Return to the TOG AoC Wiki Frontpage
Attributes
Strength
Strength affects your damge with all melee weapons except daggers, your resistance to physical attacks and your stamina regeneration rate.
Intelligence
Intelligence affects your maximum mana pool, your resistance to fire, electrical and cold damage, your spell damage (if a mage) and your mana regeneration rate.
Constitution
Constitution affects your maximum health and stamina pools, and your stamina regeneration rate.
Dexterity
Dexterity affects your damage with daggers and ranged weapons, your chance to evade attacks, your chance to perform an offhand attack, your maximum stamina pool, and your stamina regeneration rate.
Wisdom
Wisdom affects your maximum mana pool, your resistance to holy and unholy damage, your spell damage (if a priest) and your mana regeneration rate.
Combat status
Defense rating
Reduce the amount of damage you take from physical attacks. The reduction depends on the attacker's Attack Rating and your Defense Rating.
Attack rating
Increase the amount of damage you do with physical attacks. The bonus depends on your Attack Rating and the target's Defense Rating.
Magic Rating
Increase the amount of damage you do with magical attacks. The bonus depends on your Magical Rating and the target's Magical Resist score.
Evade Chance
Chance to evade an incoming attack. The chance decreases when being attacked by an enemy of higher level, and increases when being attacked by an enemy of lower level.
Protection
Magical Resist
Reduce the amount of damage you take from magical attacks. The reduction depends on the attacker's Magical Rating and your Magical Resist score.
Fire Resist
Fire Resist is added to Magical Resist for additional defense against magical fire attacks.
Cold Resist
Cold Resist is added to Magical Resist for additional defense against magical cold attacks.
Electrical Resist
Electrical Resist is added to Magical Resist for additional defense against magical electrical attacks.
Holy Resist
HolyResist is added to Magical Resist for additional defense against magical holy attacks.
Unholy Resist
Unholy Resist is added to Magical Resist for additional defense against magical unholy attacks.
Poison Resist
Poison Resist is added to Magical Resist for additional defense against magical poison attacks.
Slashing Invulnerability
The percentage of slashing damage you wil absorb if skill is positive. The percentage of increased slashing damage you will take if skill is negative.
Piercing Invulnerability
The percentage of piercing damage you wil absorb if skill is positive. The percentage of increased piercing damage you will take if skill is negative.
Crushing Invulnerability
The percentage of crushing damage you wil absorb if skill is positive. The percentage of increased crushing damage you will take if skill is negative.
Fire Invulnerability
The percentage of fire damage you wil absorb if skill is positive. The percentage of increased fire damage you will take if skill is negative.
Cold Invulnerability
The percentage of cold damage you wil absorb if skill is positive. The percentage of increased cold damage you will take if skill is negative.
Electrical Invulnerability
The percentage of electrical damage you wil absorb if skill is positive. The percentage of increased electrical damage you will take if skill is negative.
Holy Invulnerability
The percentage of holy damage you wil absorb if skill is positive. The percentage of increased holy damage you will take if skill is negative.
Unholy Invulnerability
The percentage of unholy damage you wil absorb if skill is positive. The percentage of increased unholy damage you will take if skill is negative.
Poison Invulnerability
The percentage of poison damage you wil absorb if skill is positive. The percentage of increased poison damage you will take if skill is negative.
Attack Rating vs. Defense Rating and Magic Rating vs. Magical Resist
Attack Rating, Defense Rating, Magic Rating (this includes specialized Magic Ratings) and Magical Resist are the "big 4" stats in terms of comparing attackers to defenders in the game.
The opposing stats are, as may be obvious:
- Attack Rating vs. Defense Rating
- Magic Rating (+Specialized Rating) vs. Magical Resist
In normal combat, if the attacker's offensive rating is lower than the defender's defensive rating, the damage will be reduced. Likewise, if the attacker's offensive rating is higher than the defender's defensive rating, the damage will be increased.
When attack and defense ratings are equal, the damage dealt will be the "normal" value of the attack, spell, or ability.
Heroic rating works mostly the same; however it is limited in when it can apply. It only applies if that rating is lower than an opposing rating.
For example:
- Player A has 250 Attack Rating, NPC B has 300 Defense Rating, outcome is -50 for the Player
- Player A has 250 Attack Rating + 100 Heroic Attack Rating, NPC B has 300 Defense Rating, outcome is even
- Player A has 250 Attack Rating + 100 Heroic Attack Rating, NPC B has 400 Defense Rating, outcome is -50 for the Player
- Player A has 250 Attack Rating + 100 Heroic Attack Rating, NPC B has 200 Defense Rating, outcome is +50 for the Player
For specialized magic ratings, as with Demonologists and Necromancers, the specialized rating is added when using a spell of the school that one has specialized rating for. For instance, if one has 100 Magic Rating and 50 Electrical Magic Rating, the effective magic rating is 150 with Electrical spells and 100 with non-Electrical spells. (The Archmage feat in the Mage general tree will make the buffs apply to both schools for the class, so all spells will effectively be cast with 150 Magic Rating.)
The last point is simply, these 4 stats do not apply in PvP. Thus, in PvP positive or negative damage multipliers normally associated with offensive and defensive rating comparisons are completely ignored. This is to allow players of all levels to compete on a fairly level playing-field, and not have them dealing artificially reduced or increased damage due to rating differences. All other stats work normally in PvP. It is simply that "scaler" functionality which is normally in place to dynamically adjust gameplay based on level differences (for instance, the fact that you will evade more against a lower-level NPC) is removed in PvP to allow for a fairer matchup of player skill and ability.
Comments (0)
You don't have permission to comment on this page.