Tactics: Difference between revisions
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[[Category:Skills]] | [[Category:Skills]] | ||
==Summary== | ==Summary== | ||
Tactics modifies weapon damage for all melee and ranged weapons. | |||
* From 0 to 100 | * From 0 to 100, tactics adds [[base damage]] * (-0.5 + (Tactics Skill / 200)) damage to each swing. | ||
* From 100.1 and above | * From 100.1 and above, tactics adds [[base damage]] * (0.01 * (Tactics Skill - 100)) damage to each swing. In other words, tactics adds 1% of [[base damage]] per point above 100. | ||
==Example Calculations== | |||
* For a player with 110 tactics, start with your [[base damage]]. Say that value is 25. | |||
* Since tactics is at least 100, the initial damage modifier is 25 * (-0.5 + (100 / 200)) which is 0. | |||
* There are 10 points over 100, so additionally add 25 * (0.01 * 10) which is 2.5 damage. | |||
* The final hit, if no other bonuses are present, is then 27.5. | |||
==Training== | ==Training== |
Revision as of 03:55, 11 June 2020
Summary
Tactics modifies weapon damage for all melee and ranged weapons.
- From 0 to 100, tactics adds base damage * (-0.5 + (Tactics Skill / 200)) damage to each swing.
- From 100.1 and above, tactics adds base damage * (0.01 * (Tactics Skill - 100)) damage to each swing. In other words, tactics adds 1% of base damage per point above 100.
Example Calculations
- For a player with 110 tactics, start with your base damage. Say that value is 25.
- Since tactics is at least 100, the initial damage modifier is 25 * (-0.5 + (100 / 200)) which is 0.
- There are 10 points over 100, so additionally add 25 * (0.01 * 10) which is 2.5 damage.
- The final hit, if no other bonuses are present, is then 27.5.
Training
- Tactics is gained passively through melee combat.
- Up to 50.0 skill can be trained by weaponsmith NPCs.
- Skill gains for Tactics up to 70.0 are accelerated in the New Player Dungeon.
- 50-70 Passively with melee combat in the New Player Dungeon.
- 70-100 Passively with melee combat.