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Cómo funciona el modelo de daño

Por qué el arma de arriba muchas veces no es la de mayor attack.

Tibia te da el attack de un arma. No te dice qué hace esa arma contra la criatura que tienes delante. Este sitio junta las dos cosas — aquí está su razonamiento, para que juzgues si te fías del orden.

  1. 1 Soulshredder Lvl 400 · Two-handed · 10 physical + 47 ice +10.7%
  2. 2 Naga Sword Lvl 300 · One-handed · 8 physical + 44 ice +4.0%
  3. 3 7 Crypt Slicer Prof 7 Lvl 450 · Two-handed · 58 physical +1.4%
  4. 4 7 Crypt Slicer earth Prof 7 Lvl 450 · Two-handed · 29 physical + 29 earth +0.8%
Example Demon

Cómo se calcula un golpe

  • Un arma tiene una parte física y a menudo una elemental. Cada una se juzga contra cómo esta criatura maneja ese tipo — la barra de abajo.
  • Las dos se suman, y luego el golpe entero se eleva con el fighting skill que da el arma, que sube la mitad elemental tanto como la física.
  • 0% es inmunidad absoluta. Ningún piercing la abre, así que un arma elemental ahí vale solo su mitad física.
  • Fire 80%
  • Ice 90%
  • Earth 110%
  • Energy 120%
  • Physical 95%
  • Death 105%
  • Holy 0%
  • Armor 91
Example Mercurial Menace

Por eso una Fire Sword supera su attack contra algo que arde, y carga peso muerto contra algo que resiste al fire. Dos armas con el mismo attack nunca son igual de buenas contra nada — que es la razón entera de que este sitio exista.

Fighting skill

La mayoría de las armas dan skill de su propio tipo, y eso escala el golpe entero. La Weapon Proficiency da más, contada solo donde el nivel no ofrece alternativa — entonces todo el que lleva el arma la tiene, así que una Soulcutter pone +4 en su página y golpea con +5. La skill ofrecida como un perk entre dos o tres pertenece a algunas builds y no a todas.

Lo que vale un punto depende de cuánta skill tengas ya, así que el modelo usa un peso único calibrado para los levels a los que estas armas se juegan de verdad. Se aplica a todas por igual, moviendo las diferencias y no el puesto de ningún arma en concreto.

Elemental piercing

La proficiency también da piercing, que sube la sensibilidad del objetivo a ese elemento. No suma sin más — la parte del bono que lleva a una criatura más allá del 100% cuenta a la mitad:

90% sensitivity  + 20% piercing  ->  105%    (la mitad del bono se pierde)
120% sensitivity + 45% piercing  ->  142.5%  (ya pasado el neutro, todo a la mitad)

Así que el piercing vale más contra una criatura que ya resiste tu elemento, y menos contra una que ya es débil a él — lo contrario de lo que casi todos esperan.

Un imbuement elemental convierte la mitad del attack físico del arma en su elemento, que es por lo que la fila imbuida y la fila limpia de un mismo arma pueden quedar muy lejos. Ver Weapon variants.

Armor penetration

El armor es lo único que reduce un golpe en una cantidad fija en vez de un porcentaje, así que la penetration es un término aparte: no vale nada contra una criatura sin armor, vale mucho contra una bien blindada, y le cuesta proporcionalmente más a un golpe pequeño que a uno grande.

Se acredita de forma conservadora, a propósito — lo justo para separar armas que si no quedarían empatadas, nunca lo bastante para dar la vuelta a un ranking sobre un fighting skill supuesto. Donde nadie ha registrado el armor de una criatura (139 de las 999, y ninguna de las dos wikis lo tiene), un arma con penetration no gana ningún bono.

Lo que esto no es

Estimaciones, no números oficiales. CipSoft no publica una fórmula de daño, así que nadie fuera de la empresa la tiene. Lo que este sitio tiene son los datos de las wikis, las partes que CipSoft ha explicado, y mucho tiempo mirando cómo caen estas armas.

Para lo que sirve es para comparar: toda arma pasa por el mismo razonamiento contra la misma criatura, así que el orden vale mucho más que cualquier número suelto dentro de él.

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