
Rune & Stats explanation
1) Swift rune, it gave u 25% extra speed(25% of base value, not those +++ in green u have behind it)
-Speed is what determine who start 1st, also, speed determine how fast your attack gauge charge full(If you are fast enough, you might attack 2x before other monsters made their 1st move)
2) Violent rune give u 20% change to move again, in short, after u attack, you got a 20% to attack again, simple.
3) Vampire rune give Bloodsucking ability, as the name say it all, life steal, life recovery on hit. Remember dmg from HP% dmg or continuous dmg does not trigger the life steal.
4) Fatal rune, increase your attack by 30%, simple it also ONLY work on your basic stats(white number, not the ++ Green number) Lets say u got a attack of 500, 30% = 150 extra attack. This 150 extra attack will be added into the ++ Green number making it look like this > 500 + 150
5) Effect Acc and Effect Res can be explain together, when using skill that apply effect(continuous dmg, lower defend, etc), the chance(%) of applying it is affected by your monster acc%, target res% and skill chance%.
-Rule 1: There will always be a 15% chance of resist effect no matter how much lower is the effect res %.
-Rule 2: If Acc% is higher/equal, Rule 1 will apply.
-Rule 3: If Res% is higher by 15% or more, that % in different will be the chance of resist effect.(It take a Res% higher than Acc% by 100% for the effect to be completely ignored.
-Rule 4: Acc% does not increase skill success %, it only determine if the target will have additional chance of resist.
-Let's take Water Mystic Witch "Toad Poison" as example,(75% change of success at skill level 1)
-Target which the spell is cast at have a effect res of 30%
Example 1) You have 0% extra effect acc.
->Chance of success = 75% - (75/100 x (30%-0%) = 22.5%) = 52.5% chance of success.
Example 2) You have 25% extra effect acc.
Chance of success = (75% - (75/100 x (15%) = 11.25%)) = 63.75% chance of success.
*Rule 1 apply as the different in Res% is less than 15%(30-25=5%)
Example 3) You have 50% extra effect acc.
Chance of success = (75% - (75/100 x (15%) = 11.25%)) = 63.75% chance of success.
*Rule 1 apply as the different in Res% is less than 15%(30-50=-20%)
PS: I hope that this example on Effect Acc and Resist will make you people understand, there are really alot of people being confused with what/how this work. Credit: Stynerkz & Puritas:http://forum.com2us.com/forum/main-f...and-effect-res
6) Defend Vs HP, after looking at my charts on the rune section, you might start thinking why I have prefer HP% over Def% for more tank monster, even those being a Defense type monster. Below are the pro's and con's of the 2.
Defend Health Point
Pro's Con's Pro's Con's
Reduce dmg taken Dmg reduce have a diminish effect Increased of HP does not have any side effect Take higher dmg from continuous dmg effect
Increase dmg on certain skill of a tank monster Greatly effected by Lower defend skill Received high healing from most healing spell(%) Take higher dmg from enemies MAX hp attack
Very vulnerable to ignore defend attacks Increase dmg on certain skill of a tank monster
Received low healing from most healing spell(%) Able to take more hits
7) Fatal Vs Rage, taking a Total Basic attack of 1000. With the use of Fatal Rune will give a total of 139,750 dmg after 100 hits, with 85 hits doing 130% dmg and 15 hits (130%x150%=195%) dmg(Basic 15 C.R%)
5%(20%) 15%(30%) 25%(40%) 35%(50%) 45%(60%) 55%(70%) 65%(80%) 75%(90%) 85%(100%)
118000 127000 136000 145000 154000 163000 172000 181000 190000
The Table above show the dmg after a total of 100 hits using rage instead. This show that it is only advisable to use Rage over Fatal if you are able to hit atleast an extra 30 C.R% (Break even point at 45%) It will not be getting an easy task reaching 45 C.R%. Total C.R% we will be getting for using 4 blade rune will be (12%+12%+15%) 39%. Not only is 39% not enough to break the dmg limit but it also have a low reliability which make using Rage kinda ugly.
*Fatal Rune is a clear winner over Rage Rune*