User:Eviand/Pulltest
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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 |