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Is it really additively? I often felt that having twice a bonus has much larger impact. Also there is an Item for NoLegs which lowers his magic by 50 (50% of base) and adding priests tunic, so a 66% bonus to 50% base, it might result in ~83% Mag Att for healing, so still a downgrade. I thought to see better healing numbers, not worse.
This is for equipment that boosts the power of elemental skills, equipment that boosts the power of healing spells double their effectiveness for each piece of equipment, up to 8 times more healing with 3 of them equipped at the same time.
- Element: +30% for each gear, stacks additively
- Healing: Power x2, stacks multiplicatively
- Buff: Buff effects +10% stacks additively
- Debuff: Debuff chance x1.3 stacks multiplicately, effect +10% stacks additively
- Food: Buff effects +10% stacks additively, healing effect +100% also stacks additively
- Throwing item: Power +100%, stacks additively
Nice One. You also know how Good/Bad Luck is used in calculation? Is it another 1.3x multiplier/divisor and how might it be for auto/weapon skill chance? To healing for food items I think I tried using cheap 20% heal food with multiple such bonus but I think I saw it doubling the heal just once.
Does improving buffing gear improve the bonus it provides, or is it just a flat buff you unlock while upgrading?
https://epicbattlefantasy.fandom.com/wiki/Bad_Luck_(status)
https://epicbattlefantasy.fandom.com/wiki/Good_Luck_(status)
Auto/weapon skill chance is solely dependant on the equipment's level and a modifier that varies for each equipment/skill. Though there are some attacks that have higher chance to procc weapon skills (like Natalie's and Anna's Normal Attacks).
Good Luck multiplies sending move acc, critical chance and status chance by 1.25; multiplies
receiving move acc by 0.9, crit chance by 0.7 and status chance by 0.8. Also converts any
Death status move to Stagger.
Bad Luck multiplies sending move acc, critical chance and status chance by 0.8; multiplies
receiving move acc by 1.1, crit chance by 1.3 and status chance by 1.25. Also converts any Doom status move to Death.
There is in comparison:
1) Elemental skills
2) Non-Elemental skills
3) Weapon-Elemental skills
1) Elemental skills have their elemental property tagged to it. You can have a holy weapon but still do dark damage with a dark skill.
2) Non-Elemental skills are doing non-elemental damage even if you use a Fire staff. Non-elemental skills are as example Sawblade, Ragnarok, Annihilate, Steal, Lucky Star, Sushi-Cat, etc. NoLegs has two non-elemental abilities in his skill kit and Natalie one, Matt just has his Limit Break Ragnarok non-elemental. Actually there are not many non-elemental skills but plenty non-elemental summons to make such gear worthwhile.
3) Weapon-Elemental skills use the element and effects of the weapon used. Abilities like Rainbow Blast use the 50% Dark damage from using an Obsidian Staff for example or would use 50% Lightning Damage if it would be the Gigavolt. If it would be a non-elemental weapon it is still a weapon elemental ability so it doesn't benefit of non-elemental skills.