Tactics: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 8: | Line 8: | ||
==Example Calculations== | ==Example Calculations== | ||
* 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. | ||
* Since tactics is at least 100, the initial damage modifier is 25 * (- | * Since tactics is at least 100, the initial damage modifier is 25 * (-50% + (100 / 200)) which is 0. | ||
* There are 10 points over 100, so additionally add 25 * ( | * 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. | ||
Revision as of 05:00, 11 June 2020
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 Calculations
- For a player with 110 tactics, start with your Base Weapon Damage. Say that value rolls 25.
- Since tactics is at least 100, the initial damage modifier is 25 * (-50% + (100 / 200)) which is 0.
- 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.
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.