Skill activate rate

MrTitan

Knight
Customer
How exactly this works?
<set name="activateRate" val="40"/>

For example lets use the Surrender to water. If the the player have water resist waterRcpt 20% so the activateRate is now 20% or the activateRate will remain 40%?
Also is this activateRate can be resisted like to Raids? (No matter how you try the skill won't succeed?)

P.S - Can someone explain me this config from the formulas.properties
# Modifier chance of passing skill (default 11)
SkillsChanceMod = 11
 
SkillsChanceMod: Base multiplier for skill success. Higher values increase success rates.
SkillsChancePow: Exponent controlling how M. Atk vs. M. Def affects skill success. Larger values amplify the stat gap's influence.

This is how I explained it to my players:

Debuff resistance works multiplicatively. Each resist reduces the remaining chance of a debuff landing, not the original base chance.
Stacking multiple resists has diminishing returns but can still significantly lower the debuff success rate.To understand how debuffs (like stun) interact with resists, here’s a simplified example:
  1. Base Debuff Chance:
    Let’s assume the base chance to land a stun is 50%.
    (Note: The actual chance depends on the skill's base rate, your level, the skill's magic level, your MEN/CON stats, etc.)
  2. How Resists Reduce Chance:
    Resists reduce the chance multiplicatively.
    For example:
    • 50% resist (Majestic/Major set):
      50% x (1 - 0.5) = 25% chance to land.
    • 40% resist (Resist Shock buff):
      25% x (1 - 0.4) = 15% chance to land.
  3. High Resist Example:
    If you stack 90% resist:
    • Start with 50% base chance.
    • Reduce by 90%:
      50% x (1 - 0.9) = 5% chance to land
 
SkillsChanceMod: Base multiplier for skill success. Higher values increase success rates.
SkillsChancePow: Exponent controlling how M. Atk vs. M. Def affects skill success. Larger values amplify the stat gap's influence.

This is how I explained it to my players:

Debuff resistance works multiplicatively. Each resist reduces the remaining chance of a debuff landing, not the original base chance.
Stacking multiple resists has diminishing returns but can still significantly lower the debuff success rate.To understand how debuffs (like stun) interact with resists, here’s a simplified example:
  1. Base Debuff Chance:
    Let’s assume the base chance to land a stun is 50%.
    (Note: The actual chance depends on the skill's base rate, your level, the skill's magic level, your MEN/CON stats, etc.)
  2. How Resists Reduce Chance:
    Resists reduce the chance multiplicatively.
    For example:
    • 50% resist (Majestic/Major set):
      50% x (1 - 0.5) = 25% chance to land.
    • 40% resist (Resist Shock buff):
      25% x (1 - 0.4) = 15% chance to land.
  3. High Resist Example:
    If you stack 90% resist:
    • Start with 50% base chance.
    • Reduce by 90%:
      50% x (1 - 0.9) = 5% chance to land
Thanks for the great comment!
 
Thank you so much for this explanation, I'm learning a lot from you guys, you're amazing!
So, for example, if I wanted to increase the chance of a stun shield hitting, would I increase the effect point table instead of the activation rate?

<skill id="92" levels="52" name="Shield Stun">
<table name="#effectPoint">189 196 204 219 227 235 251 259 268 285 294 303 322 331 341 360 369 379 389 399 408 418 428 438 448 457 467 477 486 495 505 514 523 532 541 549 558 566 574 582 590 597 604 611 617 624 630 635 641 646 650 655</table>
<table name="#mpConsume2">11 11 11 12 12 13 14 15 15 16 16 17 18 18 19 20 21 22 22 22 23 24 24 25 26 26 27 28 28 28 29 30 31 31 32 33 33 34 34 35 35 36 37 37 38 39 39 40 40 41 41 42</table>
<table name="#reuseDelay">12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000</table>
<table name="#time">9</table>
<table name="#magicLevel">18 19 20 22 23 24 26 27 28 30 31 32 34 35 36 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74</table>
<set name="levelModifier" val="2"/>
<set name="icon" val="icon.skill0092"/>
<set name="coolTime" val="300"/>
<set name="reuseDelay" val="#reuseDelay"/>
<set name="magicLevel" val="#magicLevel"/>
<set name="hitTime" val="1200"/>
<set name="hitCancelTime" val="500"/>
<set name="mpConsume2" val="#mpConsume2"/>
<set name="effectPoint" val="#effectPoint"/>
<set name="activateRate" val="80"/>
<set name="weaponsAllowed" val="2"/>
<set name="target" val="TARGET_ONE"/>
<set name="skillType" val="DEBUFF"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="nextAction" val="attack"/>
<set name="trait" val="SHOCK"/>
<set name="saveVs" val="CON"/>
<enchant1 levels="30" name="Recycle">
<table name="#reuseDelay">11000 11000 11000 10000 10000 10000 10000 9000 9000 9000 9000 8000 8000 8000 8000 7000 7000 7000 6000 6000 6000 6000 5000 5000 5000 5000 4000 4000 4000 4000</table>
<table name="#magicLevel">76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85</table>
</enchant1>
<enchant2 levels="30" name="Cost">
<table name="#time">10 10 11 11 11 12 12 12 13 13 13 14 14 14 15 15 15 16 16 16 17 17 17 18 18 18 19 19 19 20</table>
<table name="#magicLevel">76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85</table>
</enchant2>
<for>
<effect count="1" name="Stun" stackOrder="-1" stackType="Stun" time="#time" val="0"/>
</for>
</skill>
 
Thank you so much for this explanation, I'm learning a lot from you guys, you're amazing!
So, for example, if I wanted to increase the chance of a stun shield hitting, would I increase the effect point table instead of the activation rate?

<skill id="92" levels="52" name="Shield Stun">
<table name="#effectPoint">189 196 204 219 227 235 251 259 268 285 294 303 322 331 341 360 369 379 389 399 408 418 428 438 448 457 467 477 486 495 505 514 523 532 541 549 558 566 574 582 590 597 604 611 617 624 630 635 641 646 650 655</table>
<table name="#mpConsume2">11 11 11 12 12 13 14 15 15 16 16 17 18 18 19 20 21 22 22 22 23 24 24 25 26 26 27 28 28 28 29 30 31 31 32 33 33 34 34 35 35 36 37 37 38 39 39 40 40 41 41 42</table>
<table name="#reuseDelay">12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000 12000</table>
<table name="#time">9</table>
<table name="#magicLevel">18 19 20 22 23 24 26 27 28 30 31 32 34 35 36 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74</table>
<set name="levelModifier" val="2"/>
<set name="icon" val="icon.skill0092"/>
<set name="coolTime" val="300"/>
<set name="reuseDelay" val="#reuseDelay"/>
<set name="magicLevel" val="#magicLevel"/>
<set name="hitTime" val="1200"/>
<set name="hitCancelTime" val="500"/>
<set name="mpConsume2" val="#mpConsume2"/>
<set name="effectPoint" val="#effectPoint"/>
<set name="activateRate" val="80"/>
<set name="weaponsAllowed" val="2"/>
<set name="target" val="TARGET_ONE"/>
<set name="skillType" val="DEBUFF"/>
<set name="operateType" val="OP_ACTIVE"/>
<set name="nextAction" val="attack"/>
<set name="trait" val="SHOCK"/>
<set name="saveVs" val="CON"/>
<enchant1 levels="30" name="Recycle">
<table name="#reuseDelay">11000 11000 11000 10000 10000 10000 10000 9000 9000 9000 9000 8000 8000 8000 8000 7000 7000 7000 6000 6000 6000 6000 5000 5000 5000 5000 4000 4000 4000 4000</table>
<table name="#magicLevel">76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85</table>
</enchant1>
<enchant2 levels="30" name="Cost">
<table name="#time">10 10 11 11 11 12 12 12 13 13 13 14 14 14 15 15 15 16 16 16 17 17 17 18 18 18 19 19 19 20</table>
<table name="#magicLevel">76 76 76 77 77 77 78 78 78 79 79 79 80 80 80 81 81 81 82 82 82 83 83 83 84 84 84 85 85 85</table>
</enchant2>
<for>
<effect count="1" name="Stun" stackOrder="-1" stackType="Stun" time="#time" val="0"/>
</for>
</skill>
No. Chance = activate rate.
 
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