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Elemental affinity

Starting with R209 new monster elemental affinity mechanics have been added. This means certain monsters will be strong against some element and weak against another, depending on their own element. For example, fire is weak against lightning damage and strong against fiery damage, with moderate resistance against ice and poison.

There are two elemental enchantments that aren't contained in the wheel to the right, namely Andermagic and Multielemental. Andermagic is strong against andermagic damage (which doesn't matter to players) and has moderate resistance against any other type of magic. Multielemental on the other hand is strong against every kind of magical damage.

Warning: The information on this page may be outdated as of R245. Only bosses and sentinels have any symbols under their HP bars, and they reflect their current armor value and resistance values, instead of initial ones. I have not yet determined how do they exactly work. I may as well never do it.

Elements[]

Fire[]

Fire enchant

The Fiery monsters have an appropriate symbol under their health bar. It means they have the following resistance modifiers:

Element Fire Poison Ice Lightning Andermagic
Value 2x 1x 1x 1/2x 1x

Poison[]

Poison enchant

The Poisonous monsters have an appropriate symbol under their health bar. It means they have the following resistance modifiers:

Element Fire Poison Ice Lightning Andermagic
Value 1x 2x 1/2x 1x 1x

Ice[]

Ice enchant

The Icy monsters have an appropriate symbol under their health bar. It means they have the following resistance modifiers:

Element Fire Poison Ice Lightning Andermagic
Value 1/2x 1x 2x 1x 1x

Lightning[]

Lightning enchant

The Thundrous monsters have an appropriate symbol under their health bar. It means they have the following resistance modifiers:

Element Fire Poison Ice Lightning Andermagic
Value 1x 1/2x 1x 2x 1x

Andermagic[]

The Andermagic monsters have an appropriate symbol under their health bar. It means they have the following resistance modifiers:

Element Fire Poison Ice Lightning Andermagic
Value 1x 1x 1x 1x 2x

Multielemental[]

The Multielemental monsters have an appropriate symbol under their health bar. It means they have the following resistance modifiers:

Element Fire Poison Ice Lightning Andermagic
Value 2x 2x 2x 2x 2x

Calculation[]

Using the modifiers from the appropriate table you can calculate the actual values of all the elemental resistances for every monster with the following formula:

R = 80 * LevelModifier * (Product of all the enchantment modifiers) * RankModifier

The LevelModifier for level 55 is 80, enchantment modifier is one, two or one half (see tables above) and rank modifier is 1 for regular monsters and 1.5 for the PW World Bosses (other rank modifiers remain unknown).

Example:
Calculating lightning resistance value for lvl55 Parallel World Grimmag. Grimmag has only the Fire enchantment, thus only the one half Enchantment modifier to lightning. He is also a PW World Boss, so he has a 1.5 Rank modifier.

80 * 80 * 0.5 * 1.5 = 6400 * 0.5 * 1.5 = 3200 * 1.5 = 4800

You can also calculate the percentage values using a rational function, similar to the one used to calculate players' resistance:

f(R) = R / [R + Φ(level)] * 100%

Where Φ(55) = 6400.

Example:
Calculating percentage lightning resistance value for lvl55 Parallel World Grimmag. We have already calculated his flat lightning resistance value, so we need only the rational function:

f(4800) = 4800 / [4800 + Φ(55)] * 100% = 4800 / (4800 + 6400) * 100% ≈ 42.86%
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