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Full rogue skill mechanics + Features.


Testfive

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This guide is actual up to ver. 5.3.0

 

 

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Rogue - class, doing loads of damage to rivals. Using lightweight armor. As for weapons it's Daggers, Swords, Axes.

First of all, some basic mechanics of Warspear Online:

 

  • All game damage and life numbers are Float, so, for example, your damage can be 115,4 while on the screen you see 115. Ever see you/enemy alive with 0 hp? Yeah, that was like 0,00002 or 0,543543645. Still not dead.
  • Game doesn't round numbers. It just cuts. So if your dmg is 115,994 - on the screen you will see 115, not the rounded 116. And still it will take 115,994 life from your rival.
  • All percentage boosts (like 10% potions/scrolls, arenajewelry, rings of 5% dmg etc.) - make their groth from base dmg, not including each other. For example you have 400 dmg. Using Potion will give you 440 in total. But using additionally a scroll - won't give you 440*1,1=484. Nope. It will give another 10% from 400, so in total 400*1,2=480. Skills have percentage boosts too, and those boosts are NOT from base dmg, they include any percentages, so if skill boost is 115% of physical - your 10% potion will give a skill another 10*1,15=11,5% dmg, instead of just 10%.

 

 

All the damage from skills consists of some parameters:

 

  • Basic damage - the damage what skill have by default. If base dmg is 20 = your char of 0 lvl, with 0 lvl skill, with 0 phys/mag dmg will still do 20 dmg using it. So it's vacuum number.
  • Dmg from char level - the damage boost to skill every time your char lvl up. More often it's +2dmg/lvl. So on 1 lvl character you will have +2 dmg to skill.
  • Dmg from skill level - the damage boost to skill every time you lvl up the skill. So on the 1 lvl of skill you still will have some boost.
  • Dmg from Physical/Magical damage of character - it's often percentage number of your dmg skill boost.

 

 

Now let's talk about our weapons:

 

 

Attack speed, time between auto-attacks (further will be "aa")

 

Theese stats we have on weapons in-game:

Daggers - 1.7

Swords - 2.0

Axes - 2.2

 

I think everybody knows what does that mean. That's the time we need before landing another aa. So with Daggers we will land an aa every 1.7 secs

Ye, correct, but what happens when we equip 2 weapons? Everybody noticed that our attack speed falls. Let's investigate why.

New attack speed will be:

(AS1+AS2)*2/3, where

AS1 - time between aa for 1st weapon (1,7/2/2,2)

AS2 - time for 2nd

 

For example, if you equip 2 daggers, your speed won't be 1,7, it will

(1,7+1,7)*2/3 = 2,2(6). So you'll land an auto-attack every 2,26666.. sec.

 

That's a table for lazy:

as-eng.png

And ye, position of weapon for attack speed makes no difference. So speed system doesn't care if you equip axe+sword or sword+axe

 

That's how "Damage per second" is calculated.

 

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Attack speed increases your Damage per Second roughly up to it's percent. Have 16% attack speed = dps increase by 16%.

Attack speed lowers the time between your auto-attacks.

 

To count new time between auto-attacks with attack speed:

(AS12/1,ХХ), where

AS12 - your current time between auto-attacks (see table before)

ХХ - your attack speed stat numbers.

 

For example, we have axe+dagger and 30% attack speed:

(2,6/1,3)=2. Ye, with 30% attack speed our axe+dagger will hit once per 2 seconds.

 

Interesting fact: If you get 100% attack speed - you won't hit like crazy. Just your time between auto-attacks will be twice less, for 2 axes (~2,93) you'll hit once every ~1,415 sec.

Interesting fact 2: The more attack speed you have - the less effective will be every 1% regarding to the previous 1%. Sacrificing crit and accuracy for 40%+ attack speed - not really a good idea

 

 

 

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Now let's traditionally see the skills. With numbers, of course.

 

 

Merci.png - Merciless Strike.

Distance: Melee

Mana: 12-13-14-15-16

Cooldown: 6 sec

Base Damage: 25

Damage increase with every char level: 2

Damage increase with every skill level: 15

Damage increase with physical damage: 105%-110%-115%-120%-125%

Time: -

Number of targets: 1

Author commentary: Main damage skill. Good dmg, low cd.

 

How to count those numbers (for all skills i will explain only once on this one):

 

----- Take Base Damage, 25. Add your char lvl (for example, 24) multiplied by 2, add skill level (for example, we ahave 3/5), multiplied by 15, then add you current physical dmg (for example, 567), multiplied by percent, regarding to the skill level we have. It's 3/5, so we're multiplying by 115%.

Total: (25) + (24 * 2) + (3 * 15) + (567 * 1,15) = 770,05. That will be the dmg you deal at a rival with 0% resilince and 0% physdef.

 

 

Kick.png - Kick in the Back.

Distance: Melee

Mana: 13-14-15-16-17

Cooldown: 15 sec

Base Damage: -

Damage increase with every char level: -

Damage increase with every skill level: -

Damage increase with physical damage: -

Time: 5-7-9-11-15 sec OR 1-2-3-4-5 auto-attacks

Number of targets: 1

Thanks players for help in test: Hrizamer, Manhettan.

Author commentary: Kick lowers rival's accuracy by 50% for next 1-2-3-4-5 auto-attacks, or if needed auto-attacks weren't hit - kick's debuff will OFF in 5-7-9-11-15 sec. The important fact is that Kick works only on auto-attacks. For example, we have Kick 3/5, that works for 3 aa. We use it, rival hits 2 aas and then uses 5 skills in a row. All skills will have a -50% acc debuff, because they doesn't count as auto-attack and won't drop Kick's debuff.

 

Invis.png - Stealth.

Distance: -

Mana: 15-16-17-18-19

Cooldown: 8 sec

Base Damage: -

Damage increase with every char level: -

Damage increase with every skill level: -

Damage increase with physical damage: 120%-130%-140%-150%-160%

Time: 7-9-11-13-15 sec

Number of targets: 1

Author commentary: Stealth will start to CD only after you leave invisibility. Stealth doesn't increase any of your damage, it just increases your physical damage in stats for 20% and etc. So for example, hitting with Merciless 5/5 from Stealth 1/5 won't increase total Mecriless's dmg by 20%. Just merciless's 125% phys.dmg bonus will increase from your base physical dmg boosted by stealth.

 

Smoke.png - Gouge.

Distance: Melee

Mana: 13-15-17-19-21

Cooldown: 20 sec

Base Damage: -

Damage increase with every char level: -

Damage increase with every skill level: -

Damage increase with physical damage: -

Time: 4,5-5-5,5-6-7 sec

Number of targets: 1

Author commentary: I still don't know if chance of successful Gouging is increasing with skill lvl. Gotta test it.

 

Doge.png - Dodging.

Distance: -

Mana: 15-16-17-18-19

Cooldown: 20 sec

Base Damage: -

Damage increase with every char level: -

Damage increase with every skill level: -

Damage increase with physical damage: -

Time: 20-30-40-50-60 sec

Number of targets: -

Mechanics: Gives 5%-6%-7%-8%-9% dodge.

Author commentary: Dodge is... Dodge :C.

 

Jump.png - Elusive Jump.

Distance: 5

Mana: 14-16-18-20

Cooldown: 12 sec

Base Damage: 20

Damage increase with every char level: 2

Damage increase with every skill level: 20

Damage increase with physical damage: 110%-115%-120%-125%

Time: -

Number of targets: 1

Author commentary: Jump, Jump, Jump to the back. (о.О).

Thanks players for help in test: Groundman.

 

Poison.png - Poisonous blades.

Distance: Melee

Mana: 14-16-18-20

Cooldown: 26 sec

Base Damage: 60

Damage increase with every char level: 2

Damage increase with every skill level: 20

Damage increase with physical damage: 100%

Time: 8-10-12-14 sec

Number of targets: -

Mechanics: Applies Poison to enemy with every sucessfull hit. Poison does damage 3 times with an interval of 2 secs

Thanks players for help in test: Feme, Groundman, Derzskiiy, Schok, Mmushaa, Revn, Venturik.

Author commentary (!): Damage is shown for all 3 ticks of poison. So when you've counted = divide the total number by 3 to get the tick damage. Errors could be in a rage of +/- 1-2 because of game's bad rounding.

 

kdr.png - Extermination.

Distance: -

Mana: 14-16-18-20

Cooldown: 39-37,8-37-34,4 sec (While it's active - decreases it's own cooldown :D)

Base Damage: -

Damage increase with every char level: -

Damage increase with every skill level: -

Damage increase with physical damage: -

Time: 10-11-12-14 sec

Number of targets: -

Attack speed boost: 5%-9%-13%-17%

Cooldown reduction boost: 10%-20%-25%-40%

Author commentary: Nice :crazy: .

 

solonk.png - Flurry of steel.

Distance: 5

Mana: 7-8-9-10

Cooldown: 4 secs

Base Damage: 0

Damage increase with every char level: 3

Damage increase with every skill level: 10/10/10/20

Damage increase with physical damage: 30%-45%-50%-60%

Time: -

Number of targets: 1

Author commentary: -.

Thanks players for help in test: Tenb.

 

multikn.png - Ricochet.

Distance: 4

Mana: 14-16-18-20

Cooldown: 15 sec

Base Damage: In progress

Damage increase with every char level: In progress

Damage increase with every skill level: In progress

Damage increase with physical damage: In progress

Time: -

Number of targets: 3-4-In progress-In progress

Author commentary: Still working on it.

Thanks players for help in test: Hypeology, Travel, Maqnat, Tenb.

Edited by Gone offline
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Got post for some further info.

In progress: Absolute Reflexes, Ricochet.

In progress: What's better, hit skill+aa from stealth or aa+skill. And why.

In progress: Warlock's complete guide like 85% ready.

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Got post for some further info.

In progress: Absolute Reflexes, Ricochet.

In progress: What's better, hit skill+aa from stealth or aa+skill. And why.

In progress: Warlock's complete guide like 85% ready.

Hi, I'm not sure if I read it wrong but poison can do more than 3 ticks, how? Let's say youve activated poison and hit the target, it will tick 3x and if you hit again (aa) while poison is active, it will tick 4x, if again then 5x.

Btw nice guide

Edited by Cybernem
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Pro guide

Poison lasts 3 ticks after last aa

If used in stealth, dmg buff will apply to all poison ticks

Not rly, dmg buff will apply to yor physical stat dmg, and poison will take it as 100% phys boost :3
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Ye, but its based on dmg at activation, not last aa dmg...

For this should activate in stealth

9 ticks u do if u keep attacking same target

U do more dmg if u 1-hit different targets, to apply poison on each of them

But remember skills and dodged aa wont poison

Edited by Ninja
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Gouge success chance doesnt depend on level, it just can be dodged if you will. Get some accu and you'll see.

 

Poisons dmg increases if used in stealth, even if actually hit the target after your stealth is done, you get the increased stealth dmg from it.

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Absolute reflex is a passive. It gives charges which dodge normal hits and some dot skills. Lvl 1 is 25 sec between charges, level 4 10 sec. Max stacks are 3

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