Unlike the standard combat sub-forum, either I or a crew member must control the monsters.
Any number of players can enter up to the max of 6, but the recommended number if 4-5 with one tank and one healer. Players can solo the lower level dungeons but it is recommended that they be high/max level.
Dungeons consist of 5 waves of increasing enemies (up to a maximum of 5), then a mini-boss, another 5 waves of 5 enemies each, and then finally the dungeon boss.
The standard enemies give no EXP but the mini-boss gives 25% and the dungeon boss gives 75% as long as you are level X0-X2. X being the dungeons level.
Gold is given by this standard:
Common dungeon enemy: (5*level)
Mini-boss: (20*level)
Dungeon boss: (100*level)
After the dungeon boss is defeated, every player must roll a random number between 1-100. The number you get will determine what the "dungeon master" will give you.
Instances are for if there are multiple parties that want to the same dungeon at the same time.
Healers can resurrect allies, but only once per 5 turns.
How to determine player actions:
Attack damage: (a*b)*c=d
a: base damage
b: player level
c: corresponding player damage attribute percentage
d: total damage (rounded up if necessary)
Hybrid attack damage:
(a*b*e*.5)=f
(a*b*g*.5)=h
e: player's physical damage attribute percentage.
f: total physical damage (rounded up if necessary)
g: player's magical damage attribute percentage.
h: total magic/elemental damage (rounded up if necessary)
Defense: i*j*k=l
i: enemy total damage
j: corresponding player defense attribute percentage
k: elemental resistance/weakness (.5, 1, 1.5)
l: total damage received (rounded up if necessary)
Damage over time: 5+b=m (There are exceptions to this)
m: total DOT damage per turn.
Healing: 15*b=n
n: total healing
Elemental Chart:
Fire>Wind>Ice>Nature*>Earth>Lightning>Water>Fire
Light> *Poison is considered nature damage.
Fire>Wind>Ice>Nature*>Earth>Lightning>Water>Fire
Light>