Game mechanics: Hidden weapon parameters

Basics

Each weapon, in addition to the basic parameters (physical and magical attack), has hidden parameters that affect damage formulas, i.e.:

  • critical — P. Critical Rate (auto-attack)
  • random_damage — Damage spread
  • hit_modify — Accuracy

Critical Rate of a basic attack is expressed in percentage (%), which can be translated into a numeric value. For example, for the sword critical = 8. That means an increase of 8% in the chance of a critical attack when the sword is equipped. P. Critical Rate increased by 80.

Damage spread (random_damage) counts as a percentage (%) of absolute damage. For example, for a sword random_damage = 10. This means that damage from an attack by a sword may vary from 90% to 110% of the absolute damage values. This works for auto-attacks and all skills, except those using charges.

Weapon Accuracy (hit_modify) affects the accuracy of attacks. It varies for different types of weapons. For example, for a blunt type accuracy is above default, and for a spear - below default.

Weapon types are not divided into one-handed and two-handed. This is another parameter that affects the inventory slots.

Types of weapons are not divided into physical and magical, that is Great Sword Great Sword B , Sword of Damascus Sword of Damascus B and Sword of Valhalla Sword of Valhalla B are both "sword".

For paired (dual) weapons there are different categories with their own parameters.



Weapon Parameters

Weapon Type P. Critical Rate
(critical)
Damage spread
(random_damage)
Weapon Accuracy
(hit_modify)
sword (one-handed sword, two-handed sword) 8 10 0
dual (dual swords) 8 10 0
blunt (one-handed blunt, two-handed blunt) 4 20 + 4.75
dualblunt (dual blunt) 6 20 + 4.75
dagger (dagger) 12 5 - 3.75
dualdagger (dual dagger) 12 10 - 3.75
pole (spear) 8 10 - 3.75
dualfist (fists) 4 5 + 4.75
bow (bow) 12 5 - 3.75
crossbow (crossbow) 10 10 - 1.5
rapier (rapier) 10 40 - 1.5
ancientsword (ancient sword) 8 15 + 2
etc. (book and unused weapons) 8 10 0
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