TapTap

Games worth discovering

iconicon
Torchlight: Infinite
icon
Basic Concepts

Basic Concepts

2K View2022-10-10
TapTap
Drop Quantity and Rarity
The drop quantity bonus applies to almost all drops except exclusive drops.The drop rarity bonus only applies to gears. The rarity of the gear determines whether it is Normal, Magic, Rare, or Legendary.The higher the drop rarity bonus, the better the quality of the dropped gear will be.
TapTap
Item Level
The item level of a gear is determined by the level of the monster that dropped it. Generally speaking, the level of normal monsters on a map is equal to the map level, the level of magic monsters is equal to the map level +1, the level of rare monsters is equal to the map level +2, and the level of legendary monsters (bosses) is equal to the map level +3.
TapTap
The item level of a gear determines its max Energy and the tier of its affixes. Generally speaking, a Lv.85 base material is needed to craft all T1 affixes.
TapTap
Damage Over Time
DoT is a debuff that lasts for a period of time.
All DoT effects deal damage every 0.3 seconds, but the damage number only appears once every second.
DoT does not hit the enemy when dealing damage. DoT does not trigger affixes such as "XXX on hit", has no hit/evade determination, does not trigger a Critical Strike, and does not deal double damage.
Affliction
The Affliction debuff is inflicted on enemies at the same time as DoT. All DoT effects share the same Affliction effect. When under the effect of Affliction, the enemy gradually accumulates Affliction according to the Affliction inflicted every second by the character up to the maximum amount of 100 Affliction.
Each point of Affliction increases the DoT taken by the enemy by 0.5% (up to 50% at 100 Affliction). This effect is affected by the Affliction debuff.
Reaping
When Reaping, all the active DoT on the target will be settled at once according to the given time.
Reaping directly removes the target's HP, so it will not trigger any damage-dealing events.
Ailments
Ailments include the following five:
Ignite: A debuff that deals Fire DoT.
Frostbite: A debuff that inflicts speed reduction or renders the target immobile.
Shock: A debuff that allows subsequent hits to deal additional secondary Lightning Damage.
Bleed: A debuff that deals Physical DoT.
Wilt: A debuff that deals Erosion DoT.
Ailments are generally inflicted by hits. On hit, an ailment determination is carried out according to the chance of inflicting the corresponding ailment. The initial chance for all 5 types of ailments is 0.
Ailment Damage
Ignite, Shock, Bleed, and Wilt deal damage to the target. The amount of damage dealt is based on the base damage of the corresponding ailment, which is 0 by default.
The damage dealt by ailments has nothing to do with the damage dealt by a hit.
For example: If a character has +100 Base Ignite Damage and +100% Ignite chance, when hitting a target, the character will inflict 1 stack of DoT that deals 100 Fire Damage every second. This damage has nothing to do with whether this hit deals Fire Damage.
In addition to directly increasing base damage, there are a few other ways to increase base damage:
Adds X% of the skill's damage to Base Ignite Damage
A portion of the skill's Hit Damage (namely, the damage displayed on the skill panel) will be added to the skill's Base Ignite Damage.
Adds X% of Weapon Damage to Base Ignite Damage
A portion of the Weapon Damage (namely, the damage displayed on the weapon panel) will be multiplied by the skill damage effect and added to the skill's Base Ignite Damage.
Adds X% of Hit Damage as Base Shock Damage
X% of the actual damage dealt by this hit will be added to the Base Shock Damage of this skill.
Skills
Skills are divided into Active Skills and Passive Skills. Active skills are shown on the first half of the skill page, and Passive skills are shown on the second half of the page.
Characters can equip 5 Active Skills and 3 Passive Skills.
Active Skills
Active Skills are skills that can be used actively.
Active Skills include skills that deal damage, Empower Skills, Defensive Skills, Mobility Skills, Summon Skills, Curses, etc.
The Active Skill in the first slot is also called the Main Skill and has the largest button on the corresponding battle screen. None of the skills in the other 4 slots are Main Skills.
Generally speaking, the most important damage-dealing skill of the build will be placed in the Main Skill slot.
Passive Skills
Passive Skills are skills that take effect once they have been activated and cannot be used actively.
Passive Skills include Aura, Imbue, Spirit Magus, Triggered Skills, etc.
Generally speaking, Passive Skills will seal some Mana, and some special mechanics or Support Skills can convert the Sealed Mana into Sealed Life.
Support Skills
Support Skills can be linked to Active Skills or Passive Skills to provide additional effects to the linked skills.
It is necessary to unlock the corresponding slots before linking a Support Skill, and Energy is required to unlock Support Skill slots. Generally speaking, players should prioritize unlocking all Support Skill slots of the Main Skill to ensure the Main Skill has enough damage output.
Energy is gained by leveling up the character and from gear. The amount of Energy provided by gears increases with its level, up to Lv.80.
Mentioned games
iconView desktop site

TapTap looks better

on the app love-tato

Open with TapTap