Difference between revisions of "Game Mechanics"

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(Enemy Debuffs)
(Damage Types)
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*Physical
 
*Physical
 
**Bleed, which deals 75% of the physical damage that caused the bleed every second for 5 seconds as life degeneration.
 
**Bleed, which deals 75% of the physical damage that caused the bleed every second for 5 seconds as life degeneration.
 +
*burn from trag oul's soul allows 75% of the fire damage you deal from any attack to be dealt to the enemy every second for 5 seconds as life degeneration, the same as bleed
  
 
===<span style="color:#928A70;">Damage Scaling</span>===
 
===<span style="color:#928A70;">Damage Scaling</span>===

Revision as of 23:48, 3 October 2019

Attributes

All characters have access to 4 basic attributes that you can put stat points in. Every time you level up you gain 5 stat points, and the Lam esen's tome quest reward in act 3 gives you 5 additional stat points per difficulty. This totals up to 505 stat points at level 99 with all 3 stat quests completed.

Strength

  • Strength allows you to equip higher tiers of weapons and armor.
  • You gain 25% of your strength as % increased physical damage.
  • You gain a bonus to your % weapon damage modifier for certain weapons, based on your strength.

Dexterity

  • Dexterity allows you to equip higher tiers of weapons, such as bows and daggers.
  • Dexterity increases your chance to block if you are using a shield.
  • You gain 25% of your dexterity as % critical strike damage.
  • You gain a bonus to your % weapon damage modifier for certain weapons, based on your dexterity.

Vitality

Vitality gives you additional life. The amount differs per class, and are as follows:

  • Amazons gain 7 life per point in vitality.
  • Assassins gain 7 life per point in vitality.
  • Barbarians gain 8 life per point in vitality.
  • Druids gain 6 life per point in vitality.
  • Necromancers gain 6 life per point in vitality.
  • Paladins gain 7 life per point in vitality.
  • Sorceresses gain 6 life per point in vitality.

You also gain 20% of your vitality as % faster hit recovery.

Energy

Energy gives you additional mana. The amount differs per class, and are as follows:

  • Amazons gain 2 mana per point in energy.
  • Assassins gain 2 mana per point in energy.
  • Barbarians gain 1 mana per point in energy.
  • Druids gain 3 mana per point in energy.
  • Necromancers gain 3 mana per point in energy.
  • Paladins gain 2 mana per point in energy.
  • Sorceresses gain 3 mana per point in energy.

You also gain 25% of your energy as % elemental damage, and you gain a bonus to your weapon damage % modifier for certain weapons, based on your energy.

Combat

Damage

Damage Types

There are 2 main types of damage, elemental and physical. They have multiple different sub-types however.

  • Elemental
    • Fire damage
    • Cold damage, which can chill enemies, slowing their movement speed and attack speed relative to their chill effectiveness.
    • Lightning damage
    • Magic damage
    • Poison damage, which is dealt as life degeneration over 2 seconds
  • Physical
    • Bleed, which deals 75% of the physical damage that caused the bleed every second for 5 seconds as life degeneration.
  • burn from trag oul's soul allows 75% of the fire damage you deal from any attack to be dealt to the enemy every second for 5 seconds as life degeneration, the same as bleed

Damage Scaling

There are various different things that affect your damage, including:

  • Damage increased by x%
  • Physical damage %
  • Added physical damage to weapon attacks
  • Weapon damage %, which includes your bonus from Strength, Dexterity or Energy
  • Added weapon damage
  • Elemental damage %
  • Added elemental damage (fire, cold, etc) to weapon attacks
  • Execution Damage %, adding damage if an enemy is below 35% life
  • Critical Damage %, all characters start at 50% increased damage from critical hits.
  • Added skill damage
  • Your weapon's base damage
  • If the skill you are using is a weapon based skill or not
  • Bleed chance


So, the steps for calculating weapon damage skills is as follows:

  1. Take your base weapon damage and add your added weapon damage.
  2. Multiply that by your total % physical damage (stat bonus, %weapon damage and %physical damage all added together)
  3. Add your flat phys damage and flat elemental damage
  4. Add the skill damage
  5. Factor in the %weapon damage modifier on your skill
  6. Factor in your damage multiplier (crit damage, damage % and execution damage added together)


As an example, let us say that your base weapon damage is 5, and you have +10 added weapon damage. You have 20% physical damage and +30 physical damage. You are gaining 30% damage from your stat bonus, and have 50% weapon damage. As well, 20% elemental damage and +35 fire damage. You are using level 6 combustion, which adds 36 fire damage and has a weapon damage modifier of 100%. Your chance to crit is 100%, and you deal base damage on a critical strike (50% added damage). You have 20% damage increase, and 30% execution damage. You have 100% chance to bleed. The enemy we are attacking has zero resistances, no debuffs and is at 20% of their life.

First, we take the 5 base weapon damage and add the 10 added weapon damage to get 15 damage.

Then, we will add together your 30% stat bonus, 50% weapon damage and 20% physical damage, totaling 100%, and multiply our damage by 100%, giving us 30 damage.

Next, we will add the 30 added physical damage increased by our 20% physical damage, giving us 36, and resulting in 66 damage so far.

Next, we will add the 35 fire damage increased by our 20% elemental damage, giving us 42, resulting in 108 damage so far, 66 physical and 42 fire.

Next, we will add our 36 skill damage increased by our 20% elemental damage, giving us 43 damage, resulting in 151 damage so far, 66 physical and 85 fire.

Next, we will factor in our skill's weapon damage modifier, which is 100%, meaning there is no change. Still at 151 damage.

Lastly, we will factor in our 50% critical damage, 20% total damage and 30% execution damage, being 100%, doubling our damage to 302, 132 physical and 170 fire.

We will also deal 75% of our physical damage every second for 5 seconds after the initial hit, being 99.

So we will deal 302 damage to the monster instantly, 132 physical and 170 fire, and 99 damage each second for 5 seconds given these circumstances.

Enemy Debuffs

Crushing Blow has been replaced with Staggering Blow.

Staggering Blow lowers the enemy's Physical Resistance by 10% and Attack Speed by 20% for 3 seconds. There is an overlay to indicate when an enemy is staggered.

Sustain

Leech

Regeneration

Other forms of Sustain

Mitigation

Armor

Resistances

Absorption

Other forms of Mitigation