Attributes

Character attributes

Character panel attribute values include bonus from guild technology, gems, accessories, skin and equipments, but exclude the bonus from magic dragon and wonderland buildings. In PvP mode you will have all those bonus activated. In Old Castle your attributes works like the original one in attributes' panal.

Atk: Increase the damage done by the hero. The bonus attributes of hero attacks are divided into several types.

1: Character skills and talent bonus percentages;

2: Equipment, gems, accessories, skins and guild technology bonus percentages;

3: Wonderland building, lineup aura, specific bonuses from other heroes in battle, etc are all extra types.

The first two types of bonuses are already taken into account in the hero attribute panal.

Bonuses in form of percentage: The same kind of bonuses of the same kind of attributes should be added before being multied with different kinds of bonuses.

Bonuses in form of digit: All the bonus in form of digit from type 1 or 2 will be calculated into the hero's basic attibute first. Then they enjoy the percentage bonus together. But the digital bonus from Titan will be calculted seperately( Only calculated with percentage bonus from type 1).

Then bonuses from extra type(wonderland building etc) are the last ones to take into account after all those calculations.

Eg: Hero basic attack:1000, skill bonus:20%,talent bonus:10%, alliance tech bonus:50%,equip:+300,10%, Titan:+100, Wonderland:10%

Attack of this hero in panal(Same in magic book) would be like: (1000+300)\*(1.2+0.1)\*(1.5+0.1)= 2704

The real attack value in PVP: (2704+100\*(1.2+0.1))1.1=3117

Hp:The more hp your hero got there, the more damage he will endure, same calculation method as attack.

Armor: Enhance the hero's defense, Armor Damage Reduction rate = Armor/(200+20\*(level-1)).

Armor Brea: Offsets the armor of the target in a fixed percentage. When Armor Break value hit more then 100%, it would be still effective, increase the damage accordingly.

The formula about armor and armor armor is like this: D Actual armor damage reduction rate = Armor Damage Reduction rate \* (1- A Armor Break).

SPD: Speed determines the order of actions on the field. The hero with highest speed will take the first shot. If the speed values of multi heroes on the field are the same, and the attacker should take the first shot. For the heroes with same speed and of the same side as well, then they will action as the order of their occupying.

Skill Damage: Increase the damage of hero's active skills, all the bonus for skill damage rate will be directly added to the percentage of active skill damage. Eg: A got a active skill with 200% attack damage, the bonus from the panal is 40%, the alliance technology bonus skill damage rate is 20%, and the jewelry increases the skill damage rate by 60%, then A's actual skill damage rate is 200+40+20+60=320%.

Hit: Reduce the chance of when attacking the opponent.

Dodge: It determines the probability of successfully running away from being attack. Only exception is that the hero is being attacking by skills with "Certainly" in the descripton, actual dodge = D dodge-hit. Skill attacks with "certainly " ignore dodge rate.

Crit and Crit Damage: The higher the Crit rate is, the higher the chance of a crit you got; the higher the Crit Damage is, the higher the damage caused by the crit. When a critical strike occurs, the critical damage= Normal attack \* (200% + crit damage rate).

Damage Reduction, a fixed percentage to offset the damage suffered. The damage reduction rate in the panel includes the attributes bonus from skills, talents, accessories and equipment, which are all added directely.

Then the damage D suffered= A's actual attack power \* (1-D damage reduction rate) \* (1-D Armor Damage Reduction rate \* (1-A Armor Break)).

Control Immune: The probability of getting away from being controlled by skills, the actual probability for D being controled = A skill control rate \* (1-D panel Control Immune rate).

True Damage: Additional damage that ignores armor and damage reduction, cannot be calculated with the bonus from active skills, critical strikes, or energy overflow. True damage value = actual attack power \* True damage rate \* 2. Heroes with high True damage are always doing great dealing with opponents with high Armor and Reduce Damage.