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Ability Point Allocation

For early levels (1-20), the difference between the


classes in pvp combat is negligible ( for now)
since every class is using the same ship and the
contribution from ability points allocation is
currently not significant.

If you get sunk in 1 attack, its only because you


had not upgraded you ship sufficiently where you
opponent has.

The ability points allocation for Captains will differ


according to how he wants to attack in player
versus player battles, and ability points allocation
will be significant in higher levels.

Basically there are 2 ways a Captain can attack:

1.Guns/ missiler build.


2.Rammer build.
Rammers build
Rammers use rams to attack. The objective is to
sink the opponent in 3 volleys, hence, rammers
are required to have high navigation points ( to
chase the opponent) and sufficient hp ( to survive
at least 2 volleys of attack).

Scouts are suitable to be rammers as they have a


base allocation of navigation points due to the
class.
Gunners/missiler build
Gunners/missiler build uses cannons,
subcannons and missiles depending on the
situation.

Most of the time, you use your ability points for


gunnery and defense.

Soldiers,Pirates and Mechanics are suitable to be


gunners.
Ability Points and Gameplay
 Gunnery- Increases the damage of
cannons, sub-cannons, and missiles.
 Defense- Every point increases the HP
of the ship.
 Navigation- Every point gives you 1
extra speed.
 Armour- An attribute that cannot be
directly increased, but instead, increased
through Defense and Navigation. Every
10 Defense increases Armor by 1. Every
25 Navigation increases the armor of
your ship by 1.

Please refer to Weapon Types and Damage for


the effect of ability points on weapon damage.
Ability Points
Allocation:Soldiers
 Soldiers are given 5 ability points per l
points which the soldier can allocate b
 Add 3 points to guns and 1 point to nav
na
Ability Points Allocation:
Pirates
 Pirates are given 4.5 ability points per
captain can allocate by himself.
 Pirate are largely Gunners, and should
 From time to time, they may want to a
by rammers.
Ability Points
Allocation:Scouts
 Scouts are given 4.5 ability points per level. 1.5
by majority.
 3 points which the Captain can allocate by him
in Defense every level.

 Rammer SHOULD NOT add ability points to G


Ability Points
Allocation:Mechanic
 Mechanic are given 4.5 ability points p
the captain can allocate by himself.Lo
 Put 3 points in Gunnery per level. From
they will not be easily caught up by ra
Damage Reduction
Damage Reduction is based on your Armour
attribute points.

It is given by this formula:

Damage Reduction %=
Boss Battles
A Boss Battle can be initiated from the Explore page, after every Discovery in a
particular Port has been uncovered. Boss Battles are different from the typical Enemy
encountered during Exploring, in that the Boss Monsters are significantly tougher and
more powerful, and it will generally require a team effort to take one down.

When a Boss Battle is initiated, the initiating Captain may call for allies to assist him/her
in defeating the Boss Monsters. Boss Monsters are persistent i.e. they can be engaged
multiple times in Combat, and retain all damage from previous attempts by attacking
Captains.

There is a time limit for a Captain and his/her allies to take down the Boss Monster
(depending on each Boss Monster's individual activation cooldown), and if successful,
will result in the Boss Monster dropping a unique Item.

Each Port on the Map of Sios will have a Boss Monster.

In addition, when fighting the Boss Monster for the first time, Captains will encounter
the Boss Monster Minor instead of the regular variant. This version of the Boss
Monster is rather weaker than the regular Boss Monster

Activat
Time Leade
ion Level Boss
Locatio Monste Limit r's Assist
Boss Icon Cooldo Recomme Hit Points Gold
n r Boss (Hou Rewar Reward
wn nded Reward
rs) d
(Hours)

Star Advance
Azure
Vajra 24 24 20 800,000 Comp d 5000
Atoll
ass Cannon

Voltai
Apocaly
Imperial c Alloy
ptic 24 24 45 5,000,000 50,000
City Spher Plating
Golem
e
Scale
M'Nah: Dagge
Pyro 10,000,00 Mail/
City of 48 48 60 r of 90,000
Naga 0 Wooden
Lights Flame
Chest

Obsidi
Port Arachno 25,000,00 Wooden
48 48 85 an 350,000
Royale n 0 Chest
Idol

Plasma
Jade Mechak 50,000,00 Crysta Breath/
72 72 110 720,000
Habour aiju 0 l Lotus Silver
Chest

Chaos
Flying Chaos
Damocl 75,000,00 Module/ 2,000,0
City of 72 72 130 Modul
es MK 1 0 Silver 00
Aeros e
Chest

Silver
Lands Prisoner 100,000,0 Void Chest/M 3,500,0
96 72 170
of Frost of Ice 00 Stone oon 00
Cannon

Undead Spirit Gold


Unchart 200,000,0 5,000,0
Pirate 120 72 185 Lanter Chest/G
ed Isles 00 00
King n host Sail

Gold
The
Maelstr 1,000,000, Moon Chest/M 10,000,
Gate 600 72 200
om 000 Shard oon 000
Keeper
Cannon
 Each Captain can only initiate 1 Boss Battle at a time.
 Each Captain can only join a total of 2 active battles, including the one he/she may have
initiated.
 Initiating Captains can request for help from his/her friends to defeat the Boss Monster.
 Up to 50 Captains (including yourself) can take part in each battle.
 The Boss Battle is over when the Boss Monster is defeated or has escaped (after 3
days).This means that the Boss Monster has to be sunk within the time frame for there
to be any Loot for it. Otherwise, the Boss Battle is considered over and the Boss gains
full HP again.
 Discovery rewards will be given once for the initiator, not for every completion .e.g AP
will be given to the player who initiated the Boss Battle. When all the discovery items
has been found, players will be fighting the Monster Boss.
Reward Items
 There will be 2 rewards; one for the initiator of the Boss Battle, and for the 10 Captains
who dealt the most damage to the Boss Monster.
 To be eligible to for the reward items, the Boss Monster must be sunk. Only the top 10
damage-dealing Captains will be considered for the reward items.
 Both Leaders and assisting Captains have to make at least 20 attacks on the Boss
Monster, or have dealt 50% of the Monster Boss HP each on the Monster Boss.
 The more damage a Captain deals, the higher the chances of the Captain getting the
reward items.
For initiator:
[dmg dealt% + initiator bonus (20%) + additional chance
due to no of captains in boss battle] x base drop rate
of reward item.

For assisting captain:


[dmg dealt% +additional chance due to no of captains in
boss battle] x base drop rate of reward item.

 Additional +2% chance of reward dropping for each captain assisting in the Boss Battle,
limit to additonal 20% chance for each assist captain.
 A Captain will not get the Reward if he/she has reached the inventory limit for the item.
 Assist Rewards have a percentage chance to drop (NOT 100%).
Achievements:
 The highest damage dealer will get an award in the Captain profile for defeating the
monster.

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