Spec Info
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server/SPECS.md
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server/SPECS.md
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### Specs ###
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Numbers are placeholder
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`Specs get a bonus dependent on the total of Red / Green / Blue in team skills`
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# Example to meet 5 red tag bonus
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In your team Cryp #1 has `Strike`, Cryp #2 has `Slay` and `Heal`, Cryp #3 has `Snare`
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- RR skill `Strike` contributes 2 red tags to the total red tags (2 total)
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- RG skill `Slay` contributes 1 red tag to the total red tags (3 total)
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- GG skill `Heal` contirubes 0 red tags to the total red tags (3 total)
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- RR skill `Snare` contirubes 2 red tags to the total red tags (5 total)
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# Specs also have `Class points`
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Basic specs (Damage / Health / Defense) will generate class points
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Advanced specs (Skill Specific Damage, Cooldown reduction, Increased durations, etc) will consume class points
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### Generic Specs
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(Base white skills not upgraded count as have 1 tag basic ?)
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# Basic Damage
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`Base` -> 10% inc basic damage
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`Bonus` -> 3 basic tags -> +10% // 6 basic tags -> +15% // 12 basic tags -> +25%
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Maximum 60% inc basic damage
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# Basic % Life
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`Base` -> 5% inc life
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`Bonus` -> 3 basic tags -> +5% // 6 basic tags -> +10% // 12 basic tags -> +15%
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Maximum 35% inc life
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# Basic Speed
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`Base` -> 5% inc speed
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`Bonus` -> 3 basic tags -> +10% // 6 basic tags -> +15% // 12 basic tags -> +20%
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Maximum 50% inc speed
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# Basic Class Spec
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`Base` -> +2 all class points
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`Bonus` -> 3 basic tags -> +2 // 6 basic tags -> +4 // 12 basic tags -> +6
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Maximum +14 all class points
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# Basic Duration
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### Increased Damage Combos ###
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Generate by combining `Generic Spec (Basic Damage)` with respective RGB
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# Red Damage (Dmg + RR)
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Add 5 `Nature` Class Points
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`Base` -> 10% inc red dmg
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`Bonus` 5 red tags -> +10% // 10 red tags -> +15% // 20 red tags -> +25%
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Maximum +60% red damage
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# Blue Damage (Dmg + BB) #
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Add 5 `Destruction` Class Points
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`Base` -> 10% inc blue dmg
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`Bonus` 5 blue tags -> +10% // 10 blue tags -> +15% // 20 blue tags -> +25%
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Maximum +60% blue damage
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# Healing (Dmg + GG) #
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Add 5 `Non-Violence` Class Points
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`Base` -> 10% inc healing
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`Bonus` 5 green tags -> +10% // 10 green tags -> +15% // 20 green tags -> +25%
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Maximum +60% inc healing
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# Red damage and healing (Dmg + RG)
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Add 5 `Purity` Class Points
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`Base` -> 5% inc red damage and 5% inc healing
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`Bonus` (2R + 2G tags) -> +5% + 5% // (5R + 5G tags) -> +10% + 10% % // (10R + 10G) tags -> +15% + 15%
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Maximum +35% inc red damage and 35% inc healing
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# Red and blue damage (Dmg + RB)
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Add 5 `Chaos` Class Points
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`Base` -> 5% inc red damage and 5% inc healing
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`Bonus` (2 red + 2 green tags) -> +5% + 5% // (5 red + 5 green tags) -> +10% + 10% % // 20 green tags -> +15% + 15%
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Maximum +35% inc damage and 35% inc healing
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# Blue damage and healing (Dmg + BG)
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Add 5 `??????` Class Points
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`Base` -> 5% inc blue damage and 5% inc healing
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`Bonus` (2B + 2G tags) -> +5% + 5% // (5B + 5G tags) -> +10% + 10% % // (10B + 10G) tags -> +15% + 15%
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Maximum +35% inc blue damage and 35% inc healing
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### Examples of other concept combos
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# Increased Strike Damage (Combine Strike + Red Damage Spec x 2)
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Consumes 15 Nature Class Points
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`Base` -> 15% increased strike damage
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`Bonus` 5 red tags -> +15% // 10 red tags -> +20% // 20 red tags -> +30%
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# Increased %HP (Basic %HP + 2G)
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Add 5 Non-Violence Class Points
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`Base` -> 10% inc hp
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`Bonus` 5 green tags -> +10% // 10 green tags -> +15% // 20 green tags -> +20%
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Maximum +55% inc hp
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# Increased % Red Speed (Basic Speed + 2R)
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Add 5 Nature Class Points
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`Base` -> 15% inc red speed
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`Bonus` 5 red tags -> +15% // 10 red tags -> +20% // 20 red tags -> +25%
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Maximum 80% inc red speed
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# Nature Affinity (Basic Class spec + 2R)
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`Base` -> 10 Nature Class Points
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`Bonus` 5 red tags -> +10 // 10 red tags -> +15 // 20 red tags -> +20
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Maximum 45 Nature Class Points
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