diff --git a/server/SPECS.md b/server/SPECS.md new file mode 100755 index 00000000..cc2ca2be --- /dev/null +++ b/server/SPECS.md @@ -0,0 +1,105 @@ +### Specs ### + +Numbers are placeholder +`Specs get a bonus dependent on the total of Red / Green / Blue in team skills` + +# Example to meet 5 red tag bonus +In your team Cryp #1 has `Strike`, Cryp #2 has `Slay` and `Heal`, Cryp #3 has `Snare` +- RR skill `Strike` contributes 2 red tags to the total red tags (2 total) +- RG skill `Slay` contributes 1 red tag to the total red tags (3 total) +- GG skill `Heal` contirubes 0 red tags to the total red tags (3 total) +- RR skill `Snare` contirubes 2 red tags to the total red tags (5 total) + +# Specs also have `Class points` + Basic specs (Damage / Health / Defense) will generate class points + Advanced specs (Skill Specific Damage, Cooldown reduction, Increased durations, etc) will consume class points + +### Generic Specs + +(Base white skills not upgraded count as have 1 tag basic ?) + +# Basic Damage +`Base` -> 10% inc basic damage +`Bonus` -> 3 basic tags -> +10% // 6 basic tags -> +15% // 12 basic tags -> +25% +Maximum 60% inc basic damage + +# Basic % Life +`Base` -> 5% inc life +`Bonus` -> 3 basic tags -> +5% // 6 basic tags -> +10% // 12 basic tags -> +15% +Maximum 35% inc life + +# Basic Speed +`Base` -> 5% inc speed +`Bonus` -> 3 basic tags -> +10% // 6 basic tags -> +15% // 12 basic tags -> +20% +Maximum 50% inc speed + +# Basic Class Spec +`Base` -> +2 all class points +`Bonus` -> 3 basic tags -> +2 // 6 basic tags -> +4 // 12 basic tags -> +6 +Maximum +14 all class points + +# Basic Duration + +### Increased Damage Combos ### + +Generate by combining `Generic Spec (Basic Damage)` with respective RGB + +# Red Damage (Dmg + RR) +Add 5 `Nature` Class Points +`Base` -> 10% inc red dmg +`Bonus` 5 red tags -> +10% // 10 red tags -> +15% // 20 red tags -> +25% +Maximum +60% red damage + +# Blue Damage (Dmg + BB) # +Add 5 `Destruction` Class Points +`Base` -> 10% inc blue dmg +`Bonus` 5 blue tags -> +10% // 10 blue tags -> +15% // 20 blue tags -> +25% +Maximum +60% blue damage + +# Healing (Dmg + GG) # +Add 5 `Non-Violence` Class Points +`Base` -> 10% inc healing +`Bonus` 5 green tags -> +10% // 10 green tags -> +15% // 20 green tags -> +25% +Maximum +60% inc healing + +# Red damage and healing (Dmg + RG) +Add 5 `Purity` Class Points +`Base` -> 5% inc red damage and 5% inc healing +`Bonus` (2R + 2G tags) -> +5% + 5% // (5R + 5G tags) -> +10% + 10% % // (10R + 10G) tags -> +15% + 15% +Maximum +35% inc red damage and 35% inc healing + +# Red and blue damage (Dmg + RB) +Add 5 `Chaos` Class Points +`Base` -> 5% inc red damage and 5% inc healing +`Bonus` (2 red + 2 green tags) -> +5% + 5% // (5 red + 5 green tags) -> +10% + 10% % // 20 green tags -> +15% + 15% +Maximum +35% inc damage and 35% inc healing + +# Blue damage and healing (Dmg + BG) +Add 5 `??????` Class Points +`Base` -> 5% inc blue damage and 5% inc healing +`Bonus` (2B + 2G tags) -> +5% + 5% // (5B + 5G tags) -> +10% + 10% % // (10B + 10G) tags -> +15% + 15% +Maximum +35% inc blue damage and 35% inc healing + +### Examples of other concept combos + +# Increased Strike Damage (Combine Strike + Red Damage Spec x 2) +Consumes 15 Nature Class Points +`Base` -> 15% increased strike damage +`Bonus` 5 red tags -> +15% // 10 red tags -> +20% // 20 red tags -> +30% + +# Increased %HP (Basic %HP + 2G) +Add 5 Non-Violence Class Points +`Base` -> 10% inc hp +`Bonus` 5 green tags -> +10% // 10 green tags -> +15% // 20 green tags -> +20% +Maximum +55% inc hp + +# Increased % Red Speed (Basic Speed + 2R) +Add 5 Nature Class Points +`Base` -> 15% inc red speed +`Bonus` 5 red tags -> +15% // 10 red tags -> +20% // 20 red tags -> +25% +Maximum 80% inc red speed + +# Nature Affinity (Basic Class spec + 2R) +`Base` -> 10 Nature Class Points +`Bonus` 5 red tags -> +10 // 10 red tags -> +15 // 20 red tags -> +20 +Maximum 45 Nature Class Points