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{{def|Stat|Vit}} | == Definitions visual test == | ||
This build uses {{def|Stat|Vit}} and {{def|Stat|DefMult}} inline like normal prose. Mix a few in the same sentence: {{def|Stat|Str}}, {{def|Stat|Agi}}, {{def|Stat|Dex}}, and {{def|Stat|Int}} all appear frequently in builds, while {{def|Stat|Luk}} tends to show up in crit-focused setups. Also test non-stats: a skill may be {{def|Cast|Target}} or {{def|Cast|Ground}}, and it can deal {{def|Damage|Melee}} or {{def|Damage|Magic}} damage of {{def|Element|Fire}} or {{def|Element|Shadow}}. | |||
Now stress-test density: {{def|Target|Enemy}} vs {{def|Target|Self}} vs {{def|Target|Ally}} targeting can matter a lot, especially if the trigger is {{def|Event|OnHit}} or {{def|Event|OnCast}}. You’ll often see {{def|Aura|Weapon}} skills paired with {{def|Stance|OneHanded}} or {{def|Stance|TwoHanded}}, and occasionally {{def|Stance|DualWield}} for faster {{def|Stat|AtkSpd}} scaling. Elemental coverage tends to rotate through {{def|Element|Water}}, {{def|Element|Wind}}, and {{def|Element|Earth}} depending on the content. | |||
Finally, mix “busy” lines: a {{def|Damage|Ranged}} build might run {{def|Stat|Hit}} + {{def|Stat|Crit}} with {{def|Stat|CritDamage}}, while defensive setups stack {{def|Stat|Def}}, {{def|Stat|Mdef}}, and {{def|Stat|Hp}} with {{def|Stat|HpRegen}}. Some effects reduce action options like {{def|Stat|NoMove}} or {{def|Stat|NoCast}}, while others boost output like {{def|Stat|FinalDamage}} or survivability like {{def|Stat|AllResist}}. | |||
=== List density test === | |||
* Core stats: {{def|Stat|Str}}, {{def|Stat|Vit}}, {{def|Stat|Agi}}, {{def|Stat|Dex}}, {{def|Stat|Int}}, {{def|Stat|Luk}}, {{def|Stat|AllStats}} | |||
* Combat: {{def|Stat|Atk}}, {{def|Stat|Matk}}, {{def|Stat|Hit}}, {{def|Stat|Flee}}, {{def|Stat|Crit}}, {{def|Stat|AtkSpd}}, {{def|Stat|CastSpd}} | |||
* Defense: {{def|Stat|Def}}, {{def|Stat|Mdef}}, {{def|Stat|Hp}}, {{def|Stat|Mp}}, {{def|Stat|HpRegen}}, {{def|Stat|MpRegen}}, {{def|Stat|EnergyShield}} | |||
* Types: {{def|Cast|Target}}, {{def|Cast|Ground}}, {{def|Damage|Melee}}, {{def|Damage|Magic}}, {{def|Damage|Status}}, {{def|Damage|True}} | |||
* Elements: {{def|Element|Neutral}}, {{def|Element|Poison}}, {{def|Element|Holy}}, {{def|Element|Fire}}, {{def|Element|Undead}} | |||
=== Table density test === | |||
{| class="wikitable" | |||
! Scenario !! Cast !! Target !! Damage !! Element !! Notable stats | |||
|- | |||
| Basic strike || {{def|Cast|Target}} || {{def|Target|Enemy}} || {{def|Damage|Melee}} || {{def|Element|Neutral}} || {{def|Stat|Atk}}, {{def|Stat|Hit}} | |||
|- | |||
| Ground spell || {{def|Cast|Ground}} || {{def|Target|Enemy}} || {{def|Damage|Magic}} || {{def|Element|Fire}} || {{def|Stat|Matk}}, {{def|Stat|CastSpd}} | |||
|- | |||
| Team buff || {{def|Cast|Toggle}} || {{def|Target|Ally}} || {{def|Damage|Status}} || {{def|Element|Holy}} || {{def|Stat|HealingReceived}}, {{def|Stat|Mp}} | |||
|- | |||
| Self stance || {{def|Cast|None}} || {{def|Target|Self}} || {{def|Damage|True}} || {{def|Element|Shadow}} || {{def|Stance|TwoHanded}}, {{def|Aura|Weapon}} | |||
|} | |||
Revision as of 04:31, 18 February 2026
Definitions visual test
This build uses Vitality and Defense Multiplier inline like normal prose. Mix a few in the same sentence: Strength, Agility, Dexterity, and Intelligence all appear frequently in builds, while Luck tends to show up in crit-focused setups. Also test non-stats: a skill may be Target or Ground, and it can deal Melee or Magic damage of Fire or Shadow.
Now stress-test density: Enemy vs Self vs Ally targeting can matter a lot, especially if the trigger is Hit (Target) or Cast. You’ll often see Weapon skills paired with One-Handed or Two-Handed, and occasionally Dual-Wield for faster Attack Speed scaling. Elemental coverage tends to rotate through Water, Wind, and Earth depending on the content.
Finally, mix “busy” lines: a Ranged build might run Hit Rate + Critical Chance with Critical Damage, while defensive setups stack Defense, Magic Defense, and Health Points with Health Regeneration. Some effects reduce action options like Cannot Move or Cannot Cast, while others boost output like Final Damage or survivability like All Resistance.
List density test
- Core stats: Strength, Vitality, Agility, Dexterity, Intelligence, Luck, All Stats
- Combat: Attack, Magic Attack, Hit Rate, Flee, Critical Chance, Attack Speed, Cast Speed
- Defense: Defense, Magic Defense, Health Points, Mana Points, Health Regeneration, Mana Regeneration, Energy Shield
- Types: Target, Ground, Melee, Magic, Status, True
- Elements: Neutral, Poison, Holy, Fire, Undead
Table density test
| Scenario | Cast | Target | Damage | Element | Notable stats |
|---|---|---|---|---|---|
| Basic strike | Target | Enemy | Melee | Neutral | Attack, Hit Rate |
| Ground spell | Ground | Enemy | Magic | Fire | Magic Attack, Cast Speed |
| Team buff | Toggle | Ally | Status | Holy | Healing Received, Mana Points |
| Self stance | None | Self | True | Shadow | Two-Handed, Weapon |