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Setting up globalMasteryConfig.json

Mastery types

The following types can be used to configure mastery buff stats:

Weapons Bloodlines
weaponSpear bloodNone
weaponSword bloodBrute
weaponScythe bloodCreature
weaponCrossbow bloodDracula
weaponMace bloodDraculin
weaponSlasher bloodMutant
weaponAxe bloodRogue
weaponFishingPole bloodScholar
weaponRapier bloodWarrior
weaponPistol bloodWorker
weaponGreatSword bloodCorrupted
weaponLongBow
weaponWhip
weaponClaws
weaponDaggers
weaponTwinBlades
spell
Note: Spell is currently counted as a weapon mastery for the purposes of mastery disabling/mastery reset.

File JSON format

This is the type definitions in Typescript (in case you are familiar with that)
Note:

  • all floats default to 0
  • all lists default to null (effectively empty lists)
  • all maps default to null (effectively empty maps)
  • properties marked with ? are not required (for those not familiar with typescript)
type BonusType = "fixed" | "range" | "ratio"
type MasteryType = string // see above table
type UnitStatType = string // see below table
type StatCategory = string // see below table

interface BonusData
{
    bonusType: BonusType, // defaults to "fixed"
    statType: UnitStateType, // defaults to "physicalPower"
    value?: float,
    range?: float[],
    requiredMastery?: float,
    inactiveMultiplier?: float,
}

interface ActiveBonusData
{
    bonusType: BonusType, // defaults to "fixed"
    statCategory: StatCategory, // defaults to "none"
    value: float,
    requiredMastery?: float,
}

interface MasteryConfig {
    templates?: string[],
    baseBonus?: BaseBonus[],
    activeBonus?: ActiveBonusData[],
    maxEffectiveness?: float,
    decayValue?: float,
    growthPerEffectiveness?: float,
}

interface FileFormat // This is the base that is used as the JSON file
{
    mastery?: { [key: MasteryType]: MasteryConfig },
    masteryTemplates?: { [key: string]: MasteryConfig },
    defaultWeaponMasteryConfig?: MasteryConfig,
    defaultBloodMasteryConfig?: MasteryConfig,
    xpBuffConfig?: MasteryConfig, // This controls the buffs provided at each XP level (rather than mastery)
}

BonusData

This object describes the bonus that should be applied for a mastery. This only applies to a character when they have the appropriate mastery equipped (ie, weapon or bloodline type matches) unless the inactiveMultiplier property is used. Not all properties are required, this is shown above with the ? suffix.

Bonus values can be applied in the following forms:

  • fixed: adds the specified value to the buff
  • ratio: applies a ratio of the current mastery to the value and then adds to the buff (100% mastery adds the value as shown)
    • 10: At 0% mastery, this will give 0, 50% will give 5 and 100% will give 10.
  • range: this works similar to ratio but allows a range of values to be applied based on mastery.
    • [0, 0, 10, 20]: At 0% -> 33% mastery, this will apply 0. 33% -> 66% will have a ratio of 0 -> 10. 66% -> 100% will have a ratio of 10 -> 20.
    • This supports any number of values

requiredMastery property gates when any specific bonus is applied. The player must have a higher mastery to get the bonus.
inactiveMultiplier property ensure that the bonus gets applied (multiplied by this) if the player does not have this mastery active (either via weapon not equipped or bloodline is different)

ActiveBonus

Active bonus applies the value to the category of stats (offensive, resource, defensive, any) that the active weapon is providing. Can be used to buff (or debuff) the equipped weapon. The bonuses are applied over all the stats matching the statCategory of the bonus (ie, you can buff all defensive stats on their own).

Currently, there are no "active" buff supports for bloodlines. This is coming.

Any and all of these systems can be configured and turned on/off.

See the table below for more information on stat categories and which stats can be used for the above config.

Units stats and their effects in V Rising

The following effects will be applied at 100% mastery. This is some initial investigation, any additional results that you find and can provide will be added to the table.

Note that different weapons will have different damage coefficients. All the damage bonus stats in the table are not normalised, but do seem to work to add some additional damage. Further investigation is required.

Stat Category Value Effect
AbilityAttackSpeed offensive
BloodDrain other 1 1 minute and 40 sec drain on 10 liters of blood
BloodDrainMultiplier other
BloodEfficiency other 25 500% added (scholar blood 100%)
BloodMendHealEfficiency other
BonusMaxHealth defensive
BonusMountMovementSpeed other
BonusMovementSpeed other
BonusPhysicalPower offensive 1 1 physical power
BonusShapeshiftMovementSpeed other 0.2 baseSpeed * (1 + value) => 6.5*1.2 => 7.8
BonusSpellPower offensive 1 1 spell power
CCReduction defensive 50 half the CC amount (2 sec stun -> 1 sec)
CooldownRecoveryRate offensive 0.15 minus 1 sec
CorruptionDamageReduction defensive
DamageReduction defensive 10 6 dmg reduction
DamageVsBeasts offensive 1 45 dmg
DamageVsCastleObjects offensive 1 100% extra (to walls, building, golem before someones in it)
DamageVsDemons offensive 1 21 dmg
DamageVsHumans offensive 1 22 dmg
DamageVsLightArmor offensive no data
DamageVsMagic offensive 1 29 dmg
DamageVsMechanical offensive 1 30 dmg
DamageVsMineral resource no data
DamageVsUndeads offensive 1 22 dmg
DamageVsVampires offensive 1 14 dmg
DamageVsVBloods offensive 1 27 dmg
DamageVsVegetation resource no data
DamageVsWood resource 1 increases damage when attacking trees
DemountProtection defensive
FallGravity other no data1
FeedCooldownRecoveryRate other
FireResistance defensive 10 23 dmg reduction per tick
GarlicResistance defensive 10 10 resistance attribute
HealingReceived defensive 10 700 hp per tick (blood rose potion)
HealthRecovery defensive 10 2-3 hp per hit (primary attack)
HolyResistance defensive 10 2 reduction from holy zones, 5 dmg reduction from mobs
ImmuneToHazards defensive 25 20 dmg reduction (fire)
IncreasedShieldEfficiency defensive
InventorySlots other no data1
MaxHealth defensive 1 1 hp
MinionDamage offensive 1 21 dmg (deathknight), 11 dmg (skellies)
MovementSpeed other 1 1
PassiveHealthRegen defensive 0.5 583 health/sec (no data on different health pools)
PhysicalCriticalStrikeChance offensive 0.1 10% increase
PhysicalCriticalStrikeDamage offensive 0.1 10% increase
PhysicalLifeLeech offensive 1 4 health (primary attack) (skills give same health per damage 22dmg=22 hp)
PhysicalPower offensive 1 1 physical power
PhysicalResistance defensive 0.5 21 dmg reduction
PrimaryAttackSpeed offensive 0.1 10% increase
PrimaryCooldownModifier offensive 30 immediate attack after combo is over
PrimaryLifeLeech offensive 1 210 hp on main attack
PvPResilience defensive no data
Radial_SpellResistance defensive no data
ReducedBloodDrain other
ReducedResourceDurabilityLoss other no data2
ResistVsBeasts defensive no data
ResistVsCastleObjects defensive no data
ResistVsDemons defensive no data
ResistVsHumans defensive no data
ResistVsMechanical defensive no data
ResistVsUndeads defensive no data
ResistVsVampires defensive 0.5 9 dmg reduction (melee), 34 reduction (spell)
ResourcePower resource 1 1 harvesting power
ResourceYield resource 0.1 10% extra yield
SiegePower offensive no data
SilverCoinResistance defensive no data
SilverResistance defensive 10 10 resistance attribute (no data on actual coin/ore value)
SpellCooldownRecoveryRate offensive 0.15 minus 1 sec
SpellCriticalStrikeChance offensive 0.1 10% increase
SpellCriticalStrikeDamage offensive 0.1 10% increase
SpellFreeCast offensive
SpellLifeLeech offensive 0.8 66 (chaos volley) 3
SpellPower offensive 1 1 spell power
SpellResistance defensive 0.5 34 dmg reduction (shadowbolt)
SunChargeTime defensive 2 2 sec
SunResistance defensive 10 10 resistance attribute (20 dmg reduction)
TravelCooldownRecoveryRate other
UltimateCooldownRecoveryRate offensive 1 minus 60 sec
UltimateEfficiency offensive
Vision other no data1
WeaponCooldownRecoveryRate offensive 0.15 minus 1 sec
WeaponFreeCast offensive
WeaponSkillPower offensive

Footnotes

  1. These stats likely do not work at all 2 3

  2. This has direct support in server settings, untested

  3. Different spells do different amounts (have not tested hp/damage)