Combat and attributes
Hit chance, damage, critical hits, defenses and what happens when the crew falls.
Hitting
Each swing is a try. The base hit chance is 55%, plus 1.5% for every level of the weapon skill above 10, plus bonuses from gear, talents and dishes, minus the monster's evasion. It never goes below 5% or above 95%.
A hit deals damage between the weapon's minimum and maximum (bare hands: 10), raised by your % damage bonuses. Missing some monsters hurts: their page shows how much of your max life a miss costs.
Critical hits
Everyone starts with 3% critical chance (up to 50%). A critical hit deals 150% of the hit's damage; critical damage from gear and talents adds on top.
Defenses
| Attribute | What it does | Cap |
|---|---|---|
| Protection | Less damage from every attack | 75% |
| Physical protection | Even less from physical attacks (after protection) | 40% |
| Block | Chance to block an attack | 50% |
| Resistances | Less damage from fire, toxic, ice and death spells (each element on its own) | 60% |
| Lifesteal | Part of the damage you deal comes back as life | 30% |
Each hunt hits with its own elements: resistance to the element of your hunt is worth much more than a bit of everything.
Life
A character has 100 life at level 1 and 15 more per level, plus bonuses. They regenerate 1 life per second, plus regeneration from gear, the Regeneration talent and Stamina dishes.
When someone falls
- Experience from the waves and the boss piles up during the round and is shared among the living when the boss falls.
- Whoever falls is out until the next round; the others keep going.
- If the whole crew falls, each one keeps 20% of the round's experience, the account pays the highest level in the crew × 1,000 doubloons (only what it has), and after 8 s everyone starts again from wave 1.
- Doubloons from monsters come in at once and are never lost.