Could you please give us clear explanation on equip attribute, such as harm, immu, ironwall, tactic, block, and so on. What is their usage? quite confused, as many players interpret it differently.
IronWALLL! = increase skill block rate chance
Harm = increase first clash damage when they meet up( Only works for terrain talent *nt sure about this*)
tactic= increase skill success chance
block= reduce skill damage
immu =reduce first clash damage
Tactic is increase skill damage by a certain %.
Trick is increase skill damage by a certain attributes.
Ironwall is reduce skill damage by a certain %.
Block is reduce skill damage by a certain attributes.
GM refuse to reveal the % and attributes.
o0oo replied at 2015-6-30 16:56
Tactic is increase skill damage by a certain %.
Trick is increase skill damage by a certain attribut ...
Correct
Notice: for beginning trick and block are more effective when you use. Later when your skill att and skill def are high( you can only see from liegeman attribute ) tactic and ironwall give better effect.
Exp: at beginning of the game your liegman weak, let say it gives 100 skill def.
If one ironwall give you 10% So you equip 6 ironwall = 100*6*10%= 60 only.
So if one block equipment give you 80 skill def. Mean one block equipment better than 6 iron wall.
Later of the game your liegman better. Let say now you get 1000 skill def for liegman and combo.
So 6 iron wall = 1000*6*10%= 600, better than 6 block = only 80 *6 =480 only.
If your skill def much higher ironwall become much better.
Same as trick and tactics.
Remember each hero also has their own skill att and skill def differently but you cant see. And they are increase also by lvl.
If we do know the certain attribute from those equipment, it gonna be much easier to do math and how to use them correctly. But GM try to hide them by purpose. So we need to learn it by ourself.
That is good if all players share what they know but the correct one, not to make newbie more confuse.