![]() ![]() Necromancer is one of the 3 classes available from Doomwood that allows you to summon friendly undead to assist you in battle and use magic that whittles down your opponent's options. Those make reference to the hit mechanics and a few more situations. ![]() Note: Not all rng rolls are from 1 to 100 and not all of them have this critical failure/instant win situations. You'll always miss that hit no matter how high you bonus is or even if a skill it's not supposed to miss. Same applies to your foe attacking you, if he rolls a 100 you'll get hit.Ģ-If that rng roll results in the number 1 (mentioned in this guide as the "1 of doom"). That hit will always connect (it will hit) no matter how high the opponent defences are. There are 2 thing that should know about this:ġ- If that rng roll results in the number 100. There are rng rolls for everything: weapon specials, multiple hit attacks (each one with its own rng roll), stun moves, random skills effects. The resulting number interacts with your and your opponent's stats and the result determinates if an attack connects or not. In DF every time you or your opponent performs an attack/skill a number roll (from 1 to 100) happens. RNG: The Random Number Generator is a formula used in lots of games to decide the chance for a certain event to happen. Multi hit class: It's a class where most of its skills do a decent or high amount of hits. Single hit class: It's a class where most of its skills are 1 hit or do a low amount of hits. Because of that, it has bad correlation with the average weapon damage formula. Unstable weapon damage: It's a damage distribution that does low damage in some turns and huge damage in other turns. Because of that, it has good correlation with the average weapon damage formula (total weapon damage/total turns). Stable weapon damage: It's a damage distribution that does more or less constant damage every turn. Stressfree time: It's the amount of turns you have to do whatever you want while the effect of the skill you used is active. Note:The turn where the skill is used will count for both parts. A skill with a ratio of 1 or higher represents a loopable effect. ![]() Upkeep time: It's the amount of turns an effect remains active vs the total cooldown of that skill. For the rest of damage sources, the 100% of your weapon damage is determined by your weapon damage range and stat bonuses (STR/DEX/INT/LUK). It represents the 100% of your weapon damage for DoT effects. Weapon Damage: The damage range your weapon has. Scaling: It's the factor that makes a certain attack/skill grow up in power. Remember than Seed countdown can be advanced with Inspire Terror and delayed with potions/trinkets. In most situations is a 4 turn cycle: Seed->attack/skill ->attack/skill ->attack/skill+Seed proc. Seed period: It's the amount of turns that represent the beginning and end of Seed (when the effect triggers). An effect that usually heals a % of your max hp over a certain number of turns. An effect that usually damages your target a % of your weapon damage over a certain number of turns. Having trouble with understanding some words/abbreviations or concepts? Fear not! I'll explain right below the meaning of those:ĭoT: Damage over Time effect. it's telling me that you need to press Ctrl+F and then write Neko + the number of the section you want to see right below: Having trouble finding the section you want to see? No worries! My kitty (^ ◕ᴥ◕ ^) will help you in that matter. ![]()
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