User:Drag-O-Drawgon/Protection Stuff

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Revision as of 19:22, 18 August 2024 by Drag-O-Drawgon (talk | contribs) (Removing notes about 20 prot being enough for full crit negation. Negation setup is kept to show decent options.)
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Not really a proper wiki page, just rambling/guideish info dump on the Protection stat from a player's perspective. (and defensive stats in general I guess)

Basic

  • HP: is obvious
  • Defense: reduces incoming damage by 1 per defense point.
  • Protection: reduces incoming damage by a percentage equal to this stat. (the effective protection shown when mousing over the stat in game is not used by this server)
    • Protection also reduces critical of most incoming attacks by 1.75 crit per point of protection. AoE skills tend to bypass this though.
  • Magic versions work the same, but apply to magic instead.
  • Defense is calculated before protection.

Protection Analysis (Damage Reduction)

  • Damage Reduction (DR from here on) is essentially clamped between 0% and 100%.
    • (Negative protection has been observed with muyu title, but I don't know if it actually results in negative DR)
  • DR can also be interpreted as a sort of "HP multiplier", although of course it doesn't actually multiply your HP.
    • DR can be converted into HP multiplier (HPM from here on) by the following formula: 100/(100-Prot)
    • Due to how percentage based DR works, extra prot becomes more valuable as you get higher prot. (0 --> 1 prot = 0 --> 1.01 HPM, while 50 --> 51 prot = 2 --> 2.04 HPM. 90 --> 91 prot = 10 --> 11.11111 HPM)
    • In given chart, X is prot stat, Y is resulting HPM. Visual representation of above points.

Crit Negation Stuff

  • As stated, protection reduces crit of incoming attacks by 1.75 per protection.
    • Mostly looked at from the point of view of critting mobs, but is relevant the other way around too.
  • Mobs usually have low crit compared to players. (base crits of 10 and 15 are common)
    • Weapons override this base crit, and most mobs with high base crit have weapons that negate it.
  • Some mobs lack the critical hit skill. These mobs cannot crit except with Counterattack.
  • The highest mob crit (that is not nullified by weapon or lack of crit skill) that I know of is the Nine-Tailed Fox, at 52 crit. It takes 30 prot to fully negate this.

Auto Defense (Ping)

  • Most notable for being attached to passive defenses possessed by mobs, but is accessible by players.
  • Split between melee, range, and magic auto defenses.
  • Each case of auto defense is an independant event, so 10% + 10% = 19% auto defense rate (ping rate from here on).
  • Most easily obtained by players using equipment. Most notably, heavy armor and upgraded shields.
    • Elves cannot use any heavy armor that has ping on it.
    • The amount of ping a shield can get from upgrades is dependant on the shield. The most notable ones are the Avon Shield and Winter Royal Kite Shield, which can get up to 15% in a single damage type.
    • Heavy armor ping caps at 15% melee and 20% range. (Dustin Silver Knight armor)
    • Some clothing exists with magic ping on it (Magic Clothing sold by and exclusively repairable by Fleta). These cap at 15%? Elves can use them.
  • The Shadow Brigade set is an auto defense oriented clothing set.
    • The Clothes have 15% ping to all damage. Greaves 10% melee ping, Gloves 10% range ping, Wig and Mask 10% magic ping.
    • The Greaves and Mask have 1 base prot, while the Gloves have 0 base, but can get 1 with tailoring grade bonus.
    • The patterns/manuals for it and the main material for it (Demonic Fabric) are obtainable in Muyu Desert Ruins dungeon.

Setups

Unless otherwise noted, all of these assume you also have 1 prot on boots, gloves, and hat slots. There are various pieces that can reach this, but the Shadow Brigade pieces are the best, as they come with 10% auto defense to a single damage type each. You can also get 2 prot on a gauntlet by smithing a gauntlet that has 1 base prot, but elves cannot use any of these.
Also, any enchant slots not noted are free slots, which can take generic damage/crit/whatever enchants.
It should be noted that HP and Defense can be gained passively by just progressing, so these will not be tallied.
Sprite, Tempura Udon, Def/Prot Buff potion and Transformations are not counted except on Max Prot. Sprite is a pet that gives 2 def/prot when mounted onto you, Tempura Udon is a food bought from Ai that gives 4 def and 2 prot, Def/Prot Buff potion is a potion that gives 5 def/prot, and transformations are listed below:

  • Paladin (Human): 6 prot
  • Dark Knight (Human): 0 prot
  • Falcon (Elf): 18 prot
  • Beast (Giant): 18 prot

Note that transformations nullify your main title (but not your 2nd) while active.

Early Game Heavy Armor

  • Smithed Plate Mail with Sight/Imp enchants applied.
    • Smithing bonus adds 3 prot at most. (if you get someone with rank 1 blacksmithing to make the armor for you, this is likely. If you make it yourself at rank 9 or so blacksmith, 2 prot is far more likely)
    • Heavy armor at base has 2 prot, but can get 6 more with upgrades. (total 8)
    • Sight/Imp enchants are obtainable in Kamaitachi's Domain. Imp provides 2 def/prot and 10 STR. Sight provides 10 max damage and balance.
    • Plate Mail itself is far easier to craft, most notably not requiring a siren mask.
    • This armor totals to 13 prot. (or 12 if you can't get S+ grade smithed armor)
  • Combining general side pieces, this setup has 16 prot.
  • Useful for early game and/or if you want to avoid accessory repair costs. (for later game, you can use Valencia or Dustin armor instead)
  • Unusable by elves. (Elf usable heavy armors are not crafted)

0 Tradeoff Clothing

  • Tailored clothing (any, Shadow Brigade preferable for auto defense).
    • Tailoring bonus adds 3 prot at most, similar to smithing. It is recommended to get rank 1 tailoring or have someone with rank 1 tailoring make the clothes for you.
    • Clothing has 0 prot base, gets up to 4 with upgrades. (must use artisan for this)
    • Total 7 prot.
  • 2 prot accessories (can also use Hamelin's Tuners or Portia's Pendants for 2 defense on top)
    • Totals 4 for having two.
  • Combining general side pieces, this setup has 14 prot with 0 damage tradeoff.
  • Mostly uses non enchant related methods to get prot, even with muyu title + evil eye, you will get some prot out of this, and there isn't much of a reason not to go for this if you want to have full damage.

Crit Negation Threshold

Todo: Redo this, as there are a few mobs that do crit through this.

  • 0 Tradeoff setup, with any of the following:
    • Holy Flames rolled for +1 prot on clothing, boots, gloves, and hat slots. (combine with a source of 2 more prot)
      • Holy Flames can be obtained from the Pontiff's Court Part Time Job in Tara. The stats given by them are RNG dependant, and it is recommended to use a holy water to reroll them. (The actual holy water giving job is right outside the building with the holy flame job, so you can get the holy waters from that.)
      • Holy Flames are mutually exclusive with Holy Water, and increase durability loss of equipment by 50%, and increase the failure rate of repair by 50%. They are also lost on death or failed repair.
      • Viable +2 prot sources are Sprite pet mounted, Tempura Udon (food item bought from Ai), or shield with 2 prot.
    • Taurus enchants applied to accessories. (+3 per enchant, or +6 total)
      • These enchants come on accessories given by nao when you log on on your character's birthday (weekday created on) while age 20. Have fun with the 1/36 or so chance to get this enchant lmao.
    • King Collector title.
      • 6 def/prot title, obtained by collecting 1000 things in the dressing room.
  • Note: this section is kept for now to show decent options, but currently has no set goal. Todo: Remedy this.

Small Tradeoff

  • Shadow Brigade Clothes with S+ grade tailoring bonus.
    • As mentioned prior, it reachs 7 prot.
  • All Shadow Brigade side pieces.
    • Same prot as general pieces.
  • Portia's Pendants (or Hamelin's Tuners) with Taurus enchant applied.
    • 5 prot per accessory, or 10 total.
  • Avon Shield or Winter Royal Kite Shield with artisan upgrade.
    • Both of these are unfortunately locked to the christmas event. It gives 4 prot after artisan though.
  • King Collector title
  • Dark Lord 2nd title
    • Locked to anniversary event, gives 9 def/prot.
  • Holy Flames on clothes, gloves, greaves, wig, and shield.
  • Totals 44 protection. (or 39 without the shield)
  • The setup I'm going for, offers a little damage tradeoff (2nd title and accessory suffixes, realistically totalling 32 damage (technically 36 but nobody uses Loving))

Max Prot

  • Tailored Shadow Brigade Clothes with Homunculus (technically any clothing works but shadow brigade has 15% all ping to go with it)
    • Homunculus from Rundal Siren or Ciar Beginner Golem. 5 prot, but need to remain below level 15 to use.
    • Totals to 16 prot.
  • Metal boots with Burgundy Bear Enchant.
    • Burgundy Bear from burgundy bears. 1 Prot.
    • Totals 2 prot.
  • G3 Prot Ring.
    • From G3, but cannot keep it if you finish G3. 5 prot.
  • Metal helmet with Burgundy Bear Enchant.
    • Also totals 2 prot.
  • Max prot shield (Avon or Vales with artisan) with Homunculus enchanted. 9 prot.
  • 2 prot accessories with Taurus enchanted. 10 prot total.
  • Holy Flames applied to all non weapon slots (except prot ring cause it can't take it) for +1 prot each. (6 total)
  • 1H weapon with Burgundy Bear enchanted.
  • Equipment total 49 prot.
  • King Collector and Dark Lord titles. 15 prot combined. (9 for just Dark Lord)
  • Sprite mounted. 2 prot.
  • Tempura Udon. 2 prot base. Can share with a party of 5+ to boost to 4 prot. (62.5% rounded up)
  • Def/Prot buff potion. 5 prot.
  • Falcon or Beast. 18 prot, but -6 from losing King Collector. Net +12 prot.
    • Yes you will actually lose prot if you use Dark Knight with a prot giving title. Deal with it.
  • With all buffs (minus transformation), totals 72 prot. With transformation, totals 84 prot.
    • For comparison's sake, the previous setup with non transformation buffs totals 53 prot, or 65 with transformation.
  • This setup is highly impractical, and is only shown here to show what is possible. To maintain this in practice, you must:
    • Remain below level 15. This is doable by using party finish rule to put mobs in finish state, but don't finish them. (dungeon rooms will clear, but EXP won't be given) This also means you will likely only ever be able to use this setup in solo play.
    • Deal with accessory repair fees, but at an approximate 3x faster durability drain compared to blessed ones, and either higher fail rate or higher fee with 99% repair at maid.
    • Redo holy flames anytime a repair fails. (not that bad, but is another annoyance on top of the rest)
  • May or may not nullify crit for PvP purposes.

Random Tidbits

  • The defense skill does not add its bonuses directly to your stats when it triggers, but actually applies its defense after regular def/prot calculation, and does not apply its prot bonus at all. As a result, protection essentially makes the defense skill stronger.
  • Elementals apply their damage modifier immediately after "base damage" (skill multiplier step), thus before defense/prot. As a result, a partial elemental setup can result in far lower damage than expected when same element vs same element. (Even resulting in 1 damage being thrown around before a full 9 set)
    • The actual way elements apply their damage is a bit complicated, and I won't go in full detail, but one funny thing about it is that a partial element setup will essentially nullify an opposing greater elemental setup down to the partial one. (for example, 3 fire vs 6 ice is the same as 3 fire vs 3 ice)
    • Fire and Ice have full effectiveness against each other (9 vs 9 = double damage), Ice and Lightning has half of the effectiveness (9 vs 9 = 1.5x damage) of Fire and Ice, and Fire and Lightning do not interact with each other in the element system.
    • For the purposes of elemental weaknesses, magic attacks have 9 elementals in their respective element.
  • It isn't really possible to build specifically for magic defense and magic protection (there's like a couple points worth in enchants, and that's it), rather they are obtained passively by getting will and int respectively.
    • As for tanking magic, bolts are generally weak enough to already be tanked by merely existing, but for chain casted firebolt and int magic, elementals are the way to tank them, not raising your magic defensive stats. (due to the very extreme nature of magic and passive nature of magic defenses, magic defenses won't do a whole lot in the grand scheme of things, while elementals can let you completely nullify an element, or reduce massively if you can't use all 9 equipment slots. Multiple elements of strong magic generally don't exist in the same place (only exception I know of is Imp Forest dungeon's boss room), so you can safely bring a single elemental set if you need it)
      • If you ever get into a situation where you need to tank multiple elements, you can use extra equipment slots with filler equipment sets of the full 9 elementals for all 3 elements, and use hotkeys to quickly swap as needed. (This is quite situational though, as it would only be really useful when dealing with multiple elements of strong magic and a high chance of being stopped from stopping the magic casting altogether)
  • Passive defenses apply their damage reductions at the very end of damage calculation. The only player obtainable source of this is transformation passive defenses (which is 20% across the board when max rank).