Dofus Wiki
m (Merged and cleaned up AP and MP loss pages. Maintaining two seems silly when they function identically. Will insert redirects shortly.)
 
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Only effects on the form '''AP/MP lost: x''' can be resisted. '''-x AP/MP''' always succeeds.
 
Only effects on the form '''AP/MP lost: x''' can be resisted. '''-x AP/MP''' always succeeds.
  +
 
== Certain loss ==
 
=== Certain AP loss ===
 
* [[Call of the Dada]]
 
* [[Call of the Mama]]
 
* [[Claw of Ceangal]]
 
* [[Haziness]]
 
* [[Mega-Supra-Giga-houla-hoop]]
 
* [[Shell of Wings]]
 
* [[Sylvan Power]]
 
* [[Smell]]
  +
 
=== Certain MP loss ===
 
* [[Fate of Ecaflip]]
 
* [[Lashing Arrow]]
 
* [[Neck Pruning]]
 
* [[Shell of Wings]]
 
* [[Sylvan Power]]
 
* [[Sling]]
 
* [[Smell]]
 
* [[Soothing Bramble]]
 
* [[Winter Breath]]
  +
 
== Resistable loss ==
 
== Resistable loss ==
 
=== Resistable AP loss ===
 
=== Resistable AP loss ===
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* [[Teubatak]]
 
* [[Teubatak]]
 
* [[Wild Grasses]]
 
* [[Wild Grasses]]
−  
== Certain loss ==
 
=== Certain AP loss ===
 
* [[Call of the Dada]]
 
* [[Call of the Mama]]
 
* [[Claw of Ceangal]]
 
* [[Haziness]]
 
* [[Mega-Supra-Giga-houla-hoop]]
 
* [[Shell of Wings]]
 
* [[Sylvan Power]]
 
* [[Smell]]
 
−  
=== Certain MP loss ===
 
* [[Fate of Ecaflip]]
 
* [[Lashing Arrow]]
 
* [[Neck Pruning]]
 
* [[Shell of Wings]]
 
* [[Sylvan Power]]
 
* [[Sling]]
 
* [[Smell]]
 
* [[Soothing Bramble]]
 
* [[Winter Breath]]
 
   
 
[[Category:Game information]]
 
[[Category:Game information]]

Revision as of 19:05, 28 January 2009

General

Certain spells can cause a loss of AP or MP during a fight. AP and MP Loss Resistance is the percentage chance that a player or enemy will avoid this loss. Every 4 points of wisdom increase a player's resistance to AP and MP loss by 1%.

As of 1.25, The system for AP and MP loss has been completely revised.

The formula used is the following:

   * P = Da / Dt * Pr / 2

With:

   * P:  Probability to make someone lose a AP/MP
   * Da: dodge of the attacker
   * Dt: dodge of the target
   * Pr: percentage of AP/MP that the target still has

The values are limited, so that they are between minimum 10% of chance and maximum 90% of chance. If both parties have an equivalent of wisdom, the attacker has a 50% chance to remove the first AP/MP. (Da / Dt would be 1, and Pr is 1, then 1 * 1 / 2 is 50%) Dodge bonus and penalties are handled for the dodge attempts only (and not for the drain attempts).

As a rule of thumb, if your base Resistance is lower than your opponent's, you will have a lesser chance of removing AP/MP. But if your base Resistance is greater than your opponent's, you will have a greater chance to steal AP.

Spells such as Mummification will increase your chances of avoiding AP loss (and spells such as Wind Armor MP loss) but they will not increase your chances of taking AP or MP. For the caster, only Resistance based on Wisdom count towards AP and MP drain.

Only effects on the form AP/MP lost: x can be resisted. -x AP/MP always succeeds.

Certain loss

Certain AP loss

Certain MP loss

Resistable loss

Resistable AP loss

Resistable MP loss