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→‎Experience Points: Adding new monsters
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As with other skills, note that experience level is increased immediately upon slaying a monster, but the "level up" window doesn't appear until the player sleeps (or until all players sleep in [[multiplayer]]).
 
As with other skills, note that experience level is increased immediately upon slaying a monster, but the "level up" window doesn't appear until the player sleeps (or until all players sleep in [[multiplayer]]).
   −
'''Note that killing monsters on [[the Farm]] only grants 1/3 the normal amount of experience.'''<ref name="onthefarm" />
+
'''Note that killing monsters on [[the Farm]] grants only 1/3 of the standard amount of experience.'''<ref name="onthefarm" />
    
==[[File:Combat Skill Icon.png|32px|link=]] Combat Skill==
 
==[[File:Combat Skill Icon.png|32px|link=]] Combat Skill==
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|[[Ghost]]
 
|[[Ghost]]
 
|15
 
|15
 +
|-
 +
|[[Carbon Ghost]]
 +
|20
 
|-
 
|-
 
|[[Duggy]]
 
|[[Duggy]]
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|-
 
|-
 
|[[Rock Crab]]
 
|[[Rock Crab]]
 +
|4
 +
|-
 +
|[[Truffle Crab]]
 
|4
 
|4
 
|-
 
|-
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|20
 
|20
 
|-
 
|-
 +
|[[Lava Lurk]]
 +
|12
 +
|-
 +
|[[Hot Head]]
 +
|16
 +
|-
 +
|[[Magma Sprite]]
 +
|15
 +
|-
 +
|[[Magma Duggy]]
 +
|18
 +
|-
 +
|[[Magma Sparker]]
 +
|17
 +
|-
 +
|[[False Magma Cap]]
 +
|14
 +
|-
 +
|[[Dwarvish Sentry]]
 +
|15
 +
|-
 +
|[[Putrid Ghost]]
 +
|25
 +
|-
 +
|[[Shadow Sniper]]
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|20
 +
|-
 +
|[[Spider]]
 +
|15
 +
|-
 +
|[[Royal Serpent]]
 +
|20
 +
|-
 +
|[[Blue Squid]]
 +
|15
 
|}
 
|}
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Critical hit chance is computed in the following order:
 
Critical hit chance is computed in the following order:
   −
# Each weapon has a base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2% <ref name="weaponsxnb" />.
+
# Each weapon has a base critical hit chance. For example, the Galaxy Sword has a critical hit chance of 2%<ref name="weaponsxnb" />.
# In 1.5, the [[Forge#Weapon forging|Aquamarine forging]] increases crit chance in an additive manner via the following formula: <samp>critChance += 0.046 * forgingLevel</samp>. For example, with 3 Aquamarine forged, the crit chance is increased by 13.8%. With the [[Galaxy Sword]], this means the chance is 15.8% <ref name="aquamarineenchantment" />.
+
# In 1.5, the [[Forge#Weapon forging|Aquamarine forging]] increases crit chance in an additive manner via the following formula: <samp>critChance += 0.046 * forgingLevel</samp>. For example, with 3 Aquamarine forged, the crit chance is increased by 13.8%. With the [[Galaxy Sword]], this means the chance is 15.8%<ref name="aquamarineenchantment" />.
# If the weapon is a [[Weapons#Dagger|dagger]] <samp>critChance = (critChance + 0.005) * 1.12</samp> <ref name="dagger" />.
+
# If the weapon is a [[Weapons#Dagger|dagger]] <samp>critChance = (critChance + 0.005) * 1.12</samp><ref name="dagger" />.
# If a single [[Aquamarine Ring|aquamarine ring]] is used, critical hit chance is increased in a multiplicative manner by 10%. If two aquamarine rings are used, the critical hit chance is increased in a multiplicative manner by 20% <ref name="ringcrit" />.
+
# If a single [[Aquamarine Ring|aquamarine ring]] is used, critical hit chance is increased in a multiplicative manner by 10%. If two aquamarine rings are used, the critical hit chance is increased in a multiplicative manner by 20%<ref name="ringcrit" />. If the weapon has a "+X Crit. Chance" [[Forge#Innate enchantments|innate enchantment]], then each level adds 2% to the percentage, e.g. with +3 and 2 aquamarine rings, the percentage is 26%.
 
## So with the galaxy sword and 1 ring and 3 forging: 15.8*1.1 = 17.38%.
 
## So with the galaxy sword and 1 ring and 3 forging: 15.8*1.1 = 17.38%.
 
## With 2 rings: 18.96%.
 
## With 2 rings: 18.96%.
# The Scout Profession further increases critical hit chance in a multiplicative manner by 50% with the following formula: <samp>critChance = critChance * 1.5</samp> <ref name="scoutcode" />. For the galaxy sword with 2 rings and 3 forging, and the scout profession, the critChance is: 18.96 * 1.5 = 28.44%.
+
## With 2 rings and the best (+3) innate enchantment: 19.91%.
# Finally, every point of luck from food and rings increased crit chance in an additive manner by 2.5% with the following formula: <samp>critChance += LuckLevel * critChance / 40</samp> <ref name="luckcrit" />.  
+
# If the [[Statue Of Blessings]] gives the Blessing of Fangs buff, an additive 10% is added to the crit chance.<ref name="scoutcode" /> A player using a [[Galaxy Sword]] that is [[Forge#Weapon forging|triple-enchanted]] with [[Aquamarine]] and equipped with 2 [[Aquamarine Ring|aquamarine rings]] has an 18.96% chance to crit, increasing to 28.96% with the Blessing of Fangs buff from the [[Statue Of Blessings]],
 +
# The Scout Profession further increases critical hit chance in a multiplicative manner by 50% with the following formula: <samp>critChance = critChance * 1.5</samp><ref name="scoutcode" />. For the galaxy sword with 2 rings, 3 forging, the Blessing of Fangs buff from the [[Statue Of Blessings]], and the scout profession, the critChance is: 28.96 * 1.5 = 43.44%.
 +
# Finally, every point of luck from food and rings increased crit chance in an additive manner by 2.5% with the following formula: <samp>critChance += LuckLevel * critChance / 40</samp><ref name="luckcrit" />.  
    
The Desperado profession increases the damage of critical hits again by 2x after all bonuses are applied. Further information about this is discussed in [[Crit. Power]].
 
The Desperado profession increases the damage of critical hits again by 2x after all bonuses are applied. Further information about this is discussed in [[Crit. Power]].
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