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Guide Stats And Identifications Guide

Discussion in 'Wynncraft' started by Druser, Mar 31, 2019.

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  1. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    The only such guide I can found is long-since locked, and some parts are outdated due to mechanics changes. So, here. Please contribute if I made any mistakes, or if you have info that I'm still looking for.

    [#] - indicates unconfirmed information, see footnotes for details

    Identifications

    Identification ranges
    In general, items come in two types - identifiable, and pre-identified/unidentifiable. Pre-identified items, such as those bought at shops and from dungeon merchants, have set identifications - every copy of the item is exactly identical.

    Identifiable items have a range of stats, calculated using a base value and a multiplier. When an item is identified, every stat that it can have is randomly given a multiplier in increments of 0.01, from 0.30-1.30 (for positive stats) or 0.70-1.30 (for negative stats). The mutliplier times the base value, rounded to the nearest integer (0.5 values will always round toward the more positive integer), is the item's actual value for that stat. Consider Statue - it has a base -200 walk speed, and base 2500 health bonus. This means that the actual walk speed can range from 0.70*-200 = -140 to 1.30*-200 = -260, and the actual health bonus can range from 0.30*2500 = 750 to 1.30*2500 = 3250.

    You may also have noticed stars next to the stats on certain items (example) - this indicates a high roll. Rolling 1.00 to 1.24 shows as one star, 1.25 to 1.29 shows as two stars, and a perfect roll of 1.30 shows as three stars. Stars will only ever show on positive stats - a negative stat will never show stars, regardless of roll.

    The specific multiplier range means that the chance of a particular value for some stats is not always even. For example, an item with a base value of +2 has a 6/101 chance of rolling a 3 - this is most easily seen in items with a base of 2/4s mana regen, where the max roll of 3/4s is in practice very rare. Similarly, for items with a base value of +5 only a perfect roll of 1.30 will roll the max 7, such as mana regen on Aquarius.

    Elemental Damage/Defense
    Modify your elemental damages, there is a separate stat for each element. Note that elemental and spell/melee bonuses are additive, not multiplicative. If you have 50% melee damage and 50% fire damage with a weapon that deals 100 fire damage base, you'll get 200 damage - not 225.
    Modify your elemental defenses, there is a separate stat for each element. These apply after the effects of armor powders are taken into account. If the base elemental defense is negative, negative percent bonus will further decrease it while positive bonus will bring it closer to zero.

    Spell/Melee damage percent
    Modify spell damage or melee damage. Note that the term "melee" in Wynncraft refers to each class's basic attack, or as it is referred to ingame, main attack. Additive with elemental damage percent, as described in that section.

    Raw damages
    Adds neutral damage to spells, although raw spell/melee is completely unblockable. This is affected by spell multipliers - for example, Bomb Arrow has a 250% multiplier, so having +100 spell damage raw would give +250 neutral damage for Bomb Arrow. The applicability of spell multipliers prevents multi-hitting spells from being extremely powerful compared to single-hit spells.Negative raw spell will subtract from other spell damage up to the point where net damage is zero.
    Adds neutral damage to melee attacks. This is not affected by attack speed - the same amount of damage is added regardless of attack speed, which means raw melee is relatively more effective on faster weapons. This is the reason certain items with high raw melee boosts (for example, Momentum) also have negative attack tier bonuses. Negative raw melee does not generally have any effects. Note that there is a bug where, if a weapon has base neutral damage post-powdering, percent melee boost below -100%, and raw melee, the negative neutral damage will be subtracted from the raw melee damage (the most prominent case is with Necrosis).

    Skill points bonus
    Gives bonus skill points in particular stats when worn. For armor and accessories, the bonus skill points will count toward the requirements of other armor pieces (but not its own requirements - e.g. you can wear Breakdown by investing exactly 100 into Intelligence, even though it gives negative Intelligence). Unlike the other identifications listed here, skill points are not rollable - they are static for all items, identifiable and unidentifiable. Note that skill points bonus on crafted armor and accessories cannot count towards requirements.

    Health bonus , Health Regen, and Life Steal
    An additional boost to max health, indistinguishable from an item's base health. This is used to allow weapons to give a health boost (which only applies when the weapon is being held), or to allow for variable ranges of health. For example, Ambiguity has -180 health but gives +180 to +780 health - this effectively allows the item to give anywhere from 0 to +600 health.
    Gives raw health regeneration. While wearing/holding items with this stat, every four seconds you will gain (or lose) that much health, in addition to natural health regeneration [1].
    Modifies raw health regeneration (and base health regeneration, although this is rarely relevant). This works the same way as elemental defense percent, in terms of positive and negative values of each (consider Grip of the Land, which has negative health regen raw but positive health regen percent).
    Works exactly like Mana Steal (see that section for details) except it gives health on activation instead of mana. Notice that Health Regen and Mana Regen activate every four seconds, and by analogy Life Steal and Mana Steal activate on average every four seconds during continuous melee. Negative Life Steal will drain health on activation, although as with negative health regen it won't bring your health below 1 hp.

    Mana Regen/Steal
    Gives mana regeneration. Activates once every four seconds, giving the mana all at once (this detail is exploited in certain gimmick items - see the discussion in Mana Steal on Lunar Spine). This "burst" regen is separate from the natural mana regen rate, which is continuous, working out to 5 mana every 4 seconds. Negative Mana Regen will drain your mana once every four seconds.
    Every melee attack has a chance to give the user mana. This chance varies with attack speed - slower weapons have a higher chance, with the exact numbers such that, on average, Mana Steal will activate once every four seconds (same as Mana Regen). The burst nature of Mana Regen and Mana Steal is exploited in the design of Lunar Spine, which has a good chance of restoring most or all of the user's mana bar from a single melee hit, but also takes away all mana once every four seconds, meaning that for effective use one has to spell-spam very rapidly each time Mana Steal activates, to make the most of their mana before it's taken away by the high negative Mana Regen. In practice, because of the continuous melee requirement Mana Steal is generally not as effective as Mana Regen since you can't continuously melee - you have to use spells or the mana isn't useful. This is why something like Atlas exists - slower attack speeds are generally considered more effective with Mana Steal, since you can spend less time using melee and more time casting spells. Negative Mana Steal will drain your mana upon activation.

    Spell Cost
    unfinished

    Movement, XP, Loot, and Professions
    Boosts walk speed. This is multiplicative with sprinting and the boosts from Assassin's Vanish and Archer's Escape, e.g. if you have 150% walk speed and sprint, the sprint boost is multiplied by your total walk speed. Using maximum walk speed gear can yield upwards of +500% walk speed, however Wynncraft caps at +400%, presumably to prevent players running inside of blocks accidentally or otherwise. Negative walk speed works similarly, with -100% or below preventing you from walking - you can only move by jumping repeatedly or using movement spells.
    Boosts jump height. This works using mechanics similar to vanilla - most notably, +1 jump height won't let you jump a full two blocks. Negative jump height of -2 or greater will prevent the player from jumping.
    Boosts XP gained from killing mobs or completing dungeons. Does not affect XP from quests, or professions XP.
    Increases the chances of item drops from mobs, and the chances of finding items in loot chests. Does not affect the chances of getting rarer items, only the chances of getting items versus not getting them. Loot bonus has diminishing returns on loot chests - 20% loot bonus -> 20% loot bonus on chests, 40% -> 35% on chests, 60% -> 45% on chests, 80% -> 50% on chests, and every additional 5% loot bonus after that yields an additional 1% loot bonus on chests.
    Increases the chances of higher rarity item drops from mobs, and the chances of finding higher rarity items in loot chests. Specifically, gives more items of Rare, Set, Legendary, Fabled, and Mythic tier in amounts equal to the amount of loot quality and less of Unique and Normal tier items, by a smaller reduction. On net, loot quality slightly increases the total amount of items found. Loot quality has diminishing returns on loot chests - 20% loot quality -> 20% loot quality on chests, 40% -> 35% on chests, 60% -> 45% on chests, 80% -> 50% on chests, and every additional 5% loot quality after that yields an additional 1% loot quality on chests.
    unfinished
    unfinished

    Stealing and Soul point regen
    Gives a chance of mobs dropping an emerald on each hit (including poison hits). Caps at 5 emeralds per mob. Also increases the chance of obtaining loot from breaking a flower pot.
    +5% soul point regen means that on every sunrise, you have a 5% chance to gain 2 soul points instead of the usual 1 soul point. Likewise, -5% means you have a 5% chance to gain zero. More than +100% and less than -100% soul point regen has no additional effect. Aside from a few exceptions (e.g. Peaceful Rest), soul point regen is usually a relatively inconsequential stat.

    Attack speed bonus
    Increases/decreases the attack speed of your weapon. Cannot go outside the usual range - i.e. +1 tier attack speed has no effect if your weapon already has Super Fast attack speed, which is the fastest speed. Effectively, +1 tier attack speed is a very large boost to melee damage rate, and in addition is multiplicative by nature (e.g. +2 tier on a Super Slow weapon would give you an approximately 1.63*1.81 boost melee damage per second). Attack speed bonus is sometimes used on weapons to slant a weapon toward melee or spell, by giving it lower base damage and +1 tier for melee focus, or vice versa for spell focus.

    Poison, Reflection, Thorns, Exploding
    Applies poison effect on mobs with any hit, which deals the total poison damage over 3 seconds, once per second. For example. if you have 240/3s Poison, each of the three ticks will deal 80 damage. Poison damage is unblockable, ignoring all defenses. Note that attacking again against an enemy that has poison ongoing will reapply poison, but terminate the previous effect. Any attack will apply the same amount of poison, so on a high-poison build, something like Arrow Storm can be utilized to spray a large number of mobs with poison. Strength skill points increases poison damage. Negative poison values will not heal affected mobs, although the poison ticks may count as damage for some other purposes, such as canceling a mob's Charge in mid-flight or breaking Wind Prison.
    Every time a mob spell hits you, gives a percent chance to deal the damage taken (health lost) back to that mob. This damage is unblockable, similar to raw melee/spell damages. Negative reflection has no effect besides countering positive reflection.
    Every time a mob basic attack hits you, gives a percent chance to deal the damage taken (health lost) back to that mob. This damage is unblockable, similar to raw melee/spell damages. Negative thorns has no effect besides countering positive thorns.
    When you kill a mob, has a chance of causing an explosion. This explosion carries the damage of a melee hit, meaning Exploding tends to be more powerful with attacks that hit harder a smaller number of times. For example, heavy melee builds often have very large per-hit melee damages, and Exploding can carry the damage significantly, especially in situations with lots of weaker mobs. Negative exploding has no effect besides countering positive exploding.

    [1] Details of natural health regeneration are hard to confirm.
     
    Last edited: Jun 2, 2020
  2. Gigavern

    Gigavern Giant Fern VIP+

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    It's not affected, but you could argue that, along with poison, it could be a subset (branch) of neutral.
     
  3. dukioooo

    dukioooo Creator of WynnData HERO

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    If it's positive, 2.5 will round to 3, if negative -2.5 will round to 2
     
    Iboju, NicBOMB and Druser like this.
  4. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Updated with more info.
     
  5. Altakar

    Altakar former 1000+ day counter moth Item Team

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    Rounded to the nearest percent...
    Super Slow to Very Slow: +63%
    Very Slow to Slow: +81%(what the fuck)
    Slow to Normal: +37%
    Normal to Fast: +22%
    Fast to Very Fast: +21%
    Very Fast to Super Fast: +39%

    (taken off of Motoki's old damage calculation thread, but since then I haven't seen any post refuting those hits per second for attack speed)

    So not an extra 60% melee damage when you get past Slow but attack speed is still good nonetheless.
     
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  6. YellowDamage

    YellowDamage Well-Known Adventurer CHAMPION

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    Nice guide! :D
     
  7. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Added some more info, along with a bit more unconfirmed stuff, please post here if you can confirm/answer any of those questions.
     
  8. SilverMirror

    SilverMirror Retired IM HERO

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    I like how this guide doesn't assume its readers as noobs and explaining the obvious, but instead is for general players to learn more about the actual calculations so they can get into the metagame and the endgame build making and crafting community easier.
     
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  9. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    I'll see what I can do about soul point Regen later today. Seems logical that maybe when you hit over 100% you can Regen maybe 3 sp, but I am indeed interested...
     
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  10. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Thorns and Reflection inflict damage straight-to-health in a similar way as poison or raw damages. Against mobs, the damage returned to the attacker is multiplied by 1.5x.
     
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  11. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    Wait what so they both deal the same dmg? What's the point of 2 different IDs then
     
  12. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    Read the OP, they work on different types of attacks.
     
  13. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Thorns works on basic attacks, reflection on spells.
     
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  14. btdmaster

    btdmaster Famous Adventurer VIP Item Team

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    Icic
    What's the point of over 100 of either then
     
  15. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Does there need to be one?
     
  16. daypxl

    daypxl Exile HERO

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    Was reflection changed? I remember it being thorns for melee attacks and reflection for ranged attacks. Or, perhaps, I have been mistaken all along...
     
  17. Selvut283

    Selvut283 Circadian rhythm stuck on Tokyo time ♪ Music Item Team GM CHAMPION

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    Reflection's activation mechanics haven't changed since they were introduced.
     
  18. A Human

    A Human Definitely not an alien. VIP+

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    Wow, this is amazing! One small suggestion, perhaps you could separate all of these into spoilers, to make it easier to find what you need?
     
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  19. err0r

    err0r wasting my time

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    Thank you, very cool
    Maybe you should add what the stats do when they are negative
     
  20. Druser

    Druser ele defs don't matter HERO Featured Wynncraftian

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    I think I've done so in the relevant cases, but I'll check on that.
    ________________________________
    Did some rearranging, grouping, spoiler tags. I'll probably make another guide with details on powders and powder specials soon.
     
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