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| {| style="float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;"
| | __NOEDITSECTION__ |
| |-
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| ! colspan="2" style="background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;" | Stats [[File:Charactersit.png]]
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| |-
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| | colspan="2" style="text-align:center; padding:10px;" | [[File:Stats.png]]
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| |-
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| |}
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| | |
| == Character Stats [[File:Basic_Skill.png|30px]] ==
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| Each character stat is responsible for different things. Some stats may affect similar traits.
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| Special Stats cannot be learned directly right now and are instead granted by some skills.
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| ----
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| __TOC__
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| == STR == | | == STR == |
| Line 28: |
Line 12: |
| +30 Weight per point. | | +30 Weight per point. |
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| '''Base ATK'''
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|
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| STR is the main Base ATK stat for melee weapons.
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|
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| '''For melee weapons:'''
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|
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| Base ATK = STR + floor(DEX / 5) + floor(LUK / 3) + STR breakpoint bonus
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|
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| '''For ranged weapons:'''
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|
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| Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus
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|
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| '''STR / DEX Base ATK breakpoint'''
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|
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| The main ATK stat has a cumulative breakpoint every 10 points.
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|
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| n = floor(main_stat / 10)
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|
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| Breakpoint bonus = n * (n + 1) / 2
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|
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| '''Examples:'''
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|
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| 10 main stat = +1 total
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| 20 main stat = +3 total
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| 30 main stat = +6 total
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| 40 main stat = +10 total
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| 50 main stat = +15 total
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| 60 main stat = +21 total
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| 70 main stat = +28 total
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| 80 main stat = +36 total
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| 90 main stat = +45 total
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| 100 main stat = +55 total
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| </div>
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| </div> | | </div> |
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|
| == AGI == | | == AGI == |
| <span class="mw-customtoggle-stat-agi" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span> | | <div style="height:0; position:relative; top:-31px; left:48px;"> |
| | <span class="mw-customtoggle-stat-agi" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span> |
| | </div> |
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|
| <div id="mw-customcollapsible-stat-agi" class="mw-collapsible mw-collapsed"> | | <div class="mw-collapsible mw-collapsed mw-customcollapsible-stat-agi"> |
| <span class="mw-collapsible-toggle" style="display:none;"></span>
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| <div class="mw-collapsible-content">
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| AGI gives APM and Flee. | | AGI gives APM and Flee. |
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| '''Formula'''
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|
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| Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
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|
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| '''For players:'''
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|
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| +1 Flee per 1 AGI and 1 extra Flee every 2 AGI.
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|
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| '''APM'''
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|
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| '''For melee weapons:'''
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|
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| Raw APM value += AGI + floor(AGI / 2) + floor(DEX / 5)
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|
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| '''For ranged weapons:'''
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|
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| Raw APM value += AGI + floor(AGI / 3) + floor(DEX / 5)
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|
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| '''Melee weapons'''
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|
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| 1 AGI = +1 raw APM
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|
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| Every 2 AGI = +1 extra raw APM
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|
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| Every 5 DEX = +1 raw APM
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|
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| '''Ranged weapons'''
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|
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| 1 AGI = +1 raw APM
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|
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| Every 3 AGI = +1 extra raw APM
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|
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| Every 5 DEX = +1 raw APM
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|
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| '''Huuma special case'''
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|
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| Huuma is always 60 APM.
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|
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| '''After Cast Delay'''
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|
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| AGI also reduces ACD.
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|
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| ACD reduction from AGI: Every 3 AGI = 1% ACD reduction.
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|
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| ACD from stats and gear is added additively.
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|
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| '''Breakpoint'''
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|
| |
| AGI ACD breakpoint table:
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|
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| 10 AGI = +1%
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| 20 AGI = +2%
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|
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| 30 AGI = +3%
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| 30 AGI = +3%
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| 40 AGI = +4%
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| 50 AGI = +5%
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| 60 AGI = +7%
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| 70 AGI = +9%
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| 80 AGI = +11%
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| 90 AGI = +13%
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| 100 AGI = +15%
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| 110 AGI = +18%
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| 120 AGI = +21%
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| 130 AGI = +24%
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| 140 AGI = +27%
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| 150 AGI = +30%
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| 160 AGI = +34%
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| 170 AGI = +38%
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| 180 AGI = +42%
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| 190 AGI = +46%
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| 200 AGI = +50%
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| 210 AGI = +55%
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| 220 AGI = +60%
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| 230 AGI = +65%
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| 240 AGI = +70%
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| 250 AGI = +75%
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| 260 AGI = +81%
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| 270 AGI = +87%
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| 280 AGI = +93%
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| 290+ AGI = +100%
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|
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| </div>
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| </div> | | </div> |
|
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|
| == VIT == | | == VIT == |
| <span class="mw-customtoggle-stat-vit" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span> | | <div style="height:0; position:relative; top:-31px; left:48px;"> |
| | <span class="mw-customtoggle-stat-vit" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span> |
| | </div> |
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|
| <div id="mw-customcollapsible-stat-vit" class="mw-collapsible mw-collapsed"> | | <div class="mw-collapsible mw-collapsed mw-customcollapsible-stat-vit"> |
| <span class="mw-collapsible-toggle" style="display:none;"></span>
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| <div class="mw-collapsible-content">
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|
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|
| VIT increases Max HP. | | VIT increases Max HP. |
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| 1 VIT = +1% base HP.
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| '''Soft DEF'''
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|
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| VIT increases soft physical defense.
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|
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| '''Formula:'''
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|
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| DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
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|
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| 1 VIT = +1 Soft DEF
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|
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| 5 AGI = +1 Soft DEF
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|
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| '''Soft MDEF'''
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|
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| VIT also contributes to soft magical defense.
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|
| |
| '''Formula:'''
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|
| |
| MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus
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|
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| 5 VIT = +1 Soft MDEF2
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|
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| '''VIT DEF/MDEF breakpoint'''
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|
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| VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.
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|
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| n = floor(VIT / 10)
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|
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| Breakpoint bonus = 5 * n * (n + 1) / 2
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|
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| '''Examples:'''
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|
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| 10 VIT = +5
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| 20 VIT = +15 total
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| 30 VIT = +30 total
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| 40 VIT = +50 total
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| 50 VIT = +75 total
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| 60 VIT = +105 total
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| 70 VIT = +140 total
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| 80 VIT = +180 total
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| 90 VIT = +225 total
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| 100 VIT = +275 total
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|
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| </div>
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| </div>
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|
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| == INT ==
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| <span class="mw-customtoggle-stat-int" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
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|
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| <div id="mw-customcollapsible-stat-int" class="mw-collapsible mw-collapsed">
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| <span class="mw-collapsible-toggle" style="display:none;"></span>
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| <div class="mw-collapsible-content">
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|
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| INT increases Max SP.
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|
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| 1 INT = +1% base SP.
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|
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| '''MATK'''
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|
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| INT is the main Base MATK stat.
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|
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| '''Formula:'''
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|
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| MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus
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|
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| 1 INT = +1 MATK
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| 10 DEX = +1 MATK
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| 3 LUK = +1 MATK
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|
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| '''Soft MDEF'''
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| INT also increases soft MDEF.
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| 1 INT = +1 MDEF2
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| '''INT MATK breakpoint'''
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|
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| INT has a cumulative breakpoint every 10 INT.
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|
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| n = floor(INT / 10)
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|
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| Breakpoint bonus = n * (n + 1) / 2
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|
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| '''Examples:'''
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|
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| 10 INT = +1 MATK
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| 20 INT = +3 total MATK
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| 30 INT = +6 total MATK
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| 40 INT = +10 total MATK
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| 50 INT = +15 total MATK
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| 60 INT = +21 total MATK
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| 70 INT = +28 total MATK
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| 80 INT = +36 total MATK
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| 90 INT = +45 total MATK
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| 100 INT = +55 total MATK
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|
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| </div>
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| </div>
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|
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| == DEX ==
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| <span class="mw-customtoggle-stat-dex" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
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|
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| <div id="mw-customcollapsible-stat-dex" class="mw-collapsible mw-collapsed">
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| <span class="mw-collapsible-toggle" style="display:none;"></span>
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| <div class="mw-collapsible-content">
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|
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| DEX increases HIT.
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| 1 DEX = +1 Hit.
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|
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| '''Variable Cast Time'''
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|
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| DEX reduces Variable Cast Time.
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|
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| 1 DEX = 0.5% VCT reduction.
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| 15 DEX = 1% VCT reduction.
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|
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| '''Examples:'''
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|
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| 10 DEX = 5 + 0 = 5% VCT reduction
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| 15 DEX = 7 + 1 = 8% VCT reduction
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| 30 DEX = 15 + 2 = 17% VCT reduction
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| 60 DEX = 30 + 4 = 34% VCT reduction
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| 90 DEX = 45 + 6 = 51% VCT reduction
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| 120 DEX = 60 + 8 = 68% VCT reduction
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| 150 DEX = 75 + 10 = 85% VCT reduction
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|
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| '''Base ATK'''
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|
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| DEX is the main Base ATK stat for ranged-style weapons.
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|
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| '''For ranged weapons:'''
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|
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| Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus
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|
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| 1 DEX = +1 Base ATK
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|
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| 10 DEX = breakpoint bonus
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|
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| '''For melee weapons, DEX is secondary:'''
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|
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| Base ATK = STR + floor(DEX / 5) + floor(LUK / 3) + STR breakpoint bonus
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|
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| 5 DEX = +1 Base ATK
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|
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| '''MATK'''
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|
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| DEX contributes slightly to MATK.
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| 10 DEX = +1 MATK
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|
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| '''APM'''
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|
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| DEX contributes to APM the same way for both ranged and melee weapons.
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| 5 DEX = +1 raw APM
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|
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| </div>
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| </div>
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|
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| == LUK ==
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| <span class="mw-customtoggle-stat-luk" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
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|
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| <div id="mw-customcollapsible-stat-luk" class="mw-collapsible mw-collapsed">
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| <span class="mw-collapsible-toggle" style="display:none;"></span>
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| <div class="mw-collapsible-content">
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|
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| LUK contributes to ATK and MATK equally.
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|
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| 3 LUK = +1 ATK and +1 MATK
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|
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| '''Flee'''
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|
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| LUK contributes to Flee.
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| 5 LUK = +1 Flee
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|
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| '''Critical'''
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|
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| LUK increases Critical.
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|
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| Critical = 10 + LUK * 3 + floor(LUK / 9)
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|
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| '''Examples:'''
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|
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| 9 LUK:
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|
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| Base from LUK = 2.7%
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| Breakpoint = 1.0%
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|
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| Total from LUK/breakpoint = 3.7%
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|
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| 90 LUK:
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| Base from LUK = 27%
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| Breakpoint = 10%
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| Total from LUK/breakpoint = 37%
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|
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| Katar doubles final Critical after calculation.
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|
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| </div>
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| </div>
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|
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| == FLEE ==
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| <span class="mw-customtoggle-stat-flee" style="display:inline-block; position:relative; top:-31px; left:65px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
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|
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| <div id="mw-customcollapsible-stat-flee" class="mw-collapsible mw-collapsed">
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| <span class="mw-collapsible-toggle" style="display:none;"></span>
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| <div class="mw-collapsible-content">
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|
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| Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
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|
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| '''Hit comparison:'''
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|
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| Hit Rate = Attacker Hit + 100 - Target Flee
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|
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| You cannot have more than 50% Flee chance.
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|
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| '''Perfect Dodge / Flee2'''
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|
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| Perfect Dodge is checked before the normal hit calculation.
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|
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| It only works for basic attacks and is not gained by normal means, only by external sources like skills or gear.
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|
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| 1 Perfect Dodge = 1% chance to dodge basic attacks.
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|
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| </div>
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| </div>
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|
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| == HIT ==
| |
| <span class="mw-customtoggle-stat-hit" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
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|
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| <div id="mw-customcollapsible-stat-hit" class="mw-collapsible mw-collapsed">
| |
| <span class="mw-collapsible-toggle" style="display:none;"></span>
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| <div class="mw-collapsible-content">
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|
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| Hit = existing Hit bonuses + Base Level + DEX + 25
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|
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| '''Hit comparison in battle:'''
| |
|
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| Hit Rate = Attacker Hit + 100 - Target Flee
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|
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| '''Example:'''
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|
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| Attacker Hit = 420
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|
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| Target Flee = 450
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|
| |
| Hit Rate = 420 + 100 - 450
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|
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| Hit Rate = 70%
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|
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| The attack has 70% chance to hit.
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|
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| Your minimum Hit chance is 50%.
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|
| |
| </div>
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| </div>
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|
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| == CRIT ==
| |
| <span class="mw-customtoggle-stat-crit" style="display:inline-block; position:relative; top:-31px; left:60px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
| |
|
| |
| <div id="mw-customcollapsible-stat-crit" class="mw-collapsible mw-collapsed">
| |
| <span class="mw-collapsible-toggle" style="display:none;"></span>
| |
| <div class="mw-collapsible-content">
| |
|
| |
| Critical = 10 + LUK * 3 + floor(LUK / 9)
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|
| |
| Katar doubles final Critical.
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|
| |
| '''Everything can critically hit:'''
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|
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| Magical Damage
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|
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| Physical Damage
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|
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| Healing
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|
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| Shielding
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|
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| </div>
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| </div>
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|
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| == APM ==
| |
| <span class="mw-customtoggle-stat-apm" style="display:inline-block; position:relative; top:-31px; left:58px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
| |
|
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| <div id="mw-customcollapsible-stat-apm" class="mw-collapsible mw-collapsed">
| |
| <span class="mw-collapsible-toggle" style="display:none;"></span>
| |
| <div class="mw-collapsible-content">
| |
|
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| '''Edda uses APM, Attacks per Minute, instead of ASPD.'''
| |
|
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| '''Melee weapons'''
| |
|
| |
| Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)
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|
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| '''Ranged weapons'''
| |
|
| |
| Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)
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|
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| '''Huuma'''
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|
| |
| Fixed at 60 APM.
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|
| |
| </div>
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| </div> | | </div> |