What exactly is a talent?
The talent defines how good a person is and what his potential could be.
The talent's potential ranges from F to SSS grades. It defines how efficient it is. Based on how they are used, even an SSS-grade talent could be worthless.
Then comes a different classification of talents.
Common, Uncommon, Rare, Epic, Legendary, Mythic and finally Unique.
This classification is based on how many members possess it and how powerful it is. Common grade talents are available everywhere. As the next rank appears, the scarce it would get but also powerful too.
The last of them is called the Unique category, which means only one would have it at a time. This isn't exactly a classification but stating that no one alive would have the same talent if it bears the Unique title.
It is not just for talents but also for skills and professions.
To clarify the confusion, let's see an example.
Let's consider Mana Regeneration. It's a common talent. Almost everyone who can use mana possesses mana regeneration. It may not state that as a talent but they would still have it.
Its potential might be from F to SSS, which increases how fast the mana regeneration is.
Legendary or Mythic talents are not something everyone can possess but what differentiates them from common talents is that they don't usually have lower potentials. They most likely have A and above grades.
For the Unique talent, if there is one with an F grade potential, no other grades would be available for it.
So unique doesn't always mean good. Sometimes they would be shittier than common grades. Moreover, common grade talents can be upgraded using Talent Upgrade Stones, while Unique ones can't. They are for life.
Like talents, the ranks of skills and spells range from F-rank to SSS-rank. From the name itself, we can say how powerful they would be.
If an F-rank is considered a spark, an SSS-rank could be considered a wildfire.
Unlike talent, one can learn any spell or skill irrespective of the rank but when it comes to its utilization, higher-level spells or skills can't be useful without enough power.
This is where the Active and Passive differentiation comes in for the skills.
For an active skill, mana or stamina is used. It depends on the skill.
For a passive skill though, there is no such need. Moreover, passives usually are regeneration skills, like mana regeneration, health regeneration or stamina regeneration.
It sounds nice and good but they aren't easy to obtain. Every passive is a gift that propels one towards greatness. So no one with a brain would sell if they get their hands on a passive skill book. There is no market for them. If you are lucky, you will get one in a dungeon or live without any passives.
For spells though there is no such luxury. Everything is active, unless you use a ritual or an array, which makes it part active, part passive. It is because an array takes energy from an external source and not you. As long as there are energy resources, you don't need to do anything, except for starting the array to work at the beginning or if you decide to end it before the energy source is used up.
Chris who already thought that he was lucky with the talent selection, made him reconsider the importance of the role luck plays in one's life.
[Ding!]
[You have obtained the passive skill, Critical Hit (SSS)]
[Critical Hit (SSS): There is a 90% chance that your attack would cause a critical hit.]
This would mean, for every 10 attacks, Chris would be able to land 9 critical hits. This is an OP Skill. If this isn't considered as an OP skill, then nothing should be considered as an OP skill.
When a critical hit was triggered, the attack would have 40% more damage than it usually does.
Let's consider an example.
An opponent who has 100 Health points (HP) and 10 defence.
Your attack would cause 20 damage at the cost of 10 Mana points (MP).
In order to kill the opponent, you have to land 10 attacks on the opponent, which would cost you 100 MP. This was because, though he has 100 HP and your attack damage is 20, the opponent has 10 defence points which would render half of the attack useless.
The opponent would lose only 10 HP per attack. So you need 10 attacks to successfully eliminate the opponent.
If one of the attacks triggers a critical hit, the attack would be 28 dmg, rather than 20. When considering the defence, the actual dmg would be 18. So in every attack, we deal an extra 8 dmg.
So now, if every attack triggers a crit hit, one would need only 6 attacks instead of 10, which saves a lot of mana or stamina.
Usually, the crit hit would occur 4 times for every 100 attacks. So many wouldn't see its use unless they have increased the crit dmg or trigger rate. It can be increased either when we use a good weapon or some potion.
Though the duration of potions is temporary, they increase chances and damage value more than one would get from weapons.
So now one can understand why Chris, who was a grown-ass man in his past life couldn't keep his pants up when he saw the prompt.