Kimgs Raid P Dmg Team

Welcome to Reddit, Naila is a good cc character and buffer for wb and raids. Her uw, like miruru 's, increases p.dam received by the target. Even at t5 i don't see her dps being high enough to justify using her over the other sub dps people for pve content like towers where you use only 4 characters. Fires lasers, attacking a single target 6 times and dealing massive DMG. Each hit reduces target P. DEF by 10% for 10 sec. This attack has a high Crit. Defensive Mode 24 sec Cooldown Increases P. DEF by a large margin for 15 sec and activates Avalanche for 15 sec.

  1. Kings Raid P Dmg Team 3
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  • 2General Stats
  • 3Defense/Damage Reduction Formula
  • tables are outdated, refer to individual sections below. Table will be removed once the individual sections are complete *
Color Key:
Offensive
Utility
Defensive
Stat Effect Softcap
ACC Accuracy - Chance to hit targets that have dodge 1500
ATK Attack, either Physical or Magical None
ATK SPD Increases auto-attack speed 1600
Block Chance to block any both physical or magical attacks. Blocked attacks do half damage, or reduced further with toughness modifier(s). 225
CC ACC Accuracy of CC skills to cause effect 900 (Hard-capped)
CC Resist Chance to resist Crowd Control skills 1000
Crit Critical Chance a hit will use the Crit DMG bonus to a skill or auto-attack. 1500
Crit DMG Critical Damage % bonus extra damage (100% + Crit DMG% of current attack is the crit dmg atk value). None
Crit Resistance Reduces chance of opponent's crit chance of both magical and physical attacks. 1000 (Hard-capped)
Debuff ACC Accuracy of debuffs that skills do. This counters CC Resist if enemy/opponent has any. ???
DEF Defense. Reduces damage from both Physical and Magical attacks/skills. None
Dodge Chance to dodge all attacks or skills. Dodged attacks do no damage. Will say 'Miss' on hero or target. 500
HP (Max HP) Health Points. Increases max health of heroes. None
Lifesteal HP that recovered by X% from total attack damage. 500
M. Block Chance to block magic attacks to reduce damage by half (increased with M. Tough) 500
M. Crit Resistance Reduces opponent crit chance for magic attacks/skills. 1000 (Hard-capped)
M. DEF Reduces damage from magic attacks. None
M. Dodge Chance to dodge magic attacks. Dodged attacks/skills do no damage. Will say 'Miss' on hero or target. 500
MP Recovery/Attack X% of attacks will recover as MP. 1000 MP = 1 MP orb. 1200
MP Recovery/Sec Generates X MP per second. 1000 MP = 1 MP orb. None
M. Tough * Increases the reduction of damage when a magic attack is blocked. 450
P. Block Chance to block physical attacks to reduce damage by half 500
P. Crit Resistance Reduces opponent crit chance for physical attacks/skills. 1000 (Hard-capped)
P. DEF Reduces damage from physical attacks. None
P. Dodge Chance to dodge physical attacks. Dodged attacks/skills do no damage. Will say 'Miss' on hero or target. 500
P. Tough * Increases the reduction of damage when a physical attack is blocked. 450
Penetration Amount of defense that attacks will ignore. 450
Recovery * A hero's natural HP recovery rate None

* Can only obtain from Runes or Enchantments



Max HP

Pretty self explanatory. Max HP gear options apply a percentage increase to the BASE HP of the hero, not compounded on top of whatever the current max HP value is

CC Resist

CC Resist is a flat numeric value that is calculated into a percentage chance to ignore CC effects. CC resist has no soft cap and thus scales linearly until hitting the hard cap of 1000 (or 100% CC resist/completely immune to CC). Percentage is calculated as {CC Resist/10}%

Kimgs Raid P Dmg Team

There are more than a few defence stats on your heroes, and the game doesn't do a good job at explaining how they work in terms of reducing incoming damage. The Basic stats are P. Def and M. Def, represented by a flat numerical value. In addition there are the P.Dodge, M.Dodge, P. Block, M. Block, P. Block Def, M. Block Def, P. Tough and M. Tough stats. These stats reduce incoming damage in a waterfall system by passing various 'checks' and reductions.

For newer players, the prefixes P refers to physical damage while M refers to magic damage. P stats only apply to incoming physical damage and M stats only apply to incoming magic damage. Note on gear options it's possible to get stats without the prefix, in which case it applies to both types of damage.

I can't promise this will be up to date, so the following info is only accurate as of August 2018, subject to change at Vespa's will

Dodge

P. Dodge and M. Dodge are flat numeric values that are calculated into a percent chance and is the first check in damage calculation. A successful dodge reduces incoming damage to 0. Dodge has a soft cap at 500, meaning that the calculated percentage will scale linearly with the dodge value until greater than 500, at which point you'll get diminishing returns.

Warriors have a base 100 Dodge to start while Assassins have a base 200 Dodge to start.

300 P. Dodge -> 30% dodge for incoming physical damage

500 P. Dodge -> 50% dodge for incoming physical damage

600 P. Dodge -> 55% dodge for incoming physical damage

Block and Block Def

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P. Block and M. Block are flat numeric values that are calculated into a percent chance and is the next check in damage calculation following the Dodge check. A successful block reduces incoming damage by 50%, assuming 0 Block DEF. If Block Def > 0, then incoming damage is reduced by 50% + Block DEF percent. Block has a soft cap at 500, meaning that the calculated percentage will scale linearly with the block value until greater than 500, at which point you'll get diminishing returns. Block DEF is only obtainable through runes and gear enchanments, and (probably?) doesn't have a soft cap (hard to reach even if there is given the difficulty to obtain). <p> Knights (Tanks) have a base 100 Block to start, and Wizards have 250 M. Block to start. All classes have 0 base Block DEF, or 50% reduction on successful block.

300 P. Block, 0 P. Block DEF -> 30% block, reduces 50% damage on successful block

700 P. Block, 0 P. Block DEF -> 60% block, reduces 50% damage on successful block

700 P. Block, 200 P. Block DEF -> 60% block, reduces 70% damage on successful block

DEF

Following the Dodge and Block checks, the remaining damage (if non 0) is further reduced by DEF. The exact damage reduction formula for this stat is unclear (lol). At level 90, a Knight with T7-T8 gear can have DEF values in the 5, maybe 6 digits range. However, how this value is applied to reduce incoming damage is anyone's guess .. DEF is also susceptible to enemy's Penetration stat, which reduces the effectiveness of the DEF stat. <p> Base DEF values vary per hero.

Tough

P. Tough and M. Tough, is the last reduction step in damage calculation and are flat numeric values that are calculated into a percentage reduction of the remaining damage following Dodge check, Block check, and DEF reduction. Tough is only obtainable through runes and gear enchantments, and has a soft cap of 450. This means that the calculated percentage will scale linearly with the Tough value until greater than 450, at which point you'll get diminishing returns. Toughness cannot be reduced by penetration stat, making it very valuable in PVP and some end game content where even after all previous checks incoming damage is still enough to one shot some characters

Knights (Tanks) have a base 250 Tough to start.

300 P. Tough reduces 30% of remaining incoming damage

450 P. Tough reduces 45% of remaining incoming damage

500 P. Tough reduces 47.5% of remaining incoming damage

  • Taken from 'https://maskofgoblin.com/calc' on 30Jul2019 *

There are two sets of information, this table from mask of goblin and the screenshot of stats from 2017. NEEDS VERIFICATION.

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Color Key:
Offensive
Utility
Defensive
Stat Effect Softcap
ACC Accuracy - Chance to hit targets that have dodge 1500
ATK Attack, either Physical or Magical None
ATK SPD Increases auto-attack speed 1600
Block Chance to block any both physical or magical attacks. Blocked attacks do half damage. 500
CC ACC Accuracy of CC skills to cause effect 900
CC Resist Chance to resist Crowd Control skills 1000
Crit Critical Chance a hit will use the Crit DMG bonus to a skill or auto-attack. 1500
Crit DMG Critical Damage % bonus extra damage (100% + Crit DMG% of current attack is the crit dmg atk value). None
Crit Resistance Reduces chance of opponent's crit chance of both magical and physical attacks. 500
DEF Defense. Reduces damage from both Physical and Magical attacks/skills. None
Dodge Chance to dodge all attacks or skills. Dodged attacks do no damage. Will say 'Miss' on hero or target. 500
HP (Max HP) Health Points. Increases max health of heroes. None
Lifesteal HP that recovered by X% from total attack damage. 500
M. Block Chance to block magic attacks to reduce damage by half (increased with M. Tough) 500
M. Crit Resistance Reduces opponent crit chance for magic attacks/skills. 500
M. DEF Reduces damage from magic attacks. None
M. Dodge Chance to dodge magic attacks. Dodged attacks/skills do no damage. Will say 'Miss' on hero or target. 500
M. Tough * Increases the reduction of damage when a magic attack is blocked. 450
MP Recovery/Attack X% of attacks will recover as MP. 1000 MP = 1 MP orb. 1200
MP Recovery/Sec Generates X MP per second. 1000 MP = 1 MP orb. None
P. Block Chance to block physical attacks to reduce damage by half 500
P. Crit Resistance Reduces opponent crit chance for physical attacks/skills. 500
P. DEF Reduces damage from physical attacks. None
P. Dodge Chance to dodge physical attacks. Dodged attacks/skills do no damage. Will say 'Miss' on hero or target. 500
P. Tough * Increases the reduction of damage when a physical attack is blocked. 450
Penetration Amount of defense that attacks will ignore. 450
Recovery * A hero's natural HP recovery rate None

* Can only obtain from Runes or Enchantments


Vespa's Update from May 2017 (Edited into Wiki on 30Jul2019)


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Morrah
Devil's Flame
ClassKnight
RoleTank/CC/sub DPS
Atk TypeMagical
PositionFront
Grade★★★


A demon knight that uses the lava of the Dark Forces. Inflicts relentless burning pain on enemies, and fights battles of endurance utilizing her granite-like defense.

  • 1Overview
    • 1.2Builds
  • 2Skills
  • 3Transcendence Perks
    • 3.1Transcendence 3
    • 3.2Transcendence 5

Overview[edit]

      • Even though she is B-ranked in PvP (probably received this ranking before her revamp, I would actually state she is more like an A-rank PvPer), She is S-ranked in Raids/Fortress WB/ & regular WB. She also has the capability of being built for a DPS tank which helps in PvP and special events.

Pros and Cons[edit]

Pros:
Cons:

Builds[edit]

STAT Priority

  • P.Block (to 75% and no higher Diminishing returns after 75% will destroy her build)
  • Lifesteal (you want roughly 30% to 40% and no more)
  • M.Def & P.Def (ideally you want this balanced, especially if PvPing but doesn't need to be a high percentage)
  • HP
  • Atk
  • Atk Spd

PvP[edit]

  • side note: Morrah's passive has a chance to trigger each time she blocks an attack, so logically you will see her perform better with a higher block chance. Another thing to consider is that her signature skill: S2 (Hellfire) costs three mana, which can mean a longer wait than you want, particularly in PvP. To alleviate this, grab some Attack Speed and Debuff Resist to ensure she gets in as many attacks as possible.

Use Morrah if:

  • You want to want to try to fight through big magic attacks like Pavel's
  • You want to win arena matches through attrition
  • You don't intend to use Baudouin or Leo

Don't use Morrah if:

  • You don't have a strong dedicated healer
  • You need to put pressure on a certain hero in the opponent's team.

GEAR Priority

  • For Morrah, Ideally you will want 2 Ice Dragon pieces and 2 Black Dragon Pieces so that she gains both the HP% set bonus and the MP/Atk Set bonus, BUT as always you can mix and match your sets or put her in all 4 pieces of one set if she is severely lacking in her STAT priority. There’s really only two choices here and it basically comes down to build/itemization preferences.
  • As for accessories: You can basically limit it to going with the Ring for pure generic survive-ability, or the route of the Necklace and boost that M Def up even higher. I would recommend that in almost all circumstances you take the Ring. The only time you might prefer to take the necklace over the ring is on one of the alternate Transcendence Perk builds where you essentially use your T5 Dark and S2 Dark perks to drop some serious AOE tick damage.

Runes

  • If you have and use her UW ~ with No Mana Problems, then do: Rune of Thirst: Lifesteal +200 x 1, Rune of Iron Wall: P Block Def +200 x 1, Rune of Willpower: M.Tough +200 x 1 OR Rune of Toughness: P.Tough +200 x 1 (use which ever stat is lacking 9 out of 10 times though you will need the Rune of Willpower).
  • If you are using a NON UW : Rune of Thirst (only if you are not at 30 to 40% Lifesteal) x 1, OTHERWISE use Rune of Willpower OR Rune of Toughness x 1
  • Primary Gear gets a Rune of Protection: M.Def. +40% nowadays over a Rune of steel: P.Block +200, due to the new changes to Transcendence Perks you'll almost assuredly be getting some additional P.Block chance from those, making it unnecessary to rune for it. Due to this and the fact that Morrah can get some additional DPS from the amount of M.Def she has, choosing to rune in the extra M.Def provides you with better tanking and longer mileage when heavy battles.
  • Secondary Gear gets a Rune of Potential: MP Recovery/DMG 60% (extra output) is hands down the best rune for this slot.

Tips[edit]

  • Go to Artifact: And the easiest to obtain (also an absolute must IF your Morrah is having tanking issues) is the: Earth Core this gives you: ATK, HP and all Defenses increased by 10% BUT with the new release of additional Artifacts i have found that Madame's Bronze Mirrors can benefit Morrah immensely.

Skills[edit]

Burning Power[edit]

Mana 6 sec Cooldown
Deals 58,356 M.DMG to enemies in range and knocks them down, inflicting 3 stacks of Flame. Then for 15 sec, each auto attacks deals 11,763 M.DMG and inflicts 1 stack of Flame on enemy. Per each stacked Flame, DMG is increased by 2%. Each Flame stack deals separate M.DMG and reduces Heal rate by 1%.

Attributes
20 DMG is increased by 10%.
60 DMG is increased by 15%.
120 DMG is increased by 25%.


Burning Power Animation


Hellfire[edit]

Mana 12 sec Cooldown
For 20 sec, all allies' M.DEF is increased by 6,953 and M.Block Chance is increased by 250. Additionally, every 1 sec, inflicts 1 stack of Flame on nearby enemies.

Attributes
20M.DEF boost is increased by 20%.
60M.DEF boost is increased by 30%.
120M.Block Chance is increased by 50%.


Hellfire Animation


Lava Eruption[edit]

Mana 20 sec Cooldown
Deals 263,466 M.DMG to enemies in range and inflict knock down. Per every stacked Flame, DMG is increased by 2%.

Attributes
20 DMG is increased by 10%.
60 DMG is increased by 15%.
120 DMG is increased by 25%.


Lava Eruption Animation


Fire Smash[edit]

Passive1 sec Cooldown
Upon block, deals 35,664 M.DMG to enemies in range, and inflicts 3 stack of Flame.

Attributes
20 DMG is increased by 10%.
60 DMG is increased by 15%.
120 DMG is increased by 25%.

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Kimgs Raid P Dmg Team



Transcendence Perks[edit]

Transcendence 3[edit]

Burning Power[edit]

[Light] ATK Spd. is increased by 200 for 15 sec.
[Dark] Reduces cooldown by 6% per each enemy hit.


Hellfire[edit]

[Light]M.Block rate is boosted by 20%.
[Dark] When Hellfire is active, deal DMG based on own M.DEF to nearby enemies.


Lava Eruption[edit]

[Light] DMG is increased by 40%.
[Dark] Heals HP equal to 40% of DMG dealt.


Fire Smash[edit]

[Light] Increase own M.DEF by 5% for each block. Max stack is 10.
[Dark] Enemies with over 100 stacks of Flame take 40% increased M.DMG.


Transcendence 5[edit]

Morrah[edit]

[Light] ATK, DEF, HP +15% / M.Block +200.
[Dark]Flame stack DMG is increased by 100%, and max stack number is changed to 120.


  • ~~ Recommended Transcendence Perks ~~
  • T1 = Def. UP
  • T2 = Shield of Protection
  • T3 = Hellfire DARK
  • T4 = Fire Smash LIGHT
  • T5 = Both LIGHT and DARK
  • ~~Side Note: with the revamp of the T.Perks you can select each and have enough to pick an additional perk from the T1 line which depending on how you are using your Morrah will determine which one you want to pick. Atk up and Monster Hunting if you want more DPS (choosing both will require you to Spend TP Coins (which can be obtained through the cash shop, special events, and log in bonuses). Meanwhile, you may want either HP Up or Crit Resist UP if you want a beefier tanking Morrah (which again i recommend both). In addition: if you purchased the additional TP for a DPSing Morrah you can just click the second tab in her (transcendence window) and use those purchased TPs to do a tanking build, which will allow you to switch between the builds and use as needed. Therefore you can get both the HP UP and Crit Resist Up without extra cost.

Unique Weapon[edit]


Flame of Victory, Carprain
Star Value Value
Normal attacks have a 20% chance to reduce ATK of the target by 10% and cause the target to take 10% increased M.DMG for 10 sec. If the target has more than 100 stacks of Flame, M.DMG boost is doubled.
12% 12%
★★ 14% 14%
★★★ 17% 17%
★★★★ 21% 21%
★★★★★ 25% 25%
  • Item introduction: In the heart of the Dragia Volcano, there exists a smithy. Hundreds of years ago, Temeraire, the ancient fire dragon, created a set of magically enchanted gear. Using lava infused with the power of the volcanic fire, he forged a shield and a sword capable of incinerating anything. During the war against the Demons, Temeraire presented these to a human warrior. Unfortunately, the warrior is said to have been defeated by Morrah. No one has seen this legendary gear since then. That is, until Morrah reappeared on the front line.

1st Skill Unique Treasure[edit]


Hell's Eye
Star Value
[Burning Power] Increases DMG by 20% and Flame stacked upon enemies become irremovable.
24%
★★ 29%
★★★ 35%
★★★★ 42%
★★★★★ 50%
  • Item Introduction: The last eye of Belzebuna, a beast that feeds on the lava of hell. The eye, the only one left out of 100, blazes with dark lunacy. The beast smelt a sealing stone from Morrah, lost control, emerged from the lava, and dashed directly to her. Morrah, however, did not hesitate to stab its eyes with Carprain, and a completely different type of heat shriveled Belzebuna and absorbed its body. Looking at its entire body being crushed and the last eye wriggling on the ground, Morrah stuck it on her shield to mock the beast.

2nd Skill Unique Treasure[edit]


Hatchling Leather Gloves
Star Value
[Hellfire] Upon blocking target's M.ATK during the skill's duration, DMG reduction is increased by 100 and M.Crit resistance is increased by 250.
120
★★ 140
★★★ 170
★★★★ 210
★★★★★ 250
  • Item Introduction: Gloves made with a dark Hatchling's bones and skin. Morrah made it a hundred years ago by collecting the Hatchlings she killed when she went out to hunt dragons. It's very durable to even withstand Morrah's flames, and even imbues a stronger power to let those flames blaze up even more. Morrah really likes these gloves.

3rd Skill Unique Treasure[edit]


Hellish Sealing Stone
Star Value
[Lava Eruption] DMG is increased by 20% and target's M.DEF is decreased by 25% for 7 sec.
24%
★★ 29%
★★★ 35%
★★★★ 42%
★★★★★ 50%
  • Item introduction: A strange fragment that came from the Dimensional Rift. Inside the fragment, there's a flame that kills anything that is living. The energy from its dimension is condensed within it, it's absolutely needed to complete Maria's plan.

4th Unique Treasure[edit]


Jewel of Inferno
Star Value
[Fire Smash] Increases the number of Flame stacks by 3. Hit targets have their ATK Spd reduced by 140 for 5 sec.
170
★★ 210
★★★ 250
★★★★ 300
★★★★★ 360
  • Item Introduction: A jewel containing the essence of Temeraire's Fire. When Temeraire was defeated, Morrah forcibly drew the jewel of inferno, the essence of Fire Dragon, out of it to enhance her Fire Smash.

Kings Raid P Dmg Team 2016

Links[edit]

Trivia/Lore[edit]

  • She is a demon (dark dragon).
  • She is 178cm (around 5'10')
  • Her birthday is April 9th.
  • Her constellation is Armil the Saint.
  • She likes formidable enemies and worthy fights.
  • She dislikes dragons.
  • She is Maria's friend and companion.
  • Unlike Maria, Morrah is quite honorable and respects her opponent's strength.
  • She is fought in Chapter 1 and Chapter 5.
  • Despite being Maria's companion, she is absent in Chapter 7.
  • It seems she tricked Dimael and his sister, Epigael.

Story from the game: The former commander of the Dark Dragon Knights, she's the most gallant demon knight of the demon army. Currently, for some unknown reason, she is following the witch Maria and assisting her work. Many find it strange that the former champion of the demon army, who slaughtered countless enemies and even devoured dragons, now works for a mere witch as her servant. Nevertheless, she continues to faithfully serve her master.

Gallery[edit]

Kings Raid P Dmg Team List

edit
Heroes
Aselica, Clause, Demia, Dosarta, Glenwys, Jane, Loman, Morrah, Neraxis, Phillop, Ricardo, Sonia
Bernheim, Chase, Gau, Kasel, Kirze, Naila, Nicky, Priscilla, Scarlet, Seria, Theo, Viska
Epis, Erze, Ezekiel, Fluss, Gladi, Laudia, Mirianne, Nia, Reina, Roi, Tanya
Arch, Dimael, Luna, Requina, Selene, Shamilla, Yanne, Yuria, Zafir
Annette, Cecilia, Chrisha, Crow, Hanus, Kara, Lakrak, Miruru, Mitra, Oddy, Rodina
Aisha, Artemia, Cain, Cleo, Dakaris, Esker, Lewisia, Lilia, Lorraine, Maria, Nyx, Ophelia, Pavel, Veronica
Baudouin, Cassandra, Frey, Juno, Kaulah, Laias, Lavril, Leo, Lucias, May, Mediana, Rephy, Rehartna, Shea

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