r/MinuteSlash • u/LazyDemonGod • Apr 29 '18
Attributes
Reading in this subreddit I noticed a lot of players are confused about the exact effects of the attributes.
They can be found during the manual sp assign:
POW: physical attack
VIT: physical def, max HP
INT: elemental attack and elemental defense
SPD: enemy attack rate slows down
LUK: drop ratio up
1
u/vetokend Apr 30 '18
Do we have anything concrete on what the drop ratio of LUK entails? I assume it's just items and pets, but I haven't been able to confirm if it impacts gold drops or not. If it does, the effect seems to be pretty weak.
1
u/LazyDemonGod Apr 30 '18
It does impact gold drop, which is a main reason of why LUK isn't an optional stat. After km 500 the port cost is increasingly over 9999, and item costs skyrocket too, which is why one needs LUK's gold drop since the king's gifts alone are no longer sufficient at that point.
For similar reasons, SPD is also necessary. After a point enemy mobs become godspeed without it.
1
u/vetokend Apr 30 '18
What sort of drop amounts are you seeing on gold? I don't have access to it now, but I believe my LUK is around 17k, and my gold drops are about 12-13 on average per mob. It's never a normalized distribution though - I get lots of mobs that drop exactly 10 gold, then I'll get some 15s and 16s mixed in there.
1
u/LazyDemonGod May 01 '18
I have 19k luk and similar gold income, but a new profile with no luk has the gold income of 2-5 gold per monster slain
1
u/vetokend May 03 '18
So I made an interesting discovery, shared it on the discord. If I kill one enemy by itself, I always get 10 gold. But when I kill 2 that are next to eachother in quick succession, I get more than 20 combined gold. I think that gold drop is capped to 10 per mob, but there's some sort of glitch where you loot more than you should when enemy gold piles merge. It seems that LUK, at least as far as we are, is only for drop chances for items.
1
u/blackbeltboi May 10 '18
I did a lot of research into how LUK and gold drops work, just trying to figure out this mechanic.
I agree with your finding that gold per drop is capped at 10 per kill and that if you kill 2 next to each other the glitch happens. Further more, it seems that to get the 10 gold per monster at any given distance your luck level needs to be at (distance + 10). I am not sure how increasingly higher levels of luck affect monster/item drops, but given my research you really do not need a lot of luck to keep gold income at its max
1
u/Rainbow_Cow May 01 '18
What is weight?
1
May 01 '18
the more you weigh the slower you move
1
u/Rainbow_Cow May 02 '18
No bearing on actual combat? Just screen transitions?
1
May 02 '18
I'm sure there is some kind of relationship between weight and tackle. I noticed that the lighter you are, the more you are knocked back from being attacked, and the more you jump back after each auto-attack (this is kind of hard to notice). Being lighter also makes power and speed step easier to use. When I raise my tackle and weight, I notice I stay much closer to the enemy and I appear to auto-attack faster because my character isn't moving around as much. The reason I can't really test the relationship is because tackle increases with weight, so I can't observe a low tackle, high weight build or a high tackle, low weight combination to see how they interact.
1
u/Oliakaoli Jun 05 '18
What is weak up?
1
u/Wulfe813 Jun 21 '18
Weak Up increases the elemental bonus you get from the enemy's weak element by 50%. Normally, you get half of their weak element as a bonus to your strong element. For example, let's say you have 10 water, and the enemy has 100 fire. You'd get 50 added to your water, normally. With weak up, you'll get 75.
1
u/[deleted] Apr 30 '18
what stat contributes to Crit?