Personally this is amazing when trying to max out evasion as 54 total evasion with 5 items with bonus evasion maxes you out at 75% evasion early game. Or with 5 items with attack speed, 50* 1.4 = +70% attack speed! This also works with Burned Forests for magic damage, bonuses due to camp supply item loadouts, etc. 50 * 1.1 = 55% Attack Speed from the Forests/Thickets alone. Since it is a bonus percentage based on your TOTAL stats, you could do things like get +50% attack speed from Forests/Thickets, and wear 2 items with extra attack speed to get +10% on that total. Same for defense, attack speed, critical chance, etc. So two equipment with magic damage mean you get +10% extra magic damage. Of course this makes the "Arsenal" golden card critical (hah!) for the rogue class cause you get an extra equipment with 3 potential extra stats.Īlso note that the bonuses can apply to any stat that an equipment can have as an extra stat. Note that the number is always rounded down.įor each equipment with that extra stat you add another 10%. If you were to add a weapon with 7% extra evasion on top of this, then you would get +10% to your stat total and the calculation would look like. our total evasion would just be 14 * 1.0 = 14 (rather than 14 * 1.1) cause we only have one item with the bonus attribute. The reason I point this out is because grey shoes for example give base evasion as their "base stat", but that doesn't count as one of the items in a set.Į.g Starting with a build that's just blue boots with 4% base evasion and 10% extra evasion. By extra stats I'm differentiating them from the item's "base stat" with blue items having 1 extra stat, yellow having 2, and orange having 3. So.įormula: Final Stat = sum of stats * bonus multiplier, where the multiplier is 1.0, 1.1, 1.2, etc.Īlso it's worth noting that only items that have that stat as one of its "extra stats" are counted to that total. The bonus you get is +10% on the stat's total for every item with that stat beyond the first. Base stats don't count as an item, but do count towards your total when calculating the bonus. Tl:dr 2+ items with the extra stats give 10% damage for each item beyond the first. In game description: 10% Bonus for any effect for every equipped item with the same effectįor Rogues the way the bonus is calculated is determined by (1) your total in that stat, (2) how many items you are wearing with that extra stat. The randomization pattern or seed for the node's process.See this question popping up a lot and having played a little too much rogue (and this game), here's how it works. This can be used directly in the terrain, especially when you have wide rivers, or export it as a separate heightmap for further river production in your CG application or game engine. Like with the Erosion node, Downcutting decides how deeply the river should cut into rock and soil while moving forward.Ĭreate a water surface for the rivers. This value is independent of Downcutting. Low values create thin rivers with thin tributaries. High values create wide rivers, with somewhat wide tributaries. Not all will become rivers, but rather tributaries that feed the main river. The number of headwaters from which rivers can start. See the Quickstart "Rivers and Lakes" on how to combine them and produce colors from the combined water depth. Rivers and Lakes can work together to create a comprehensive water element for your terrains. See the Quickstart "Enclosed River" for an example. In the latter scenario, having a River early in the graph helps the Erosion and other effects take the river pathway into account throughout the terrain production. You can even use Rivers early in your graph to help carve pathways and valleys for ancient rivers that have dried up, or for river generation later in the graph. All rivers would then originate from those locations, giving you artistic control over river generation while leaving the minute details to the algorithm. By providing a Headwaters mask, you can confine all starting headwaters inside that mask. While the rivers are generated for you using sophisticated algorithms that closely mimic nature, you can still retain a fair level of control over the rivers. This makes Rivers very versatile as you can use it with virtually any terrain shape and at almost any stage of your terrain's production. The terrain should just have some slopes, so rivers can flow downslope. Generating rivers does not require many prequisites. The node subtly transforms the terrain to provide unbroken pathways for a river to be generated. Rivers can instantly generate complex river networks on any terrain, whether it can sustain rivers or not. The documentation is being updated for version 1.3.
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