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[Stats Guide] Attributes Explained
posté February 14, 2012, 17:06:11 | #21
In my opinion, they should remove elemental bonuses, or at least merge them with other stats. Let's face it - no one is going to pump points into block. This way, many minor stats, that weren't used by now, could be utilized. A stat called Chance should really have something in common with luck related bonuses (dodge, critical failure).

Another option is to put a cap on hp gain, just the way it is applied to prospecting and wisdom and possibly make plus hp a percentage gain.

Considering the stat system is being developed by several proffesionals forming a team, this is unacceptable and far from being balanced. You do not have any dillema - maxing hp is the only way to go right now.


Happy Miliboowolf * Member Since 2011-09-24
posté February 14, 2012, 18:40:59 | #22
its Finished now, Tell me if i missed anything


posté February 14, 2012, 19:00:42 | #23
yep the block skill is really useless ..

Block skill: 15 points for 1% chance to reduce dmg by 30%
that means you get around 0.3% reduced damage
furthermore thats 0.02% reduced damage each skill point.
so you'd need to get hit for 5000 damage to reduce damage by 1
(every 5000 damage is reduced by 1 on average each skillpoint invested into block)

HP skill : 1 Skillpoint = 1hp


This post has been edited by SitefX - February 14, 2012, 19:02:08.
Happy Miliboowolf * Member Since 2011-09-24
posté February 14, 2012, 19:07:03 | #24

Quote (SitefX @ 14 February 2012 19:00) *
yep the block skill is really useless ..

Block skill: 15 points for 1% chance to reduce dmg by 30%
that means you get around 0.3% reduced damage
furthermore thats 0.02% reduced damage each skill point.
so you'd need to get hit for 5000 damage to reduce damage by 1
(every 5000 damage is reduced by 1 on average each skillpoint invested into block)

HP skill : 1 Skillpoint = 1hp
i don't even want to spend half a second talking about this bad stat your calculation just shows how utterly Crap that stat is,

It SHOULD be 15 points = 1% chance 0 damage or 5 points for 100% chance +1% final resist


posté February 14, 2012, 19:12:24 | #25
They need to balance stats, because it is simply retarded to spam HP and be happy. But if they do change stats will you be able to redistribute them?


posté February 14, 2012, 19:20:50 | #26
would change it to 33% chance to reduce 5%......30% damage
you'd still have to use 375sp (75 levels) but with a "high" 33% basic chance to reduce damage you'd at least see the skill trigger in every fight. Also restrict it to players who have a shield equipped .


Happy Miliboowolf * Member Since 2011-09-24
posté February 14, 2012, 19:23:48 | #27

Quote (BJSV @ 14 February 2012 19:12) *
They need to balance stats, because it is simply retarded to spam HP and be happy. But if they do change stats will you be able to redistribute them?
last beta each time they changed anything they gave you stats back, but this patch i don't think they can be bothered, i don't understand why they have not made it so you can just press "C" and then it resets all your stats or something. how do they expect us to test for them when they wont let us change our build


posté February 15, 2012, 16:00:02 | #28
heh there is the health nerf with 0.312, 1:1 hp ratio , doesnt matter how much you spec into it anymore.

sadly patch notes dont say anything about the block skill being revised / changed


This post has been edited by SitefX - February 15, 2012, 16:01:30.
Eccentric Moogrr * Member Since 2009-08-07
posté February 15, 2012, 17:47:01 | #29
Yup please update 1st page. 1:1 ratio all lvls.

So now we can spend our points to sth else? Or HP still good choice?


Happy Miliboowolf * Member Since 2011-09-24
posté February 15, 2012, 17:54:48 | #30
k ill update the new stats, plz add comments telling me the changes

(waiting for game to patch so i can get ingame)

1 lock = 0.5 lock chance
1 dodge = 0.5 dodge chance

1:1 hp

PANDAWA BUFF !!!  

Items getting cha str int agi stats  

lots of equipment have recieved HP nerf's so it may still be a good idea to stack hp


Featherless Piwi * Member Since 2011-10-26
posté March 03, 2012, 18:13:55 | #31
Bump*

no changes as far as i am aware to the stats,

i have bumped the guides because the wave of new players that have started playing recently


Happy Miliboowolf * Member Since 2011-09-24
posté October 22, 2012, 17:07:48 | #32
updated from october 18th 2012.

do tell if i have missed anything


Ugly Gobball * Member Since 2013-03-30
posté July 17, 2013, 00:05:56 | #33
There's been a mistake on Health Points calculation! I once had 896 Health Points and now I have 901
Health Points! I didn't do anything at all to my status! No equipping new gear! Not leveling up my pet!
-Sayomus


Squited Arachnee * Member Since 2011-10-21
posté July 17, 2013, 03:24:17 | #34

Quote (Sayxmondo @ 17 July 2013 00:05) *
There's been a mistake on Health Points calculation! I once had 896 Health Points and now I have 901
Health Points! I didn't do anything at all to my status! No equipping new gear! Not leveling up my pet!
-Sayomus
was there a change in clan bonus or guild bonus? you've experienced a health point difference of 5hp which is usually the amount of a clan/guild bonus' changes.


Eccentric Moogrr * Member Since 2011-08-18
posté November 09, 2013, 22:40:18 | #35
This guide has been outdated for a while:

Willpower and perception have been removed from the game.

Wisdom and prospecting may no longer be bought with characteristic points.

Wisdom does not modify your chance to remove AP and currently only affects experience gained from combat.

The turn order is based on average team initiative and individual initiative values. The initiative values for all combatants in both teams are averaged, the higher average having their highest initiative combatant go first.

The dodge chance for a combatant with a positive dodge value adjacent to an enemy with a negative lock value may allow for a guaranteed dodge.

The four elemental characteristics (strength, agility, intelligence, chance) still cost 3 characteristic points each, but once any of the four characteristics is higher than the rest the three other characteristics only cost 1 characteristic point.

Leadership and mechanisms have been combined into a single characteristic, control. Items and spells which used to give either characteristic have been changed to be control.

Summons damage and mechanic damage have also been combined into a single characteristic, CMC (controlled mechanisms and creatures). Items and spells which used to give either characteristic have been changed to give +CMC damage.

We can now use two profession bags in addition to the three extra inventory bag spaces. Profession bags are specialized and may only hold certain items. There are currently profession bags for smithmagic (runes), mining, lumberjack, fisherman, farming, trapping, herbalism, costumes, and pets.