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Attribute System : Gracia Final version

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Attribute System : Gracia Final version

Started by Finisterre, August 19, 2008, 02:42:14 PM

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Finisterre

This post started long before but maybe it would be useful now since admin saying that they gonna make things like official.
I fixed some lines to fit to official GF.


Attribute type

All magic skills have attribute. Like skill of sorcerer, Prominence is Fire attribute attack. Aura Flash has non-attribute. Normal attack and most of physical skill (without enchanting Elemental attack root) has no attribute.
There are 7 attributes and no attribute. Fire < > Water, Wind < > Earth, Holy < > Unholy, non-attribute and no attribute.

Also there are attribute types on defense. Those are Fire, Water, WInd, Earth, Holy, Unholy, like Holy Armor, resist buffs to elements/alignment. (Only some NPC has resist against non-attribute.)
From T1, attribute points had been changed to be calculated by addition/subtraction so all of relating skills had gotten individual attribute effect points.

Before Resist Fire Lv. 3 gave 30% resist to fire attack but from T1, it had became to add +20 Fire on defense.



So How does the attribute system work ? Basically, it's decided comparing attack attribute of the attacker with defense attribute of the opponent.

Attack attribute

There are 4 ways of attribute enhancing to attacking.

1. Attack skill attribute
2. Weapon attribute
3. Toggle
4. Buff

And final attribute type is prioritized from 1 > 2 > 3 > 4. Only when an attribute enhancement is same as final attribute type, it stucks.
For example,
Prominence (+20) + Weapon attribute Fire +100 + Holy Weapon (Holy +20) = +120 Fire
Aura Flash (non attribute) + Weapon attribute Fire +100 + Holy weapon (Holy +20) = non attribute
Normal attack (no attribute) + Weapon attribute Fire +100 + Infernal Form (Fire +20) = +120 Fire
Normal attack + Weapon attribute +0 + Holy Blade(toggle) + Dark Weapon(Buff) = +10 Holy --- Dark Weapon is over written. Toggle > Buff therefore, Dark Weapon does not affect.
Force rage (non-attribute) + Weapon attribute Fire +100 + Infernal Form (Fire +20) = non atribute

Attack skill attribute

Base attribute power of attack skill is +20, excluding non attribute attacks. Those attribute attack power on skills can be raised by enchanting Elemental attack root. Increased power depends on its enchant level.

Weapon attribute

Only S grade weapon can be enhanced by attribute stones. At first step, it increases +20, then after, +5 each. Further from 150, only attribute crystals can be used to enchant. Max value on weapon is +300.

Offensive Buff

+10
Holy Blade, Dark Blade(kamael)

+20
Holy Weapon, Dark Weapon(kamael races), Dance of Light, Infernal Form(Fire, Tyrant and Destroyer), Seed of ~ (from T1+).

+30
Bless of Holyness, Bless of Darkness

Defense attribute

Each S armor parts can be enhanced by attribute stones. Increased power is +6 at each step. Only attribute crystals can be used from +60. Max +120 on each armor piece.
There can be different kinds of attribute defense on a character at same time unlike attacking attribute.

Defensive Buff

+10
Infernal Form(Fire), Holy Armor, Magnus Chant(Fire/Water/Wind/Earth)

+20
Resist Fire/Water/Wind/Earth Effect 3, Song of Invocation, Elemental Protection (Water/Wind/Earth), Divine protection(Holy)

+30
Resist Holy/Unholy Effect 3, Song/Dance of ~ guard, Elemental Protection(Fire), Song of Elemental, Divine protection (Unholy)
Dance of Alignment

Debuff

-20
Vortex(Fire/Ice/Wind), Surrender to ~

-30
Vortex(Light/Dark)



How is the damage calculated with attribute system ?

It's different on PvE or PvP. Combined efficiency from attribute comes from the difference between Attack attribute power and  Defense attribute power.
On PvE, when the difference is negative (Attack attribute < Defense attribute), damage goes lower than the damage by the same attack without attribute. But on PvP, the damage never goes lower than the same attack without attribute.

If the attack attribute is non-attribute or no attribute, there is no gain/reduction from attribute.

When the difference is +1 ~ +80, the damage goes gradually higher and reaches around x 1.4 damage.
From +81 ~ +149, the damage increase slumps and after +150, it breaks through to around x 1.7 then slumps again and another breakthrough at +300 to x2.0 damage.
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Finisterre

#1
Rough samples

Attack +360~
Spellsinger : Solar Flare/light Vortex (+20~), Weapon attribute +300 (Holy), Holy Weapon (+20) or Bless of Holyness (+30**), Dance of Light (+20)

Attack +350~
Necro/Dark Elves : Dark magics (+20~), Weapon attribute +300, Bless of Darkness (+30**), Dark Weapon (+20)

Normal attack, Weapon Attribute +300 Holy, Holy Blade (+10), Holy Weapon (+20) or Bless of Holyness (+30**), Dance of Light (+20)

Attack +340~
Sorcerer/Spellsinger/Spellhouler : Main nukes (+20~), Weapon attribute +300, Seed of Fire/Water/Wind (+20)

Tyrant/Destroyer : Skills enchanted by Elemental attack Fire root (+20~), Weapon attribute +300, Infernal Form (+20)

Attack +320~
Any Fighter : Skill enchanted by elemental attack root (+20~), Weapon attribute +300


To avoid x 1.7 damage (+150 difference) at most cases, you must have +171 ~ +211 defense attribute at least.
To avoid x 1.4 damage (+80), +241 ~ +281.

1 thing has to be mentioned that in GF, attr defence buffs can have max 150 def at +30 so that we can avoid x1.7 damage in most cases.

** Drop of Bless of Holyness/Darkness is removed in official already.
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XForCE

it would be nice to add some new attribute
Vampiric Attribute and it affects all drain health skills .
it can be increased by buff vampiric rage (increase dmg and reltioned HP restored) and prayer buff (increase amount of HP restored).
also can be resisted buy who ever resist buff u make it for this attribute .
a debuffs that decrease HP recovery magic can decrease the effect of HP restored .
and also give OL a skill that makes surrender to vampiric .


any way its just an idea that need studying to balance it .

also skills like aura flash would be better to have a holy / light .

Spoke

Quote from: XForCE on December 12, 2008, 12:37:31 AM
it would be nice to add some new attribute
Vampiric Attribute and it affects all drain health skills .
it can be increased by buff vampiric rage (increase dmg and reltioned HP restored) and prayer buff (increase amount of HP restored).
also can be resisted buy who ever resist buff u make it for this attribute .
a debuffs that decrease HP recovery magic can decrease the effect of HP restored .
and also give OL a skill that makes surrender to vampiric .


any way its just an idea that need studying to balance it .

also skills like aura flash would be better to have a holy / light .
1) Drake are lazy as well we all
2) this is new things will add additional work for balance all classes, so drake will not do it job; he save all as retail and smtime will be nerf some calss, as hi always do, he big nerfer are you dont know?  ::)

XForCE

Quote from: Spoke on December 12, 2008, 04:24:20 PM
1) Drake are lazy as well we all
2) this is new things will add additional work for balance all classes, so drake will not do it job; he save all as retail and smtime will be nerf some calss, as hi always do, he big nerfer are you dont know?  ::)
1)- i hate ur 500 recs ;D
2)- this jop of balanceing can be done by some GMs with help of the DNWiki Team .
3)- DNET is known as a Network which invented the new DNET system , so some cool adds like this will not bad at all .
4)- its true about Drake that he is a nerfer , but who knows .

Finisterre

#5
damage formula for new attribute system in official T1-T2

difference of attribute value between attacker and target = DIFF (atk attr - def attr)

DIFF from negative value to +75
base dmg * ( 1 + DIFF * 40 / 75 / 100 )

DIFF from +76 to +149
base dmg * 1.4

DIFF from +150 to +299
base dmg * 1.7

DIFF from +300
base dmg * 2.0

all mobs before IoP/Hellbound region have +20 def to all attribute basically and some has resistance or/and weakness to certain attribute(s).
Also it's known that mobs in hellbound have higher "non attribute" resist so that it's hard to land most of debuffs w/o attributes. (after Gracia Epilogue, it started to land easily bcoz over-resist had been removed in pve as well)

in PvP, as I wrote before, damage modifier doesn't go lower than x1. (eg. attack attr fire 10, def attr fire 120. DIFF is 0, not -110)
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ehlena

Quote from: Finisterre on August 19, 2008, 02:42:14 PM
Don't forget that we don't know even when and how it will be up on DN.

Don't forget that we don't know even IF it will be up on DN ;)
Don't forget that we don't know even IF DN will be up ;)

:*
thx for infos

[url=http://heliosdaedalus.free.fr/laboman/]Laboratory Manager by Oleron[/url]

"We're working on it, please be patient!"

Finisterre

Added/fixed some lines to fit to official GF.
[url=http://www.youtube.com/watch?v=rTUwqxHpXMY]Dancing Android - new Sony Xperia Arc cellphone[/url]