Cherreads

Personal Headcanon

--NPC--

NPC are set by a hierarchy system, in which more important NPC will have a higher AI. That can perfectly emulate human interaction, such as speech, facial expression (Humanoid), and thoughts. But less vital NPC can only say what is within their program, only repeating the same set of word over and over.

--Stats--

Application :

HP = Determine one Health Point

MP = Determine one Mana

Phy Atk = Determine phy attack irrelevant of class

Phy Def = Reduce incoming Physical Damage

Agility = Determine mov speed and Dmg output for Agility related class

Mag Atk = Determine Magic Damage output

Mag Def = Reduce incoming Magic Damage

Resist = Resistant / Immunity to CC Skills

Special = Energy Bar for special skills

In game :

1 HP = 1000 Health

1 MP = 10 Mana = 100 NW Magic

1 Phy Atk = 10 Atk

1 Phy Def = 5 Defense

1 Agility = 1 Tile Mov Speed + (10 Agility Atk)

1 Mag Atk = 10 Atk

1 Mag Def = 5 Defense

1 Resist = 1% reduction of Debuff Duration + Effectivity

1 Special = 10 SP ( Special Power )

--Skills--

Skills are powerful moves that can be obtained from numerous sources, such as some special one time use item, events, job class, and race class.

Humanoid Player gain 1 Skill points for each level

Demi Human gain 2 Skill points for each level

Heteromorphic gain 3 Skill points for each level

Average lvl 100 :

Lvl 100 Humanoid = 100 Skill Points

Lvl 100 Demi Human = 200 Skill Points

Lvl 100 Heteromorphic = 300 Skill Points

Some skills can grant additional skills for example Dark Wizard grant more than 300 spells which requires skill point to unlock all free of charge

--Spells--

To cast a spell one needs to do a specific set of pattern using their controller, no more than 1 spell can be cast simultaneously (normally).

Tiers :

Tier 1 = 1 Mana

Tier 2 = 2 Mana

Tier 3 = 3 Mana

Tier 4 = 4 Mana

Tier 5 = 5 Mana

Tier 6 = 6 Mana

Tier 7 = 7 Mana

Tier 8 = 8 Mana

Tier 9 = 9 Mana

Tier 10 = 10 Mana

Tier 1-4 Low Tier Magic = Additive area damage / Additive damage + Mild status effect / Moderate status effect

Tier 5-7 Middle Tier Magic = Multiplicative Small Area Damage / Fatal Status Effects / Additive Large Area Damage + Moderate Status Effects

Tier 8-10 High Tier Magic = Multiplicative Area Damage + Fatal Status Effect / Special Status Effect

Super Tier Spell = Throw all logic out of the window

Additive = Base Spell DMG + Mag Atk

Multiplicative = Base Spell Damage x Mag Atk

--Items--

Grade Category :

Low

Middle

High

Top

Legacy

Relic

Legendary

Divine

World Item

Special Category :

Artifacts = Items not related to specific ranks, it just meant they were items with fixed data. Therefore artifacts grade can vary between one another, even if it were the same type.

--Dungeons--

A place spread all across the lands filled with stories untold by anyone before, one can find numerous treasures upon conquering it.

Newly found Dungeon = 1 week buff of increased item drop rate by 10%, and +50% exp gain.

Dungeon Finder First Entrance Clear = Drop all the obtainable loot from the dungeon loot pool

--Loot Drop--

The Gold found from defeating enemies are generated through RNG, which ranges from 50% of the usual drop until the maximum of 200%.

Item drop from Monsters are set by the developers, meanwhile players usually drops their most precious items that are currently being used first.

--Dmg Calculation--

Damage calculation follows a certain formula which ranges from 70% to 150% of its average Dmg. It can also crit to deal even more damage, which is x2 whatever kind of damage dealt.

One Mag Def and Phy Def plays a major role to lower incoming damage, for Mag Def and Phy Def goes in hand with the armor defense. The higher one Phy Def or Mag Def is, the stronger the armor become on their respective Def.

Low Tier Armor = Incoming Damage - Base Def Armor + Phy Def / Mag Def

Mid Tier Armor = Incoming Damage - Base Armor Def x Phy Def / Mag Def

High Tier Armor = Incoming Damage - Incoming Damage x ??% Dmg Reduction - Base Armor Def x Phy Def / Mag Def

DOT status effects follows a different formula in which they have a set amount of Dmg, meanwhile the higher resist the player have the less effects all status effects have over them.

Incoming DOT = ??? Dmg - Dmg x ??% Resistance

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