As per community request, this thread has been moved out of the forum archives to serve as a historical reference for interested users.
~@Randox
Firstly if you have not read Weezcake's Topic ARENAscape New Player's Guide/FAQ you should do that http://forum.tip.it/viewtopic.php?t=200. This guide takes a more in-depth look at the game based on specs and supports, and how to make them work for you.
Specializations
Specs are a major part of this game. Certain Specs beat others and visa versa; it is comparable to that of a complicated game of Rock-Papers-Scissors. There are active and passive stats. Active stats play a major role in melee and passive stats do not. Certain specs are able to combine easier with other specs to form spec combos.
Experience Table
Spec 1* (At Combat Level) | Experience Used (%) 14.29% | Expected Value (%) 14.29% | Change 0% | Rank 4
Spec 2* (Combat Level +7) | Experience Used (%) 28.89% | Expected Value (%) 28.57% | Change .32% | Rank 6
Spec 3* (Combat Level +11) | Experience Used (%) 44.83% | Expected Value (%) 42.86% | Change .1.97% | Rank 7
Spec 4* (Combat Level +14) | Experience Used (%) 57.14% | Expected Value (%) 57.14% | Change 0% | Rank 4
Spec 5* (Combat Level +16) | Experience Used (%) 70.72% | Expected Value (%) 71.43% | Change -.71% | Rank 2
Spec 6* (Combat Level +18) | Experience Used (%) 85.48% | Expected Value (%) 85.71% | Change -.23% | Rank 3
Spec 7* (Combat Level +19) | Experience Used (%) 94.07% | Expected Value (%) 100% | Change -5.93% | Rank 1
This table shows how much experience it takes to spec in a stat, certain spec levels take up more or less experience than expected and therefore change how much free experience you have to put into supports. This does not mean avoid 3* as they are very strong and do not get 6* as they are one of the weakest specs, this table only shows that there are slight differences in experienced used but can help explain things in the future.
Active and Passive Specs/Stats
As said before certain stats affect Melee Rounds while others do not. Attack and Defense are entirely active whereas Hits is entirely passive. Active and Passive Specs/Stats do not tie into power, it is just an interesting lock into how well some specs work together.
Active/Passive (Spec) Table (Entirely Subjective!)
Attack 10/0
Defense 10/0
Strength 6/4 (Damage bonus is not entirely active, Attack bonus is not from Spec but from level [stat/support]))
Prayer 4/6 (Reflection is active, Healing is passive, Defense bonus is not from Spec but from level [stat/support])
Magic 2/8 (After round 6 and without animation, Magic has no effect on combat)
Ranged 1/9 (After bleeding Ranged has no effect on combat)
Hits 0/10 (Arguably, Strength Spec bonus is somewhat active at 4*+)
Active/Passive (Stat) Table (Entirely Subjective!)
Attack 10/0
Defense 10/0
Strength 7/3 (Damage bonus is not entirely active, Attack bonus is from stat)
Prayer 5/5 (Reflection is active, Healing is passive, Defense bonus is from stat)
Magic 1/9 (Drain Aura/Hits [length of Combat], After round 6 Magic has no effect on combat)
Ranged 1/9 (Drain Aura/Hits [length of Combat], After bleeding Ranged has no effect on combat)
Hits 0/10
Compatibility
Some specs work better alone and some work better when combined with other specs.
Attack: Strength, Prayer, Defense, Hits
Strength: Attack, Prayer, Defense, Hits
Prayer: Attack, Strength, Magic
Defense: Attack, Strength
Hits: Attack, Strength
Magic: Prayer
Ranged: None
Effective Spec Levels
Specs have different ranges of when they are Combined or on their own.
Attack: 2-3* Combo, 4-5* Solo
Defense: 2-3* Combo, 4* Solo (Really need some info here :P)
Strength: 2-4* Combo, 4-5* Solo
Hits: 2* or 4* Combo, 4-5* Solo
Magic: 2* or 4* Combo, 4-5* Solo
Prayer: 2*-3* Combo, 3-5* Solo
Ranged: 5* or 7* Solo
Attack
With specialization in Attack your accuracy increases most noticeably against Defense and Prayer Specs. The difference between your Attack level and your opponents Defense level is a Strength bonus. Having 3* or more in Attack allows you to carry out a Double Attack, although they are not guaranteed to hit you are able to carry them out even when you miss your regular attack. Attack is the counter to Defense. Depending on your Spec Combo you will want Attack higher/equal/lower than Defense depending on your individual Strengths and Weaknesses.
Defense
With specialization in Defense your opponent's accuracy decreases most noticeably against Attack and Strength Specs. The difference between your Defense level and your opponents Attack level is a negative Strength bonus for your opponent. Having 3* or more in Defense allows you to carry out a Counter Attack, although they are not guaranteed to hit you are able to carry them out even when you miss your regular attack. Defense is the counter to Attack. Depending on your Spec Combo you will want Defense higher/equal/lower than Attack depending on your individual Strengths and Weaknesses.
Strength
With specialization in Strength your melee Damage increases. The difference between your Strength and your opponent's Strength is an Attack bonus; this can work negatively so in certain cases where your opponent's Strength is very high your Strength acts as a Defense bonus. Having 3* or more in Strength allows you to carry out a Crushing Blow, although they are guaranteed to hit you are only able to carry them out when your regular attack is successful. Strength is very similar to Prayer. Depending on your Spec Combo you will want Strength higher/equal/lower than Prayer depending on your individual Strengths and Weaknesses.
Prayer
With specialization in Prayer your melee Healing/Reflecting Aura increases. The difference between your Prayer and your opponent's Prayer is a Defense bonus; this can work negatively so in certain cases where your opponent's Prayer is very high your Prayer acts as an Attack bonus. Having 3* or more in Prayer allows your aura to reflect more than 50% of a melee hit. Prayer is very similar to Strength. Depending on your Spec Combo you will want Prayer higher/equal/lower than Strength depending on your individual Strengths and Weaknesses.
How is it that Strength and Prayer Bonuses can go negative and give you a "bonus" in the opposite stat?
For example with the Srength spec, a 2* Strength character is used to having a slight Attack bonus due to having Strength 7 levels over combat fights a 5* Herc that is used to having a good Attack bonus due to having Strength 16 levels over combat. In this example the 2* Strength spec nullifies 7 Strength levels that would otherwise be calculated as Attack levels. When you negate these Attack levels that is the invisible Defense bonus working.
For Hits, Magic, and Ranged Information please see Weezcake's Topic ARENAscape New Player's Guide/FAQ. http://forum.tip.it/viewtopic.php?t=200
Supports
The "Super Stats" for each spec combo change from level to compensate for certain bonuses and entitlements that you acquire such as new Prayer Aura, Magic Spell, and Ranged Weapon. Sometimes depending on your level you will want Magic higher or Prayer higher or Ranged higher depending on the usefulness that you get at a particular support stat level. You don't have the ability to play around with your Speced stats do to losing your bonus, so you must do it with your support stats.
I think Adventurers have problems with this because you have the possibility of specing a stat in a battle in which you want it as high as possible, but also have the greater possibility of not specing a stat in which case you only want the stat to be at its highest Marginal Utility vs. experience (usefulness). You want you supports to be as useful as they can be (based on experience used) and that they complement your specs.
How can you determine what supports are right for you? Well, that I can't answer for you. Certain formulas are a mystery so it's anyone's guess. It is easy to determine that 110 Attack and 80 Ranged is better than 100 Attack and 100 Ranged but it becomes harder to determine what is better between
Or
The first stats compliment your specs more than the second stats because melee-heavy supports favor melee-heavy specs. So for a Knight you want Prayer, Paladin you want Defense, Crusader you want Strength, and as an Upholder you want Attack.
Total Utility (effectiveness), Marginal Utility (usefulness), and Experienced used is very important in determining what supports you should have. Total Utility can be figured out by how much damage or how many hits that particular stat provides. Marginal Utility is how much more Total Utility that stat gains from one level to the next. I'm currently working on a way to easily calculate how effective supports are (Currently near impossible due to how Attack and Defense effect a way how a battle turns out.)
Utility/Experience Calculations v0.01 ( :? )
This is where you get to put the fun stuff you just learned to use. Total Utility for each stat you have will change from fight to fight so you will want to do multiple tests on different speced opponents for best results. Take the Total Utility from the stat then multiply it by the percent of total experience the stat uses for its Marginal Utility.
Hits:
Hits used up in combat (do not use hits remaining)
Ranged:
Ranged damage
Reflection taken away from opponent
Magic:
Magic damage
Magic damage taken away from enemey
Reflection taken away from opponent
Animation discrepencies in successful hits and blocks
Prayer:
Aura total
Reflection damage
Attack and Defense bonus (?)
Defense:
Counter Attack Damage x3/4 (Attack and Strength)
Damage that you would have taken without Defense
(Average damage taken + calculated constant [x]) * number of rounds - (Number of rounds where defense failed * Average damage taken)
Attack:
Regular combat damage/2
Hits remaining/2
DA Damage * 3/4
CA Damage * 1/8
CB Damage * 1/4
Damage Bonus (?)
Strength:
Regular combat damage/2
Hits remaining/2
DA Damage * 1/4
CA Damage * 1/8
CB Damage * 3/4
Attack and Defense bonus (?)
Note: This is a work in progress and as such will be continually updated. If you have any questions/comments please post them so I can answer/confirm any concerns you might have