Tactics: Difference between revisions
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==Summary== | ==Summary== | ||
Tactics modifies weapon damage for all melee and ranged weapons. | Tactics modifies weapon damage for all melee and ranged weapons. | ||
* From 0 to 100, tactics adds [[Base Weapon Damage]] * (-50% + (Tactics Skill / 200)) damage to each swing | |||
* From 100.1 and above, tactics adds [[Base Weapon Damage]] * (1% * (Tactics Skill - 100)) damage to each swing | |||
==Example | ===Example 1=== | ||
* For a player with 110 tactics, start with your [[Base Weapon Damage]]. Say that value rolls 25 | * For a player with 110 tactics, start with your [[Base Weapon Damage]]. Say that value rolls 25 | ||
* First calculate the 0 to 100 portion. Tactics is treated as 100, so the initial damage modifier is 25 * (-50% + (100 / 200)) which is 0 | * First calculate the 0 to 100 portion. Tactics is treated as 100, so the initial damage modifier is 25 * (-50% + (100 / 200)) which is 0 | ||
* Then add the bonus tactics over 100. There are 10 points over 100, so additionally add 25 * (1% * 10) which is 2.5 damage | * Then add the bonus tactics over 100. There are 10 points over 100, so additionally add 25 * (1% * 10) which is 2.5 damage | ||
* The final hit, if no other bonuses are present, is then 27.5 | * The final hit, if no other bonuses are present, is then 27.5 | ||
===Example 2=== | |||
* Alternatively, for a player with only 50 tactics and starting from a [[Base Weapon Damage]] of 25: | * Alternatively, for a player with only 50 tactics and starting from a [[Base Weapon Damage]] of 25: | ||
* First calculate the 0 to 100 portion. Tactics is 50, so the initial damage modifier is 25 * (-50% + (50 / 200)) or -6.25. Note that this is negative. | * First calculate the 0 to 100 portion. Tactics is 50, so the initial damage modifier is 25 * (-50% + (50 / 200)) or -6.25. Note that this is negative. | ||
* There are no tactics above 100 to account for. | * There are no tactics above 100 to account for. | ||
* The final hit, if no other bonuses are present, is then 18.75. | * The final hit, if no other bonuses are present, is then 18.75. | ||
==Training== | ==Training== | ||
{| class="wikitable" style="text-align: center;" | |||
! Skill | |||
! Activity | |||
|- | |||
| 0-50 | |||
| [[Skills_%26_Stats#Trainable_Skills_from_NPCs|Train from NPC]] | |||
|- | |||
| 50-80 | |||
| Passively in Melee combat in the [[New Player Dungeon]] | |||
|- | |||
| 80-100 | |||
| Passively in Melee combat | |||
|} |
Latest revision as of 20:28, 19 November 2022
Summary
Tactics modifies weapon damage for all melee and ranged weapons.
- From 0 to 100, tactics adds Base Weapon Damage * (-50% + (Tactics Skill / 200)) damage to each swing
- From 100.1 and above, tactics adds Base Weapon Damage * (1% * (Tactics Skill - 100)) damage to each swing
Example 1
- For a player with 110 tactics, start with your Base Weapon Damage. Say that value rolls 25
- First calculate the 0 to 100 portion. Tactics is treated as 100, so the initial damage modifier is 25 * (-50% + (100 / 200)) which is 0
- Then add the bonus tactics over 100. There are 10 points over 100, so additionally add 25 * (1% * 10) which is 2.5 damage
- The final hit, if no other bonuses are present, is then 27.5
Example 2
- Alternatively, for a player with only 50 tactics and starting from a Base Weapon Damage of 25:
- First calculate the 0 to 100 portion. Tactics is 50, so the initial damage modifier is 25 * (-50% + (50 / 200)) or -6.25. Note that this is negative.
- There are no tactics above 100 to account for.
- The final hit, if no other bonuses are present, is then 18.75.
Training
Skill | Activity |
---|---|
0-50 | Train from NPC |
50-80 | Passively in Melee combat in the New Player Dungeon |
80-100 | Passively in Melee combat |