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Best class in Cabal
Blader
41%
 41% [ 9 ]
Warrior
5%
 5% [ 1 ]
Force Archer
9%
 9% [ 2 ]
Force blader
27%
 27% [ 6 ]
Force Shielder
14%
 14% [ 3 ]
Wizard
5%
 5% [ 1 ]
Total Votes : 22

 

 Flee Rate - HP/MP Steal - Magic/Sword Amp - Critical Rate Bases

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PostSubject: Flee Rate - HP/MP Steal - Magic/Sword Amp - Critical Rate Bases   Fri Oct 09, 2009 1:48 am

1. What's Flee Rate Enchant for? Does it gives less aggro? Do it gives a bonus on Defense Rate? What's the bonus?

The Flee rate is a rate of avoiding attack and it is not related to defense rate. For your information about understanding flee rate, please understand hit rate first. There are Def.Rate of shirker and ATK.Rate of attacker to calculate the hit rate. If hit rate is 50% and if shirker has 5% of Flee rate, the hit rate would be 45%. However, if attacker uses combo skill, there would be no influence because combo skill has unconditional attack succeed effect. If Def.Rate is lower than ATK.Rate, the hit rate goes high but as flee rate is for avoiding attack, it would not be influenced by ATK.Rate.

Shirker is the one who gets attacked and tries to flee

2. Which are the chance to inflict a critical hit for each character, I mean, what are their Critical Rate Bases, because without any Force Core Enchant they inflict critical hits, then they must have a base.

The basic critical ability of each character is critical rate 5% and critical damage 120%. Thus, even if you do not enchant Force Core, each character has 5% of critical rate and the damage.


3. If you've got 40% Magic Amplification in your clothes, and your skill have 1.70 Amp. Do you sum it and have 1.70 + 0.40 = 2.10 or do you make the 40% of 1.70 and sum it again to 1.70 and finish having 2.38 Amp?

The first calculation of Amplification is correct. 1.70 + 0.40 = 2.10.

4. What's the maximum of HP and MP steal? Because if there are enchants of Force Cores that maximize the maximum of this, there must be a maximum for all characters.

There is no maximum % of HP and MP steal. However, there is suction maximum which can be calculated by character Lv/ 10. For 150 Lv character, it has suction maximum 15 without any suction option. Thus, even if % of HP and MP steal is high, if there is no suction maximum option, the maximum steal is character Lv/10. If character has suction maximum option, the maximum steal will increase. For instance, if character has suction maximum option +20 then the maximum steal would be 15 (150Lv/10) +20 (suction maximum option) = 35. However, even if the suction maximum option is high, the maximum suction is 5% of HP/MP of the character for once. EX) if character is 150 Lv and has 2000 HP, suction 10%, suction maximum 150, when it attacks and give 2000 damage, it would have 100 HP steal because suction maximum (150 +15) is lower comparing to 10% of 2000 (200) and the maximum suction HP 5% (100) is lower than 150 (suction maximum).

5. Is there any way to have a Level 2 Force Core Enchant knowing you'll have it, like Titanium Suit + Force Core + Titanium Boots = Titanium Suit with Def. Rate?

Level 2 Force Core enchant doesn’t have any rule as Titanium Suit + Force Core + Titanium Boots = Titanium Suit with Def.Rate. Every enchant result is random and the rate of enchanting options is equal.
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PostSubject: Re: Flee Rate - HP/MP Steal - Magic/Sword Amp - Critical Rate Bases   Fri Oct 09, 2009 2:07 am

The basic critical ability of each character is critical rate 5% and critical damage 120%.

must be 20%Razz but nice guide Very Happy
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PostSubject: Re: Flee Rate - HP/MP Steal - Magic/Sword Amp - Critical Rate Bases   Fri Oct 09, 2009 2:14 am

Not my Guide but i really like it ^^ i only put in our Forum Important Guides that helps all
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