Lineage 2 attribute system complete explanation – updated to include freya and high five changes! 3 main gas laws

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Attributes can affect both the attack and the defense of a character. The attribute damage dealt by an attacking character to a defending character is equal to the difference between the attacker’s attack attribute and the defener’s attribute resistance (which is the total value of defense attributes). More about this later. Applying Attributes. Attribute Items

Apart from skills with a built-in attribute, buffs providing an increase in attack or defense attributes, and attributes received through skill enchant, you can also add attributes to your weapons and armor set pieces (excluding shields, shirts, belts, cloaks, accessories, headgears and so on). Only S-Grade and higher grade items can have attribute effects applied to them.

To do that, you need to use attribute items. jokes gas prices There are currently two types of those items – attribute stones and attribute crystals. When you apply attribute items successfully, you increase either the attack or defense attribute value of an item. Attributes applied to weapons add to your attack attribute value and those applied to armor pieces count towards your attribute resistance values in your stats window. Fire Stone

Buff effects from skills and items (i.e. potions) which increase the attack attribute of a character play a role in the final calculation of attribute damage. An example of such a skill is the Tyrant’s Dark Form which increases the Fire attack attribute by 20 and the resistance to Fire damage by 10. Attack Attribute Priority and Calculation

• If your attack skill attribute matches the attribute increase from a buff effect, the two are added up together, regardless of whether your weapon’s attribute is the same or not. E.g., Dark Form adds 20 Fire attack attribute, Burning Fist adds another 20 Fire attack attribute and your 150 Holy weapon is ignored, giving a total of 40 Fire attack attribute.

Although the basic calculation of attribute damage is the attacker’s attack attribute minus the defender’s attribute resistance, the relationship is not exactly linear and there are breakpoints where the damage increase is significant followed by plateaus without any increase in damage. See the next section for details. Servitor Attack Attribute Inheritance

The increase in damage from attributes is dependent on the difference between the total attack attribute of the attacking character and the total defense attribute of the defending character. These totals are calculated by adding up all sources of attribute values: weapons, armor pieces, accessories, potion effects, buff effects, skills and so on.

Example 1: A regular attack with a 150 Fire attribute weapon + a buff that increases Fire attack attribute by 20 equals to 170 Fire attack attribute in total. k electric company The defender is a character that has 20 Fire resistance from a passive skill + 60 Fire resistance from an armor piece = 80 Fire resistance in total. The final attribute value is 170 – 80 = 90 Fire attribute which is then used to increase the damage dealt to the defender.

Example 2: A skill attack with a 75 Dark attribute weapon + a buff that increases Dark attack attribute by 20 equals + a Dark attribute skill which adds another 20 equals to 115 Dark attack attribute in total. The defender is a character that has 20 Dark resistance from a passive skill + 120 Dark resistance from an armor piece + 30 Dark resistance from a potion making its its Dark resistance 170 in total. The final attribute value is 115 – 170 = 0 (can’t go below zero) Dark attribute which has no effect in the calculation of damage dealt to the defender. In other words – total resistance to this particular Dark attack.

Yes, that’s been speculated a lot, but from tests and practice, it depends on the class, the skill which is being enchanted, the amount of skill enchant (i.e. +10, 20 or 30), the weapon’s attribute level (+300 or less), and of course the opponent’s resistance. For example, skills with low level power benefit very little from being enchanted on Duel, because the overall increase in their power value, even if you get the skill to +30 Duel, is minimal. What Duel really does is increase the power value of a skill by twice the amount that Power enchant increases it, and then only uses that increase in PvP combat.

Taking the above into account, it’s more useful to enchant the high power skills (e.g. gas leak chicago Triple Sonic Slash which has 4262 power) to your weapon’s attribute, even if some opponents might have high attribute resistance, and only switch to Duel (through the use of mastery codex) once you get it very high, i.e. above +20. As for low power skills (e.g. Sonic Buster which has only 457 power) it’s best to stick to attribute enchant, as the damage bonus is much better, especially against lower resistances of a given attribute. Power is not really useful at all IMO and is not worth bothering.

I haven’t played HK seriously, so I asked a pro HK player for advice. Apparently there is no really much point to enchant your Shield Slam and Shield Stun to an attribute all, because you’re not going to do use them to do much damage but mainly to debuff and control your opponents. Shield Slam on Chance and Stun on Reuse work much better, as that way the former lands more often and latter can be used more often.

As for Judgement, keep in mind that it has a built-in Dark attribute, so if you use a Dark attribute weapon, you can enchant Judgement to Dark attack and deal even more damage with it. gas x strips side effects If you choose to go with another attribute on your weapon though, you can enchant Judgement on Modify Crit which would help against classes that crit a lot.

Since your main source of dmg are your normal hits, deflect/reflect passive and active skills, and your panther, you can use any attribute you want. Dark attack attribute still works well though, combined with Judgement, but as with most Human classes, the HK is not limited to a single attribute. I may edit the suggested attribute for HK now. 🙂

You’re welcome and yes, I asked her for more tips – here are her suggestions: play with a dark weap attribute, regardless of skill enchants. It just naturally fits with Judgement and not all your enemies are going to max out on Dark resistance, not to mention that unless the additional dark resistance effects from items happen to just bring the resulting attribute defense over the last breakpoint, it doesn’t really matter. electricity worksheets With 3×120 resistances on each part, with self buffs and buffs, that’s rarely the case and people would have enough of just about every attribute maxed out. The difference is, knowing about the extra dark resistance bonuses, people usually don’t have more than 2 armor parts on 120, and focus on maximizing the rest. This means you’ll be able to benefit against some people if you use Dark and still do as much damage against the rest as with other attributes.

As for other tips, she says that tanks should be played like ones and that means -str +dex +con, well enchanted panther and playing a control style, killing with your deflect/reflect skills and the panther, using stun, slam and horror in melee, and root and hp leech from distance. You may not deal as much dps, but you’ll simply wear the opponents down over time. Also, to support such a play style, use a Health SA 1h weap. As you can see this is the complete opposite of what many like to play (+str, focus weap), but it works great in practice, regardless whether it’s open pvp, oly or raids, so feel free to try it out.

Hi, Michael, glad you could find useful information from the article and comments. My idea was that with strong skills like TSS and DSS, they benefit a lot more by enchanting them to Duel when you go beyond +20, because each level of Duel enchantment increases the Power of a skill by a fixed percentage. That means you’ll see a substantial increase in Power for something like TSS and very little increase for something like Sonic Buster. Attribute enchant on the other hand doesn’t simply add to the Power value of a skill, so a weaker skill seems to benefit more from that, as long as the opponent doesn’t have full resist against that attribute.

As for Sonic Blaster, you could either put it on Duel as well, especially for Oly, or you can enchant it to the attribute of your blunt weapon with which you stun, because Sonic Blaster can be used with 1h/2h blunt weapons as well, not just dual swords. The latter is a good tactic for open PvP, but it really is up to the player what to choose, depending on the server and opponents.

Hmm paladin(Phoenix knight) holy attribute huh… Well its true that the most of the time paladin would use holy like castle sieges and pve. But when it comes down to oly and you want to become a hero, alot of times you don’t use holy but switch between holy and dark weapons, since players you’re fighting against has more or less same rank as you or points however you call it, and has maxed elemental defense. The same way i switch weapons i switch my armor too And in the beginning of fights i chose my starting elemental defense accordingly to class im facing, like :i see another paladin my starting set would have more holy, warlord = earth, destroyer/tyrant=fire. and if damage seems bigger than it should be i switch to different armor with other attribute defenses ok and one more thing about classes like prp/bish/se/ee holy for them is pve and just sometimes pvp they basically use any element according to the augment on weapon they have. (item skill: Prominence = fire attribute and so on…)