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Merchant rpg trainer
Merchant rpg trainer







merchant rpg trainer

If the Fight doesn't end after 200 Turns, it will auto-complete and result in a failure with all of your Heroes dead. If the fight doesn't end after the 5th turn it will repeat the same actions starting at Skill 1. On Turn 1 all of your Heroes will use their first Skill followed by the Enemy. Regular Epic bosses and special map bosses do not attack first. Your Heroes will always attack first unless fighting one of the Weekly bosses, they attack first. Knowing who attacks first is crucial when planning Skill order. The formula leads to the hit chance always being 100% if your accuracy is equal to the enemies evasion You currently need 250 Acc to 100% hit all enemies (in F2P).

  • Atk is used with Def, and Matk is used with Mdef.įor example, if your Hero has 50 Acc and the enemy has 75 Eva, you will have an 80% chance to hit.
  • Physical and Magical damage is calculated separately and then added together.
  • True Damage part of Berserk Smash can Lucky Hit.īasic Combat Mechanics THE DAMAGE FORMULA įor example, if a Berserker has 500 Atk and an enemy has 200 Def, using a Slash (1.6x Atk)-ġ00/(100 + 200) = 0.33.
  • Evade will reduce all incoming damage (including true damage) for the Hero that used it by 78% before mitigations.
  • Any debuffs applied by the Attack will still be applied to the team.
  • Holy Shield sets whole party's mdef equal to 1,3x paladin's mdef, the physical damage is unchanged.
  • Shield will only reduce Magical incoming damage by 78% before mitigations, the physical damage is unchanged.
  • Any debuffs applied by the Attack will still be applied to the Hero.
  • Block will only reduce Physical incoming damage by 78% before mitigations, the magical damage is unchanged.
  • The effect alone isn't strenghtened by any way. Taunt is also considered as a debuff, and will cause Mage's Amplify Magic to deal more damage. Reflect damage will also trigger the skill, even if it would have dealt 0 damage.
  • Taunt redirects all damage of a next enemy attack (so it does not need to be used right before the enemy attack) to a caster, debuffs, however, aren't taunted and will affect everyone who should be have it by it.
  • Will deal only 0,8x if there are no effects to amplify. DoTs are classified as debuffs and their damage will be doubled.
  • Amplify Magic doubles the effects of all enemy's debuffs and deal 0,8x matk x number of debuffs.
  • With 500 base Atk, Might passive and Radiant prefix Hero will have 2,1x modifier (all modifiers stacks additively).
  • For example with 500 Atk using both Skills would boost Hero to 950 Atk.
  • Enrage and Vicious Strike gives 1.6x + 1.3x = 1.9x damage modifier.
  • Blocks only magical damage, physical and true damage will bypass it.
  • Mana Shield grants a shield equal to 0,6x of your hero's matk.
  • Heals won't overheal your Hero, so you cannot heal more than the amount of HP a Hero had going into the fight.
  • Lesser Heal, Light's Grace and Greater Heal cannot Crit.
  • True Damage cannot Crit, but can Lucky Hit.
  • Skills that deal direct damage can Crit and miss.
  • Each Hero has 7 unique Skills (except for Bard who has 8), unlocked at levels 10, 15, 20, 25, 30, 35, and 51.
  • 2 Prefixes: Savvy and Master's, add 1 and 2 Ap respectively.
  • Wisdom Passive, unique to Mages, Clerics, Dark Knight, and Bards raises the Ap cap by 2 for a total of 22.
  • Heroes level 40 and higher have 20 Ap, which is the cap.
  • Every 2 levels afterward they gain an additional Ability point.
  • At level 10 a Hero gains 5 Ap and unlocks Skills.
  • The Skills page lists every skill in the game with a detailed explanation.
  • Plv Potions give more stats than +X Potions.
  • For example, a level 40 Hero will gain 4 points instantly, the Hero will then continue to gain 0.1 point each time they level up.
  • #Merchant rpg trainer full

    Regardless of a Hero's level when given the potion you will gain full benefits.

    merchant rpg trainer

  • A non- Prestiged Hero can use 8 Enchantment Potions, a 1st Prestige Hero can use 12 and 2nd Prestige Hero can use 16.
  • A Hero with 20% Cdmg and 15% Cdmg would deal 2.35x Critical damage. For example, Might Passive + 2 Radiant Prefixes gives 1.3x Atk bonus. Including a Hero Passive modifier like Might\Intellect.
  • Atk %, Matk %, Acc %, Def %, Mdef %, Hp % Xp % and Cdmg % all stack additively.
  • Str\Int\Dex scaling you can find on each Heroes' page: here.
  • merchant rpg trainer

    Luck - per 1 luck gain 1,6% chance for lucky hit.Mdef - Magical defense, reduces incoming Matk damage.Def - Physical defense, reduces incoming Atk damage.Crit - Chance (in %) to score a critical hit.Acc - Accuracy, determines chance to hit the enemy.5.3 Inventory, Sell Slots and Customers.









    Merchant rpg trainer