.
The bonus damage you get from your combat level is calculated as follows:
(level / 2) * (1 + level) / 40
A snapshot of what this looks like:
Combat Level | Damage Boost |
---|---|
10 | 1 |
20 | 5 |
30 | 12 |
40 | 21 |
50 | 32 |
60 | 46 |
70 | 62 |
80 | 81 |
90 | 102 |
100 | 126 |
110 | 153 |
120 | 182 |
130 | 213 |
140 | 247 |
150 | 283 |
160 | 322 |
170 | 363 |
180 | 407 |
190 | 454 |
200 | 503 |
Your %Damage energizement modifier does NOT multiply against your combat level bonus, only your Savagery damage.
Savagery
Savagery increases your damage. Each additional point of Savagery is less valuable, but always adds some damage. Thus, someone who has 1k Savagery does NOT do 2x the damage of someone with 500 Savagery.
The formula to calculate how much additional damage Savagery gives you is:
(10000 * savagery / (savagery + 3000))
Your savagery damage is multiplied directly with your %Damage energizement modifier.
Savagery also gives you +0.1 true damage per point.
Speed
More speed increases your attack speed. Each point of Speed is less effective. Your base attack speed (with 0 Speed) is 50. This means every 50 “ticks” of combat, you will attack.
To calculate your attack speed from your Speed:
50 - (50 * speed / (speed + 400))
Fortitude
Fortitude gives you health. Each point of Fortitude gives roughly 25 health, but is less effective for each additional point of Fortitude.
To calculate your health from your Fortitude:
100000 * fortitude / (fortitude + 4000)
Armor / Pierce
Armor and Pierce work directly together. Pierce increases your damage (or a monster's damage against you) and Armor directly negates Pierce. This applies a multiplier to damage that scales damage.
This is calculated as follows, where “target” is the receiver of damage, and “source” is the doer of damage:
100 / (100 + (targetArmor - sourcePierce))
The damage bonus caps out at 1.20x. This happens when your pierce is 20 points higher than the monster's armor (or vice versa).
Pierce also gives you +0.5 true damage per point.
Damage Reduction (DR) / Ignore Damage Reduction (IDR)
Similar to Armor / Pierce, DR and IDR work together. Only monsters are able to get DR, and only players are able to get IDR. Higher level monsters will have DR, which is a final % modifier to the damage you do to the monster. This value can be OVER 100%. Then your IDR is applied against the monster's DR.
For example, if a monster has 50% DR, and you have 10% IDR, the monster will reduce your final damage by 45% (rather than 50%).
IDR is applied multiplicatively, meaning it's impossible to get 100% IDR. For example, if you have 80% IDR on one piece of gear and 50% IDR on another, that makes 90% total IDR (not 130%).
The formula for applying IDR is:
DR - (DR * IDR)
Damage
Damage is calculated in the following order:
- Combat level base damage.
- Savagery damage * damage% energizement.
- 1 and 2 are added together.
- Multiplied against armor/pierce modifier.
- Add true damage.
- Given a random +/- 15% adjustment (Min / Max Energizement can effect this number).
- Multiplied against DR / IDR modifier.
Effects
There are combat effects which are applied above and beyond this typical combat calculation. Each effect describes what it does and where it falls into this calculation. For example, Puncture is applied in the same way as normal damage, but ignores the armor / pierce modifier for a monster. If effects need clarity, please feel free to ask and the tooltips in-game will be updated.