Transcription
Foreign. [Music] I hope everything is okay in your life. In this video, I will try to briefly explain everything I know about combat mechanics.
The first thing we will check is damage. As you know, damage is determined by the damage values and the multipliers indicated on the skill. This damage, the skill is reflected to the opponent in PvP or PvE as a result of a certain formula. Damage on the skills can be reflected in different ways. The damage makeup of the skills is base damage, and this base damage can be increased with a special attack modifier. It's your AP that basically makes your damage go up. What makes the damage decrease is your DP and damage reduction value. I will explain this in the next part of the video. Let's talk about special attack modifiers if you wish. The attack modifiers types in the game and how much damage they provide are listed as the list on the screen. The most obvious for us is this critical attack. In both PvE and PvP, we want the multipliers to be reflected at 100% critical chance or close to 100%. When we are attacked to attack critically, critical value must be 100 or higher. A valuable 100% doesn't increase them. As you know, we have multipliers in our skills, and every one of them has their own chance to proc critical. If your critical rate is below 100%, you may not hit critical at all hits, so it reduces your damage overall. We can increase this through skill bias, critical balls, and add-on space buffs. At the same time, the skills we use have their own critical values. This may be at 100% or at zero percent. We don't need to think about our critical value in skills that are 100%, but for those that are not 100%, we must take sure that the buffs we're receiving brings our skills closer to 100%, and we must determine our buffs accordingly.
For air attack, our opponents must not be in contact with the ground. There are CC types in the game that ensures that there is no contact with the ground, and we will check them in the CC mechanics section. If they use a skill that has an air attack modifier as soon as the contact with the ground is lost, we will attack with the air attack modifier. For a back attack, we need to attack our opponents from behind. Or down attack, the opponent's body must be on the ground. Counter and speed attacks are PvE based and allow you to counter attack mobs while you are attacking them. Not every skill does this mechanic. In general, its active use is not seen much in the game. There are also buffs in the game that increase the attacks we mentioned. These are either skill-based or add-on-based. You can increase these special attack type of damage with full rod, meal, and etc. Skill-based buffs are activated when you use the skills, but add-on-based buffs need to hit an opponent in order to be active. Generally, the buffs and add-ons buffs taken from the skills are found to be activated within the first multiplier. Therefore, the add-ons will also affect the damage of the skill you used. I don't have three different types. There are tier one, two, and three. You can increase your special attack damage by add-ons too.
So far, we have talked about how and where the damage originated. At the same time, there are different types of damage in the game. Remember that there are evasion and damage reduction types in response to these different types. These types are divided into three as melee, ranged, and magical. It is determined by designing the class according to the weapons and skills used by each class and does not change. You can find it in the battle stat tab when you press my information, I mean the T button, to learn the attack type of your class. At the same time, if you want to know how much stats in the D-step affects your character, you can find them in the explanation sections when you hover over them.
We talked about damage in the time that has passed so far. Let's consider defensive situations if you wish. There are two types of defenses in the game: damage reduction and evasion. I would like to give a brief information on determining which of these structures the classes will use and according to what year development. During the design of the class, it's given a certain amount of stats. These stats generally form the basis of it. At the same time, the method of the makes it easier for players to choose between evasion or DR preference and which is logical in the current game structure. Evasion involves that a class gets from a skill, passive skill, buffs, and etc. If it is too much, evasion is a logical choice for that class. For example, Mystics, Tracker, and these kinds of classes are suitable for evasion, but Vocally Warrior, Roddy, Nobody's kind of classes has no passive evasion or something like that, so evasion is not a logical choice for the end game. Of course, although the DR preference seems to be more valid for many classes at the beginning of the game, the increase in the stack evasion will be as it approaches the end of the game, ensuring the active use of evasion in both PvE and PvP. On the screen, you can see all classes are reasonably played for the auto evasion, and on the other hand, you can find all their combat types too. Defensive stats, which we call damage reduction, I mean DR, provides you with a fixed reduction of reflected damage after a certain formula. Evasion, on the other hand, allows you to avoid multipliers of reflected damage. This evasion rate is related to accuracy. If the total accuracy in your character is more than 100% compared to the total evasion values of your opponents, you encounter none of your multipliers will miss. In fact, for you to understand more easily, the ratio is or accuracy corresponds to 5 evasion in general. Exclusively, we mentioned it's fed from weapons, accessories, your glows, crystals, foods, potions, artifacts, children, more, and etc. You can use garment.com website to make the calculation between the accuracy and evasion models we mentioned easily. The website is actually a very humble website where you can see all the stats we mentioned here in numerical terms. You can create your own character and you can add food, addicts, buffs, and etc. Also, you can create your possible opponents here and you can compare them for heat track. Of course, garment.com website is not only for that calculation. On this website, there are plenty of other good things that help you about the game. You should definitely use this website. I want to thank Skull for preparing this website for us. We have to look at a lot of things so far. We need to add one more title. I would like to tell you about the mechanic which is defense mechanics called special attack evasion. As you know, we can increase our current damage with special attack modifiers. I transferred these values at the beginning of the video. It's possible to miss these special attacks with special attack evasion. Normal evasion and special evasion are different from each other. Normal evasion works in relation to accuracy. Special evasion has its own rate and misses the multipliers of the damage that can be taken. This defensive mechanic is fed by fluid, portion, crystal, skull, massage, and set. A skill with 10 multipliers reflected on you, and you will be missed or damage will be reflected to you depending on the chance. For each multiplier separately, you can miss three of them, or you can miss all of them, or you can never miss none of them. It depends on the RNG. Do not forget that this only applies to special attack modifiers. Any uncritical hits against your face cannot be dodged by special evasion.
I know it was a very tiring introduction. If you wish, let's move on to the parts that we will crown what we have learned so far off defensive mechanics, I mean iframe, super armor, and front guard. The first and strongest one is iframe. In this form, your character does not physically in the game. It does not take any external damage or CC. In some iframe situations, the character may appear visually, for example, Guardian's Dash, but is untouchable or can disappear from the game momentarily like Sorcerer's Dash. Or super armor. In this form, your character is 100% immune to any outside CC, but will take damage. Although we don't know for sure, some characters take a certain amount of less damage during their super armor skills. Do not forget super armor is open for grapple. Or front guard. In this form, your character can be protected from any damage and CC that may come in front of you. In some cases, if your opponent's damage center falls behind your front guard defense, you have a chance to get CC for them. And your front guard defense has a gauge, and if it goes down to zero, you will get a gauge non-region debuff that lasts for 5 seconds in the game. Some bosses and some monsters can have special hits such as SA and Throne Guard Ignore. Actually, we are getting to the front part. Are you ready? Maybe many of you about maybe many of you know about this part, or maybe you know it incompletely. It will be good for you to refresh your knowledge. Yes, the subject I'm talking about is CC mechanic. I will show them all one by one and then I will talk about their rules. The points of the CCs given to the other side when they are applied are visible in the image. You can also see approximately how long they last. It's possible to divide the CCs into three: standing, running, and other seasons. You have different types of states. In grounded states, it means your opponent's body is laying on the ground. Air state means your opponent's body has no point touching the ground. Recovery state means your opponent is trying to stand up from grounded states. It has very short duration. It requires states. If you are backward of your opponents, your opponent starts to take back attack damage instead of down attack damage. Ice states mean you may be in an ice cube from some classes like Witch and Wizards. Its last approximately 2 seconds, then finishes with bound CC. Grapple stats mean you are in a grapple animation. It lasts until the animation ends. You cannot grab someone in grapple animation.
Let's start with stiffness. Stiffness is our first standing CC, 0.7 CC counter and duration approximately one second, maybe a little bit more than one second. This is stiffen animation, as you can see. It looks like someone hits your stomach and you just say, "Huh?"
Another CC is a knockback, 0.7 CC counter and approximately it takes 1.5 seconds, maybe a little bit more, close to 2 seconds. The animation is like this, as you can see.
Our another CC is stun. Stun has one CC point and the duration is approximately 2.56. As you can see, it looks like someone is busy.
Let's talk about grab. Species plot has one point CC and approximately 3 second CC duration. Plot has different situations than the others. As you guys know, we have different stands in CCs: air state, grounded states, and recovered states. And this is he has two of them. Both CC starts with one 1.5 second air state, then approximately one second grounded states. Its last approximately 2.5 ish second. In this air state, you can use any kind of aerial attack damage skill, and it applies with air attack multiplier. We learned them in the beginning of the video.
Another CC is bound. Bound is a very bad CC, I think. The first CC at grounded CC's. The duration is approximately 2 seconds. CC point is what. This is bound. When you apply the CC, someone seems like just drop to the ground like that.
Last grounded CC and the best CC in the game is knock down. Knockdown has one point and the duration is approximately 3.5 to 4 seconds. Knockdown has 0.5 second ish air state and the remain approximately 3 seconds is grounded state mostly. And other experienced players recommend you to apply your second CC as knocked out because the longer grounded states will allow you to apply your damage with down attack damage.
Other species we have bounce, mesh, and air smash. Thus mesh has 30% chance. Smash is only liable if your opponent is on the ground. As mesh has 100% chance and it is only applicable if your opponent in air state. And on the other hand, they don't have CC counter. They have zero points and their duration is approximately one sec. This is air smash, as you can see. I applied port CC in that air state. In that small duration, I applied my another blow skill, and your opponent just turned on the air like a torpedo. So that is the animation of Ace. We mostly do not recommend to use air slash because the as mesh will not add an extra PC duration on your plot animation. It takes from one second from your plot animation, and your opponents just go up immediately.
Let's talk about us. As your opponents needs to be on the ground, this is the smash animation. We mostly use double smashes to increase the duration of grounded space. I mean, we will talk about that in the rules. We mostly use down smashes after knockdown. At the end of the knockdown animation, we will use that down smashes. If you use double down smashes step by step at the end of the knockdown animation, your opponent's CC counter will become zero. Let me show you that on dummies. For example, you catch someone with stun, one point, stiffness, 1.7, and knock down. Now it's immune. And down smash and down smash. Now, as you can see, the CC timer, I mean, the counter just becomes zero because I keep my opponents 5 seconds in the ground. I have to add this one. Please do not. I have to add this one. Please do not practice your combos or your CC practices on dummy. Do not try under because the float animation is not working properly like our friends, as you see. And on the other hand, every down smashes work 100% on these dummies. This is a book or something. Often they will fix this problem in the future, but for dummy, you may be practice your CC timer and etc. to learn everything on dummies, but but do not try your complete combo practice on dummies. It will not be healthy for your game experience.
And let's talk about additional inputs and rules about CCs. Rebel and face had their own animations. Do not forget that they are not CC. They are not CC. They are only animation. Prius has bounced CC after animation of eyes approximately one to two second. Grapple has their own and different animation for each class and also ends with different CC. For example, Wolfie has well TC, Lan has bouncy C, Striker has knockdown CC or something like that. Then your opponent's counter reach two or more, your opponents is given a 5 second CC image. If your opponent runs away and isn't seen for 5 seconds, his CC counter resets to zero, even if it was at 1.7 when he ran away. If you keep your opponents in CC for 5 seconds, you forcefully reset your opponent's CC timer. Players call it CC series.
We talked about CCs. Let's talk about resists. Our last subject is about resisting the game. Resist only works against CCs. It can be fed by food, addicts, perfumes, crystals, arkhamston, or class skills, passive e-bobs, etc. Resist works for PvP only, maximum 80%. And the person is only applicable for PvE purpose. You can also have ignore resist debuff or your open it can be fed by crystals or camstones etc. or some classes they may have some special ignore resist debuffs. For example, Awakening Valkyrie and Awakening Sage has 30% ignore knockdown resist debuff for your opponents. For example, Sorceress e-both has all ignore resists debuff, something like that. Generally, CCs in the skill being the first hit of the skill. For some special skills, may have continuous CC like ultimates.
So actually, we learned a lot of things. Let's watch this video and what does this knowledge change in the damage at all? So this part is prepared for the result. We'll learn a lot of things, and I want to share what we learned and how we can apply with all this knowledge. So normally, I will not get any buff or anything or something like that, and I will just use two skills. I will grab him and I will use my WC. We will check the damage in total. What I mean, as you can see, it approximately applies 20% damage. So what we learned for today, we learned three traits. We learned other things. We learned special attacks, all of them. Now I will increase my damage with 100% betrayed with my buffs, and I will also hit him with 100% clear trade with aerot. We learn old CC has a little bit long air time, and I will use this one. Let's check it now. I'm getting all my buffs, as you can see. This is the difference. What we learned in the video collection can be adjusted and applied according to the characters. Of course, it will take time to figure the character you have played and to develop it further. With this information, an experienced player with full knowledge of this information will be much quicker to practice the gameplay of any newly released class. Everything we mentioned in this basic mechanics of the game. If there is anything I missed or forgot about these mechanics, please let me know in the comment section. I also added an image link for you. The image has a summarized version of this video. It can take days and weeks to prepare decent similar contents. If you want to support me, you can do it for free. Please do not forget to like the video, subscribe to the channel, turn on the notification bell, and leave a comment in order to not to miss the contents I created for you. These three things you do will increase the stats of the channel and make it recommended to more people. I hope you guys like my contents. Do not forget it is just a game. Have a nice game. [Music]