Something like this:
1) Loot roll: 5%. With max training: 10%.
2) Item type roll. Artifact/Equipment/Consumable: 0.2%/2%/97.8%. With max training: 0.4%/4%/95.6%.
3) If consumable: HP/MP/SP: 30%/30%/10%, crystal 20%, scroll 4%, infusion 4%, elixir 1%, special 1%.
Elixir category includes Infusion of Gaia & rare scrolls (Absorb/Life/Avatar/Gods). Elixirs can also drop through high HP/MP/SP item quality rolls.
4) Item quality roll.
* Do the 3 dragons have any procs / buffs? What type of damage do their magic and spirit attacks do?- They all have an invisible passive buff that makes them highly spell resistant (Magnet is a prerequisite).
- Magic Attacks:
Absorb used to determine mag/phys attack.
48 13 Flames of Darkness hits you for 1275 dark damage.
48 12 Drogon uses Flames of Darkness
48 3 Fiery Breath hits you for 836 fire damage.
48 2 Viserion uses Fiery Breath
56 3 Fiery Breath hits you for 1102 fire damage.
56 2 Rhaegal uses Fiery Breath
- Spirit Attacks:
58 3 You evade the attack from Drogon.
58 2 Drogon casts Dark Void
65 3 You evade the attack from Viserion.
65 2 Viserion casts Hellfire
110 3 The spell is absorbed. You gain 66 Magic Points.
110 2 Rhaegal casts Hellfire
90 7 The spell is absorbed. You gain 3 Magic Points.
90 6 Drogon casts Dark Void
367 3 Hellfire hits you for 1642 fire damage.
367 2 Rhaegal casts Hellfire
496 4 Dark Void hits you for 2447 void damage.
496 3 Your spirit shield absorbs 4851 points of damage from the attack into 50.48 points of spirit damage.
496 2 Drogon casts Dark Void
Drogon:
MP attack: Flames of Darkness, Dark, Physical
SP attack: Dark Void, Void, Magical
Viserion & Rhaegal:
MP attack: Fiery Breath, Fire, Physical
SP attack: Hellfire, Fire, Magical
* What is the base action speed for... pretty much every action?/index.php?act=S...st&p=516579QUOTE
- The spell Cure II is now available at level 100. Compared to Cure, Cure II restores 250% health but costs 275% mana (90% efficiency) and has a longer cast time (0.6).
- The spell Cure III is now available at level 200. Compared to Cure, Cure III restores 400% health but costs 500% mana (80% efficiency) and has a longer cast time (0.7).
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- Rebalanced the cast time of offensive magic:
-- Reduced the cast time of Tier 1 (Fireball, etc) offensive spells by 0.4. The usage time of Tier 1 single-target spells is now equal to that of normal attacks.
-- Reduced the cast time of Tier 2 (Flare, etc) offensive spells by 0.2.
-- Reduced the cast time of Tier 3 (Nova, etc) offensive spells by 0.1
Tier 4 have the same cast time as before. This is mostly to differensiate between the different ties of spells, and make the lower tiers more useful on later levels.
- Smite and Banish are now properly categorized as Tier 2 spells, and have had their cast time reduced by 0.3 to reflect this. Damage/cost remains the same.
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- Reduced the cast time by 0.2 for tier 1 single-target spells and 0.1 for higher-tier single-target spells
- Adjusted spell damage so that single-target spells all have the same MP cost/damage ratio. Higher-tier spells instead have slightly longer cast times to reflect their increased chance of proccing their negative effects.
- AoE spells now consistently have 0.4 higher cast time than single target spells (used to be 0.1-0.4)
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Stuff I Forgot #3: The Turn Sequence Indicator at the top of the battle screen shows when you will get your next turn compared to the monsters you are facing. However, this is only accurate for normal attacks as well as the spirit attack. All magic has an inherent cast time, which isn't yet reflected in the TSI. Offensive magic typically has a longer cast time than normal attacks, while tactical magic (supportive, deprecating and curative) typically has shorter cast time. For example, Magic Missile takes 1.2x normal time to cast, while Poison takes 0.8x normal time.
This post has been edited by Ballistic9: Oct 29 2011, 02:59