█ █ █ █ STATS - EXPLAINED █ █ █ █

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█ █ █ █ STATS - EXPLAINED █ █ █ █

Postby Randis » Tue Nov 10, 2015 9:06 am

Here is an explanation about the stats and how they work.

stats.jpg
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Str – Strength, this is the base value that is uses for melee attacks
(shield)Def – Defense, this is the basic value for defense against melee attacks, it is used in calculation directly related to the damage dealt by pure Str damage.

Pow – Power, this value is the base value that is used for ranged attacks
(bow) Def – this value on the right side of the image is the basic value for defense against ranged attacks (guns), it is used in calculation directly related to the damage dealt by pure Pow damage.

(hammer) Atk - Blunt attack, this value adds blunt damage to your melee attack.
(arrow) Atk - Piercing Attack, this value adds piercing damage to your melee attack.
(sickle) Atk – Slashing Attack, this value adds slashing damage to your melee attack.

certain weapons are better at dealing certain damage type, daggers for example usually do higher piercing damage while hammers usually deal a lot of blunt damage.
on the right side you can see the corresponding defense values (hammer/arrow/sickle) Def.
Certain gear is better against piercing damage, some is better against blunt damage.
Basically you can see the blunt/piercing/slashing damage as additional damage dealt on top of the brute force damage calculated by the Str value.

(crossed swords)Water/Earth/Air/Fire are the values for elemental attack damage. And the (shield) Water/Earth/Air/Fire on the right side you can see the corresponding defense values for elemental defense.
Elemental damage is not exclusive to magic although Magic damage relies heavily on these values with in a multiplied factor. Weapons, armor and projectiles also can have additional elemental damage and defense.

Luck – This value is a summary of 3 other values that determine the chance for [b]counter strike, critical hit and Stun[/b]. Those values are not hidden but merely summarized and visible in the luck value. The luck value of the attacker and the target both determine the chance of a critical hit, getting stunned but also being able to dodge an attack. The formula takes some other values into account as well such as skill and agility as well as Str and Def to determine if a hit is possible at all.
Some gear increases certain Luck value.

Skl - Skill value determines the ability of the attacker to land a hit, the higher the Skill the more likely you are not to miss.

Aim – Aim is the ability that determines the ability of landing a hit with a ranged weapon.

Agl – Agility is a value that determines the chance of dodging a melee attack. Skl of the attacker and Agl of the one being attacked influence the chance of landing a hit or miss.

Ddg – Dodge is a value that determines the chance of dodging a ranged attack. Aim of the attacker and Ddg of the one being attacked influence the chance of landing a hit or miss.

Ranged weapons unlike melee weapons do not take all of the heroes base stats into account .
A ranged weapon has its own stats similar like the hero and the ammunition comes with additional stats as well.
The damage dealt by projectiles is calculated in a similar way like a melee attack, certain ammunition types are better ad doing piercing damage or blunt or slashing damage, some ammunition and guns are also good at certain elemental damage.
There are 3 weapon types, shotguns, rifles and handguns, the main difference is the range and spread, shotguns usually have a shorter range but a wide cone and deal a lot of area damage while handguns have a long range.
Tip: when destroying crates, pots and opening chests you will usually get the ammo for the weapon type you have equipped.
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