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[Linzee]Dual-Classing , Damage formulations, Criticals, ETC

Category: Default Game: Default Posted on Nov 23, 2006 7:13 pm


Dual-Classing&Dual-Classing

Instead of just picking a level 30 class of your priamry classes type, you can choose anothers one. This isn't limited to what your starting class is, you can pick any one of them.
Advantages:


  • You are able to use more skill tiers. Say you're a warrior class and you cross to a spiritualist one, then you'll be able to use a higher tier of magic. This'll can be useful for debuffing, having a snare. You will not get the 2nd classes skills, just more tiers and PT bonus.
Disadvantages:
  • You won't get benefits from your level 30 crossed classes special skills, or level 40 crossed classes special skills.
And yes, you do get the pt bonuses. I'm not sure if you can use the tier 3's, or just tier2's.
Though, there is a way to pay for money to change your class.. which i beleive is a bit of an exploit since you can use a really beneficial secondary then get rid of it once you're level 40..
You can also dual class, being two classes. At least I think.. don't take that to the grave, it's just something believe was added in the summer update.
So with cross classing you get more classes tiers, but not the speical skills.


Damage formulations, Criticals, ETC.

I don't have specific formula's, sadly, but I will try to give a good explanation on how it works.
Basically damage works like this: Weapon Damage+item modifier damage(rings, amulets, ammo if applicable)+Skills damage modifiers=Your damage. This is further increased with skills.
Defense is your armor+skills modifier. Defense does not add up with each peice, there instead is area-specific damage. Each part of the body has a certain chance of getting hit. You will notice that shields are near the defense of a warrior chest peice, the thing is the shield gaurds the entire body. So you effectively nearly double your defense, or more than double it, with a shield. Also shields block. Certain attacks may have different chances for hitting different body parts, i'm not sure.
Your damage output is BASICALLY(but not actually) your damage-enemies defense for body part hit. This applies for all weapons.
Hit chance is calculated by your accuracy by the enemies evasian. I haven't been able to test this, sorry.
All weapons(YES, Force[Magic] and launchers too!) have a chance to do critical damage and a chance to miss. They all work the same.
The critical damage isn't constant for all weapons. Diffirent weapons have different base critical rates and different critical hit damages. I haven't been able to test exactly how this works.
CCR did mages right in this game. They aren't so ungodly overpowered and make warriors useless because they ignore armor and sheilds and whatever else liek they do in other games. Other games make what in my opinion is a mistake by not making mages abide by normal damage formula's that balance out the other classes. Staves are required to cast force(except for dark/holy) and staves have damage like any other weapon. The difference is that mages will constantly cast spells, spending FP to chaincast nonstop. The only normal attack is a weak staff hit that does low damage, you will never use that. The timers of force skills allow you to cast them constantly.
All weapons, including staves, launchers, throwing knives, ETC are ubgradable with talics(search for more info) and intense drops of them can be found. The only weapons you can't upgrade with talics or find intense of are summons and mechs(which is why mechs are bad later on).

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