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

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### 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