From Corruption of Champions II
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| Compu |
Compu2
|
- Make a (Weapon Attack [+25]Attempt a Weapon Attack
| Attacker | | Defender | | Accuracy | vs | Evasion | | +25 | Other Bonus | | ) to deal (Weapon DamageCompute Weapon DamageApply Defensive Reductions| Attacker | | Defender | | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105%) of:
- First, gain additional damage (AD) of [
10 * (Presence AmpPresence Amplification1 + Presence / 10)] Frost Damage
- [
((equipped weapon) + AD) * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100)] + [OffhandWill also trigger an attack from the Offhand WeaponOnly if both equipped weapons are Light-tagged, and offhand is not a shieldThe tradeoff for using an offhand weapon is that this offhand attack suffers from -10 Accuracy, only deals [75%] damage, and the wielder only gains [75%] of the weapon's stats
This attack does not take any bonus boosting effects except for the standard (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100)]
- Gain [
Boreal VanguardCombat Effect+25 Armor & WardDuration: 1 Turn]
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- Make a , if hit:
- Additional Damage: [10 x PRSAmp]
10 x (1 + Presence / 10) Frost Damage
- vs
- + [OffhandWill also trigger an attack from the Offhand WeaponOnly if both equipped weapons are Light-tagged, and offhand is not a shieldThe tradeoff for using an offhand weapon is that this offhand attack suffers from -10 Accuracy, only deals [
75%] damage, and the wielder only gains [75%] of the weapon's stats
This attack does not take any bonus boosting effects except for the standard (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100)]
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- Make a (Magic Attack [+Primary Weapon Accuracy][+Primary Weapon Critical Chance]Attempt a Magic Attack
| Attacker | | Defender | | Accuracy | vs | Magic Resist | | +Primary Weapon Accuracy | Other Bonus | | +Primary Weapon Critical Chance) to deal (Weapon DamageCompute Weapon DamageApply Defensive Reductions| Attacker | | Defender | | Armor Penetration | - | Armor | = | Defense | If Defense is > 0:
Damage * (100 / (100 + Defense)) | Final Damage will have a random effectiveness of 95% to 105%) of:
- [
(equipped weapon) * (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100)] + [OffhandWill also trigger an attack from the Offhand WeaponOnly if both equipped weapons are Light-tagged, and offhand is not a shieldThe tradeoff for using an offhand weapon is that this offhand attack suffers from -10 Accuracy, only deals [75%] damage, and the wielder only gains [75%] of the weapon's stats
This attack does not take any bonus boosting effects except for the standard (AtkPow DmgAmpAttack Power Damage Amplification1 + Attack Power / 100)Additional Notes:This attack allows offhand damage from a Thrown and/or Ranged offhand weapon]
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- Make a Magical Hit [A:+primary] [Crit:+primary]Attacker's Accuracy +(
) Primary Accuracy(bonus)
- Defender's Magic DefenseIf above + Random#(0-99) + 1 > 15 the attack hitsIf Hit: Roll for Critical Hit
Random#(0-99) + 1 <= Critical Chance +( ) Primary Critical Chance(bonus), on hit deal:
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Amplifications
| Parameter |
Usage
|
Plain Presence Amp (to replace)
PresAmp|Z |
[1 + Presence / Z]
|
Attack Power Amplification (standard)
ApAmp|15 3rd Param: if can crit |
[15 x APAmp]15 x (1 + Attack Power / 100) [15 x APAmp]15 x (1 + Attack Power / 100)Affected by crit
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Spellpower Amplification (custom)
SpAmp+|35|(1% of Spellpower + 1) 4th Param: if can crit |
[35 x SpAmp+]35 x (1% of Spellpower + 1) [35 x SpAmp+]35 x (1% of Spellpower + 1)Affected by crit
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Hit Checks
Highly modular system
| Parameter |
Usage
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- 1:
MagiHitMentHitTeasHitPhysHit
- 2: Attacker Accuracy Bonus
- 3: Defender Magic Defense Bonus
- 4: (any value) Cannot Crit?
- 5: Crit Bonus
- 6: If spell/charm: Catalyst Bonus
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{{tt/Compu2|MagiHit|+primary|||+primary}} Magical Hit [A:+primary] [MD:-60] [Crit:+primary]Attacker's Accuracy +( ) Primary Accuracy(bonus)
- Defender's Magic Defense -60(bonus)If above + Random#(0-99) + 1 > 15 the attack hitsIf Hit: Roll for Critical Hit
Random#(0-99) + 1 <= Critical Chance +( ) Primary Critical Chance(bonus)
{{tt/Compu2|MagiHit|+primary||x|+primary}} Magical Hit [A:+primary] [Crit:✖]Attacker's Accuracy +( ) Primary Accuracy(bonus)
- Defender's Magic DefenseIf above + Random#(0-99) + 1 > 15 the attack hitsThis attack cannot crit
{{tt/Compu2|MagiHit|+50||||spell}} Magical Hit [A:+50]Attacker's Accuracy +50(bonus) +( ) Catalyst Accuracy
- Defender's Magic DefenseIf above + Random#(0-99) + 1 > 15 the attack hitsIf Hit: Roll for Critical Hit
Random#(0-99) + 1 <= Critical Chance +( ) Catalyst Critical Chance
- Mental Hit [A:+primary] [MD:-60] [Crit:+primary]Attacker's Accuracy +(
) Primary Accuracy(bonus)
- Defender's Mental Defense -60(bonus)If above + Random#(0-99) + 1 > 15 the attack hitsIf Hit: Roll for Critical Hit
Random#(0-99) + 1 <= Critical Chance +( ) Primary Critical Chance(bonus)
- Mental Hit [A:+primary] [MD:-60] [Crit:+primary]Attacker's Accuracy +(
) Primary Accuracy(bonus)
- Defender's Mental Defense -60(bonus)If above + Random#(0-99) + 1 > 15 the attack hitsIf Hit: Roll for Critical Hit
Random#(0-99) + 1 <= Critical Chance +( ) Primary Critical Chance(bonus)
- Physical HitAttacker's Accuracy +(
) Primary Accuracy
- Defender's Physical DefenseIf above + Random#(0-99) + 1 > 15 the attack hitsIf Hit: Roll for Critical Hit
Random#(0-99) + 1 <= Critical Chance +( ) Primary Critical Chance
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Synergy Tables
Magic Hit: MagiHitBonusMagiHitSpellMagiHitWeapon
|
| Type |
Attacker |
Defender
|
| Magical Hit Bonus |
|
|
| Magical Hit: [SpellEffectiveness can be amplified by SpellpowerAttacks include the Accuracy & Critical Chance of an equipped offhand Catalyst] Power Synergy |
- |
|
| Magical Hit: [WeaponRequires an equipped weapon Effectiveness is based on the weapon's stats] Power Synergy |
- Perk:
- Rending Strike + [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage](
) Primary
- (20% chance) Inflict [Strength] [
Bleeding] [1T]
- Overbearing + [MeleeEffectiveness can be amplified by Attack Power and is usually invoked by Physical Damage](
) Primary
- (40% chance) Inflict [
Prone]
- Power (stance): Blue Flame Blade (crit)
- Inflict [3 + Willpower] [
Burning] [3T]
- Weapon:
|
- Power (stance): Deflection
- Force the attack to miss and retaliate with a Normal Attack
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Mental Hit: MentHitBonus
|
| Mental Hit Bonus |
- Perk: Charming
- +(Presence / 2) Critical Chance
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