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Stormthrone FAQ: Stats And Acronyms

Date: Apr 26 2015 20:04:06 Source: Official Forum Views:
KeyWord: Stormthrone, Stormthrone FAQ, Stormthrone Stats, Stormthrone Acronyms, Stormthrone Guid, Stormthrone Tips, Stormthrone Cheats, Stormthrone Trics

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Stats

There are numerous statistics in Stormthrone. You can find most of these in your character panel, by clicking the left arrow on the left hand side of the panel. Hovering your mouse over the stat will give you more information on it. Some stats, like Hit, translate in to a percentage, which you will only see by hovering your mouse over it in the character panel.

HP: Your life total. If it reaches 0 you die. It does not regenerate on it's own.
MP: Mana. This is consumed to use your skills. Run out and you wont be able to use skills anymore. It does not regenerate on it's own.
Move Speed: Effects how quickly you move. The base move speed is 660. There are few ways to increase it so far. Mostly just mounts.
Strength: Increases PATK by 2 per point. (Note: It doesn't matter what class you are.)
Agility: Increases PATK by 2 per point. (Note: It doesn't matter what class you are.)
Intelligence: Increases MATK by 2 per point. (Note: It doesn't matter what class you are.)
Spirit: Increases PDEF and MDEF by 2 per point.
Stamina: Increases HP by 10 per point.
PATK: Physical attack. This is what physical skills and basic attacks are based on.
MATK: Magic attack. This is what magic skills are based on. (Note: Mage and Priest only. Any other magic looking abilities on other classes are actually based on PATK.)
PDEF: Physical defense. I am not sure of the exact formula, but it appears to have diminishing returns.
MDEF: Magical defense. I am not sure of the exact formula, but it appears to have diminishing returns.
Crit: Effects your chance to critically hit with skills and attacks. Critical hits do bonus damage/healing, seemingly 50% more.
Hit: Effects hit chance. This stat directly counters the Dodge stat. For every % of Hit chance you have, you negate that much % of the target's Dodge chance. If you see "Dodge" coming up over your enemies often, try and increase your Hit.
Dodge: Effects dodge chance. All forms of damage can be dodged, even magical damage over time effects. So mathematically, if you are talking in terms of averages, every % of dodge chance effectively reduces damage taken by the same %.
Precision: Effects Precision rate. This stat is effectively identical to Hit, except instead of negating Dodge, it negates Parry.
Parry: Effects parry chance. All forms of damage can be parried, even magical damage over time effects. So mathematically, if you are talking in terms of averages, every % of parry chance effectively reduces damage taken by the same %.
Note: Yes, Dodge and Parry are effectively the exact same thing, and Hit and Precision follow along. Why the developers put two different pairs of stats in to the game with the exact same functionality is completely beyond me.
Haste: Reduces the cooldowns of your skills by a certain %.
PK attack: Increases your damage against other players by a percentage. (Note: You can see the percentage in your stat panel.)
PK Resilience: Listed ask PK DEF in the stats panel, this reduces damage taken from other players by a percentage. (Note: You can see the percentage in your stat panel.)
CDMG/Overkill: CDMG and Overkill are the same thing. Why they have two different names I don't know. According to the tooltip, this stat makes it so after you crit, you deal additional damage. But to be entirely honest I have my doubts. I think there is more likely than not a translation error, and it increases the amount of damage critical hits do. But haven't been able to properly test and find out.

Gear Bonuses

There are certain types of bonuses you will find on gear that enhance your character or increase their effective stats.

Bonus DMG: This stat increases damage you deal by the percentage listed. You wont see this reflected anywhere in the character panel stats. You will just see it in the results. So basically, take the total amount of damage you would deal to your enemy after all other math has been done, and multiply it by the percentage increase of this stat to get the final result. It's a very strong stat.

DMG RES: This stat is the direct counterpart to + % Bonus DMG. It directly counteracts it mathematically. After all the math has been done to determine how much damage someone is going to do to you, you DIVIDE it by this percentage. If the enemy has 5% Bonus DMG and you have % DMG RES your DMG RES will negate their Bonus DMG completely.

PATK: This works how you would think it does. It increases your PATK by the shown %. You will see the difference in your character panel. This isn't quite as strong as + % Bonus DMG, but it's still very strong.

MATK: This works how you would think it does. It increases your MATK by the shown %. You will see the difference in your character panel. This isn't quite as strong as + % Bonus DMG, but it's still very strong. Notably, if you are a healer, you want + % MATK and not + Bonus DMG. As Bonus DMG wont increase your healing. Only % MATK will.

PDEF: This works how you would think it does. It increases your PDEF by the shown %. You will see the difference in your character panel. It's hard to say how strong it is at the time of writing this, as PDEF and MDEF are bugged and not working.

MDEF: This works how you would think it does. It increases your MDEF by the shown %. You will see the difference in your character panel. It's hard to say how strong it is at the time of writing this, as PDEF and MDEF are bugged and not working.

HP: This works how you would think it does. It increases your HP by the shown %. More HP is never a bad thing. How strong it is is completely a matter of build and playstyle preference.

Pierce: Pierce makes your physical attacks ignore an amount of your opponents PDEF equal to the % shown. It's hard to say how strong it is at the time of writing this, as PDEF and MDEF are bugged and not working.

Hex: Hex makes your magic attacks ignore an amount of your opponents MDEF equal to the % shown. It's hard to say how strong it is at the time of writing this, as PDEF and MDEF are bugged and not working.

Status Effect Bonuses

These come from Imbuing your gear. Possibly other places, but I don't know of any others right now. These are shown as a % chance, and result in all of your attacks, physical and magical, having that % chance of inflicting said status effect. There is also the opposite end of the spectrum. RES versions. Which directly counters your opponents % chance to inflict. So if your opponent as +2% Paralysis and you have 2% Paralysis RES, you will be immune to their Paralysis effect. Your 2% RES counteracting their 2% inflict.

Paralysis: The enemy will stand there taking no action for a brief time.
Disable: Drastically reduces the enemies movement speed. lasts substantially longer than paralysis.
Bleed: The enemy will turn red and take 4 ticks of 300 damage over 4 seconds. This can stack, and a new stack refreshes the duration. (Note: The damage doesn't seem too amazing at first, but get enough chance to cause this that you are stacking it up reliably and it gets serious.)

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