mnml/server/SPECS.md
2019-02-21 10:29:38 +10:00

6.0 KiB
Executable File

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

Increased Life Combos

Generate by combining Generic Spec (Basic Life) with respective RGB

Increased % Red Shield (Basic %HP + 2R)

Add 5 Nature Class Points Base -> 10% inc red shield Bonus 5 red tags -> +10% // 10 red tags -> +15% // 20 red tags -> +20% Maximum +55% inc red shield

Increased % Red Shield and Life (Basic %HP + 1R1G)

Add 5 Purity Class Points Base -> 5% inc red shield and 5% inc life Bonus (2R + 2G tags) -> +5% + 5% // (5R + 5G tags) -> +10% + 10% % // (10R + 10G) tags -> +15% + 15% Maximum +35% inc red shield and 35% inc life

Increased % Blue Shield (Basic %HP + 2B)

Add 5 Destruction Class Points Base -> 10% inc red shield Bonus 5 blue tags -> +10% // 10 blue tags -> +15% // 20 blue tags -> +20% Maximum +55% inc blue shield

Increased % Blue Shield and Life (Basic %HP + 1B1G)

Add 5 ??? Class Points Base -> 5% inc red shield and 5% inc life Bonus (2B + 2G tags) -> +5% + 5% // (5B + 5G tags) -> +10% + 10% % // (10B + 10G) tags -> +15% + 15% Maximum +35% inc blue shield and 35% inc life

Increased % Life (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 % Blue and Red Shield (Basic %HP + 1B1R)

Add 5 Chaos Class Points Base -> 5% inc red shield and 5% inc life Bonus (2B + 2R tags) -> +5% + 5% // (5B + 5R tags) -> +10% + 10% % // (10B + 10R) tags -> +15% + 15% Maximum +35% inc blue shield and 35% inc red shield

Upgraded Attack Spec 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% Maximum 80% increased strike damage

Improved Heal (Combine Heal + Healing Spec x 2)

Consumes 15 Non-Violence Class Points Base -> 15% increased heal healing Bonus 5 green tags -> +15% // green red tags -> +20% // green red tags -> +30% Maximum 80% increased heal healing

Increased Blast Damage (Combine Blast + Blue Spec x 2)

Consumes 15 Destruction Class Points Base -> 15% increased blast damage Bonus 5 blue tags -> +15% // 10 blue tags -> +20% // 20 blue tags -> +30% Maximum 80% increased blast damage

Increased Slay Damage (Combine Slay + Red Damage Spec + Healing Spec)

Consumes 15 Purity Class Points Base -> 15% increased slay damage Bonus (2R + 2G) tags -> +15% // (5R + 5G) tags -> +20% // (10R + 10G) tags -> +30% Maximum 80% increased slay damage

Increased Banish Damage (Combine Slay + Red Damage Spec + Blue Damage Spec)

Consumes 15 Chaos Class Points Base -> 15% increased slay damage Bonus (2R + 2B) tags -> +15% // (5R + 5B) tags -> +20% // (10R + 10B) tags -> +30% Maximum 80% increased banish damage

Other Combos

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