Friday, August 14, 2009

Explanation on Weapon and Armor Types

Ever wondered what those armor types are for? Granado Espada has a so called Weapon and Armor Affinities much like a Pokemon Games Elemental/Monster Types where a certain type of attack deals more damage to a weaker element. In GE, Weapons and Armor type varies depending on your target and to explain further here's what the monster information is like when you check them (alt+right click on the monster).


Armor Types
So far there are three types of Armors present in Granado Espad. They are Soft/Misc, Medium and Heavy/Hard. For players, Armor Type is determined by the armor they wear. Soft Armors are Coats and Robes, Leather Armors are Medium Armor and Metal Armors are the Hard or Heavy Armor.


Weapon Types
Weapons Types falls under the category of Small/Light, Medium/Normal and Big/Heavy. Small/Light Weapons are Bayonets, Daggers, Gaiters, Javelin, Knuckles, Main Gauches, Sabers, and Shotguns. They are strong against soft armors but weak against medium and hard armor. Medium/Normal Weapons are Pistols, Rifles, Rapiers, and Swords. They do not have any penalties on other types of armors but they're good against Medium Armor types. Heavy/Big Weapons are Cannons, Great Swords, Maces and Polearms and obviously they are good against Hard Armors with damage penalties on Soft and Medium Armor Types.

So the next time you right click and see the monster info, be sure to change weapons to maximize the damage potential of your characters. This perhaps a good reason why to train other stances. ^_^

Understanding Charracter Stats.

Here's a quick explanation of what a certain stat of a character does. IAH Games is yet to reveal what each stat exactly do. The information on the stat is mostly taken from characters who have reached veteran status and is experimenting with various stat point with Cash Shop Items.

STR
Strenght affects the attack power of melee weapons. Just like in most MMORPG, this stat is included in damage calculation of melee weapons. In Granado Espada, strenght also translates to the ability of skills to be able to deal a knockdown or a knock-back blow. It is said to have an effect on the attack speed of heavy weapons (these are Great Swords, Polearms, and Maces).

AGI
Agility affects the characters attack speed and physical evasion rate. The more points on AGI a character have the faster he/she will be able to attack. AGI also doesn't seem to have any use for Catherine the Summoneer RNPC and Jack or Diego's constructions (Rotating Blade, Turrets etc..).

CON or HP
Constitution or Health points translates as a character's total hit points. The more points on CON/HP you have the more health your character will have. Every point on CON/HP can cancel the effectiveness of knockdown from skill.

DEX
Dexterity affects the damage output of range weapons. Dexterous characters has better accuracy, block rate and critical rating. Light weapons (they are Daggers, Mains Gauches, Knuckles, Gaiters, Javelins to name a few) seem to benefit from the DEX stat as well giving them better attack speed.

INT
Intelligence greatly affects magic users. The INT stat affects the destructive power of magic attacks. This does not increase the total SP (spell points) of your character, leveling them does. Intelligence also raises the characters resistance to elemental attacks.

CHA
Charisma affects the strenght of summoned monsters.

AR/DR Calculation

What does AR and DR refers to?
AR refers to Attack Rating, DR refers to Defense Rating.

How do you calculate how much ar and dr a character/monster has?
(Character Level/4) + (Equipment level/4) = AR or DR
All values are rounded down (just remove any decimals you get when you divide the levels by 4. To calculate monster AR n DR, you can simply take the monster's level divided by 2 and round down the value if there's decimal place. The formula is the same for monster, just that monster equipment level = monster level whereas a character varies. This AR DR calculation doesn't work for boss and mini boss.

Below is a AR DR chart for easy reference.

AR minus DR Damage Bonus Accuracy Bonus
+12 200% 0%
+11 200% 0%
+10 175% 0%
+9 150% 0%
+8 125% 0%
+7 100% 0%
+6 75% 0%
+5 50% 0%
+4 25% 0%
+3 0% 0%
+2 0% 0%
+1 0% 0%
0 0% 0%
-1 0% 0%
-2 -10% -10%
-3 -20% -20%
-4 -30% -30%
-5 -40% -40%
-6 -50% -50%
-7 -60% -60%
-8 -70% -70%
-9 -80% -80%
-10 -90% -90%
-11 -100% -100%

How does AR and DR work?
(ar - dr - 3) * 25% = damage boost
For e.g if your target has 10 dr, you will need 14 ar to get a 25% damage boost on him. If you have a 20 ar, you will get 175% damageboost on him. Note the damage boost is capped at 200%.

What if i got negative values from the calculation?
For every value below -1, you get a 10% damage penalty and 10% accuracy reduction. For e.g a 11 ar against a 12 dr target (11 - 12 = -1), you get 0% damage penalty and accuracy. whereas 11 ar against 13 dr target (11 - 13 = -2), you get 10% damage penalty and 10% accuracy reduction. And for 11 against 14 dr target, you get 20% damage penalty and accuracy reduction.
Credits to OpelxFrost for his generous offer of his GE Data guide