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Return of the Saiyan

In the game, we have six types of equipment available: Helmet, Armor, Boots, Gloves, and Sword. We can get them in different ways, and they differ in Level, Armor, Weight and Bonuses. The maximum required equipment level is 300, and the maximum possible armor bonus is 65.

Tier Rarity

There are five levels of bonuses available in the game. From the weakest Tier 1 to the strongest Tier 5, they are distinguished by different colors in the game, and of course, the statistic increases with the height of the Tier.

Tier 1

Common

Tier 2

Uncommon

Tier 3

Rare

Tier 4

Very Rare

Tier 5

Insanely Rare

Hidden Bonuses

During our journey most of the items we will get will have their bonuses obscured, we will have to uncover them using special items, namely Bonus Reveal Gadget, which we will purchase from npc Bulma. Each Gadget corresponds to Tier 3, Tier 4 i Tier 5 because Tier 1 i Tier 2 are always uncovered.

Each item can have up to 3 bonuses, distributed randomly from Tier 1 to Tier 5, so the worst bonus item we can get is 1x Tier 1, and the best is 3x Tier 5. The best things and the best chance to get a high-tier item we have if our item comes from Boss, Mimic Chest or Diamond Chest.

Types of Bonus

There are 28 bonuses available, which can be drawn at any level of item rarity, and each prize has a bonus range depending on its rarity. So apart from removing an item with three high rarity levels, we have to count on discovering that we will get an item with bonuses that suit us.

HP Bonus – Health Points Bonus. Bonus will increase your total Health Points by X value.
Example: If you have 1000 HP and you wear a T5 item with 500 HP Bonus, you will have 1500 HP. If you unwear this item, you will have 1000 HP again.

HP Bonus (%) – Health (percentage) Points Bonus. Bonus will increase your total Health Points by X percent.
Example: If you have 1000 HP and you wear a T5 item with 4% bonus, you will have 1040 HP. If you unwear this item, you will have 1000 HP again.

KI Bonus – KI (aka mana) points Bonus. Bonus will increase your total KI by X value.
Example: If you have 1000 KI and you will wear a T5 item with 500 KI Bonus, you will have 1500 KI. If you unwear this item, you will have 1000 KI again.

KI Bonus (%) – KI (percentage) Points Bonus. Bonus will increase your total KI Points by X percent.
Example: If you have 1000 KI and you wear a T5 item with 4% bonus, you will have 1040 KI. If you unwear this item, you will have 1000 KI again.

Heal Effectiveness (%) – Bonus will increase total healing that you receive by X percent.
Example: If you use a T5 item with an 11% bonus, all the healing you cast (your healing) will be increased. If you are healing for 1000, the value will be increased to 1110.

HP Regen – Bonus will increase Health Points regeneration that you receive by X value.
Example: If you wear a T5 item with 70 HP Regen Bonus then your regeneration (per second) will increase by 35. If you regenerate your HP by 40/2s then it will be increased by 70 HP/2s.

HP Regen (%) – Bonus will increase your Health Points regeneration that you receive by X percent.
Example: If you wear a T5 item with 3% HP Regen Bonus then your regeneration (per second) will increase by 1.5%. If you have 1000 HP then you will be regenerating 30 HP/2s.

KI Regen – Bonus will increase KI Points regeneration that you receive by X value.
Example: If you wear a T5 item with 30 KI Regen Bonus then your regeneration (per second) will increase by 15. If you regenerate your KI by 40/2s then it will be increased by of 30 KI/2s.

KI Regen (%)  Bonus will increase your KI Points regeneration that you receive by X percent.
Example: If you wear a T5 item with 1% KI Regen Bonus then your regeneration (per second) will increase by 0.5%. If you have 1000 KI then you will be regenerating 10 KI/2s.

Life Drain – Bonus will make your melee attacks as well as your technique drain and regenerate some of your Health Points with each hit by X value.
Example: If you wear an T5 item with 60 Life Drain and hit monster for 1000 from melee, and 1000 from your technique, you will regenerate 60 HP (from melee hit) and 6 HP (from technique).
Important note – Please note that only 10% of Life and Ki Drain bonuses value works on techniques so if you’ve 60 of 
Life Drain then each technique hit gives you 10% of the DMG you’ve dealt as a HP. Additionally – Life Drain Bonus increases our melee damage (auto attacks only) by X value.
Also, please remember about the special rules for Dende (more info below).

Life Drain (%) – Bonus will make your melee attacks as well as your technique drain and regenerate some of your Health Points with each hit by X percent.
Example: If you have 10% Life Drain and hit monster for 1000 from melee, and 1000 from your technique, you will regenerate 100 HP (from melee hit) and 10 HP (from technique).
Important note – Please note that only 10% of Life and Ki Drain bonuses value works on techniques so if you’ve 12% of 
Life Drain then each technique hit gives you 1.2% of the DMG you’ve dealt as a HP. Additionally – Life Drain Bonus (%) increases our melee damage (auto attacks only) by X percentage.
Also, please remember about the special rules for Dende (more info below).

Ki Drain – Bonus will make your melee attacks as well as your technique drain and regenerate some of your KI Points with each hit by X value.
Example: If you wear an T5 item with 60 Ki Drain and hit monster for 1000 from melee, and 1000 from your technique, you will regenerate 60 KI (from melee hit) and 6 KI (from technique).
Important note – Please note that only 10% of Life and Ki Drain bonuses value works on techniques so if you’ve 60 of KI Drain then each technique hit gives you 10% of the DMG you’ve dealt as a KI. Also, please remember about the special rules for Dende (more info below).

Ki Drain (%) – Bonus will make your melee attacks as well as your technique drain and regenerate some of your KI Points with each hit by X percent.
Example: If you have 10% KI Drain and hit monster for 1000 from melee, and 1000 from your technique, you will regenerate 100 KI (from melee hit) and 10 KI (from technique).
Important note – Please note that only 10% of Life and Ki Drain bonuses value works on techniques so if you’ve 60 of KI Drain then each technique hit gives you 10% of the DMG you’ve dealt as a KI. Also, please remember about the special rules for Dende (more info below).

Movement Speed (%) – Bonus will increase your Movement Speed (flat) by X percent.
Example: If you have 200 Movement Speed points and you wear an T5 item with 8% bonus, then it will increase your Movement Speed by 16 (which is 8%)

Attack Speed (%) – Bonus will reduce the time between melee attacks by X%.
Example: If you have 107 attack speed (1 hit every 0.41s) and you wear an item with 7.2% attack speed then you will hit every 0.30s
Important note – please note that maximum attack speed is 107, also you cannot hit faster than once per 0.30s.

CD Reduction (%) – Bonus reduces the cooldown of your spells by X%. It also reduces your global cooldown by X% (time between spell).
Example: If you have 10% CD Reduction and your Cooldown on your Ki Blast is 2s, then your new Cooldown on Ki Blast will be 1.8s.
Important note: CD Reduction has maximum cap of 40%.

Ki Reduction (%) – Reduces the total KI-cost of your techniques and abilities by X%.
Example: If you have 1000 KI and one of your technique uses 10% of your KI (cost = 100 KI) and you wear an T5 item with 10% bonus then you your technique will cost 90 instead of 100 KI.

DMG Reduction (%) –  Bonus reduces the damage you take from all sources by X%.
Example: If you wear 2 items with 5% DMG reduction (total of 10%) then you will reduce 10% of incoming damage (all sources). If someone hits you for 1000 HP it will be reduced by 10%, so you will lose 900 HP instead of 1000 HP.

DMG (%) – Increases all your damage by X%.
Example: If you have 10% DMG (%) bonus then instead of 1000 DMG from melee you will hit for 1100, and instead of 1000 damage from technique you will hit for 1050 damage.
Important note – This bonus works for 100% on melee attacks, and 50% on techniques. Also, please remember about the special rules for Dende (more info below).

DMG – Bonus increases the damage of your basic and spell attacks by X value.
Example: If you wear an item with 100 DMG bonus, then instead of dealing 100 damage with your melee hit you will hit for 200. And if you deal 200 dmg with spell it will hit for 300.

Critical Chance (%) – Bonus gives you X% chance to deal 100% extra damage with melee attacks (and 50% with spells).
Example: If you have 10% critical change and your hit was critical you will deal 100% extra damage with melee attack (e.g. from 1000 to 2000) or if its spell then 1500 instead of 1000.
Important note – If you have 10% of Critical Chance and you hit 10 monsters with spell you have 10% on each monsters to crit. This means that if you hit 10 monsters with a spell, each monster has a 10% chance of taking critical damage. If your spell is area-based, it doesn’t hit every mob with critical damage, but each unit has a unique percentage chance of receiving critical damage.

Dodge Chance (%) – Bonus gives you X% chance to take no damage from incoming melee attacks.
Example: If you wear 2 items with 5% dodge chance (total of 10%) then you have 10% chance to dodge incomming melee attack.
Important note – Dodge Chance doesn’t work on magic damage (techniques).

More DMG to MONSTER (%) – Bonus increase the total damage you deal to X monster.
Example: If you wear Item with 30% More DMG to Devil, then instead of 1000 damage you deal 1300 damage to them.
Important note – This bonus doesn’t work on Enraged Monsters, e.g. Enraged Devil. More DMG to MONSTER has maximum cap of 30%. 

Less DMG from MONSTER (%) – Bonus reduce the total damage you receive from X monster.
Example: If you wear Item with 30% Less DMG from Devil, then instead of 1000 damage you will receive 700 damage.
Important note – This bonus doesn’t work on Enraged Monsters, e.g. Enraged Devil. LESS DMG from MONSTER has maximum cap of 30%. 

DMG Reflect (%) – Bonus returns X% of the damage you take, back to the enemy who dealt it.
Example: If you have 10% DMG Reflect bonus then if someone hits you for 1000 he receive 100 damage.
Important note – If you are playing Buu then DMG reflect gives you the bonus (passive) but it also reduce the damage taken by Buu. For example if monster is attacking Buu for 100 and he have 15% reflection, then he do not reflect 15 damage (15%) but the value is decreased by 8% (92) and it reflect 15% out of 92 damage.

Tenacity (%) – Bonus reduces the duration of crowd control effects (stuns, slows, etc.) by X%.
Example: If you have 50% Tenacity then instead of 2s stun you will be stunned only for 1s.
Important note – Tenacity has maximum cap of 70%. 

Melee Range – Bonus increases the range of your basic attacks by 1. 
Example: If you are playing DPS, Half-Tank or Tank and you wear item with this bonus your basic attacks will have 2 SQM range instead of 1 SQM.
Important note – This bonus doesn’t work for Dende. Additionally Melee Range has maximum cap of +1 (which means that you cannot have +2 range etc.)
 

Special rules for Dende:
Dende’s basic attacks only gets 50% of the effectiveness from these bonuses:

– Life Drain
– % Life Drain
– Ki Drain
– % Ki Drain
– % DMG

Bonus Value

Every bonus in the game has its lowest possible and highest possible value depending on rarity, and the table below shows precisely all possible values.

Author Values and Bonus Types:
Iustitia Rots Communnity Manager