At 100 power, you’ll be doing 200% of your base damage per attack. 10 power means you’ll be doing 110% of your normal base damage. The percentage chance appears to scale on a 1:1 ratio with the points put into it, but the catch is that it’s very rare, mostly appearing on shields.Ī straight percentage multiplier for all your attacks. Like Evasion, this is a chance to flat-out ignore damage. It’s not uncommon for me to end a run with a 40-45% chance to completely evade attacks. Evasion scales quite well until you’ve put about 40 points into it, and actually scales better than Defense past that point. This stat provides a chance to flat-out ignore damage. Every attack will always do at least 1 point of damage though – so don’t stop dodging! Generally, if you can reach 6-8 points of toughness, you’ll be able to laugh off most enemy attacks well into the final area. This means that with even a few points of toughness, you can facetank enemy attacks well into the magma and forest areas. Toughness is flat damage reduction, and applies after Defense. Is a difficult stat to build, but absolutely worth it. In a normal run, your defense should be between 25% and 35% for the latter half of the game, likely reaching 20% before fighting Tunak, the jungle boss. It scales quite well for the first 40-50 points put into it, but becomes exponentially more expensive to increase even a single percentage point as time goes on. Is straight damage reduction – it takes a percentage of the damage you would be dealt away from your actual damage. Dungreed Skill Point, Strategy and Trials. In terms of stats, there’s very little in the game that will change the skills you use to play it – so stats comes down completely to a numbers game, with only a little room for personal preferences.
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