Would you like to react to this message? Create an account in a few clicks or log in to continue.

You are not connected. Please login or register

Status Points (Stats)

Go down  Message [Page 1 of 1]

1Status Points (Stats) Empty Status Points (Stats) Fri Dec 02, 2011 12:15 pm

Camthalion Katinshuell

Camthalion Katinshuell
Admin

STR

Strength: This stat directly increases your physical damage (except using Guns, Instruments, Whips, and Bows), allowing you to deal damage even if you don't equip any weapons if you invest a sufficient amount of STR.

Every 1 STR provides:

  • Attack minimum and maximum damage +1

  • Every 10 total STR provides additional damage bonus
(so always aim for a STR total that is divisible by 10)
  • Weight Limit (base stat only) +30

  • Every 5 STR: Ranged attacks damage +1





AGI

Agility: Used to increase your attack speed and chance of dodging.

Every 1 AGI provides:

  • Flee (chance to dodge enemy attacks) +1

  • ASPD increase -0.4% base time between attacks


Flee: Flee is a character's ability to avoid being hit (miss) by regular attacks and most melee skills
Dodge Rate cannot be lower than 0% and not higher than 95% (except during WoE siege) - Meaning you will always have 1% of dodging an attack, and the monster / player can only miss 95%.




VIT

Vitality: This stat directly increases your Maximum HP and HP regeneration rate, also increase your SOFT DEF, allowing you to reduce the damage by a direct amount.

Every 1 VIT provides:

  • Maximum HP +1%

  • +1 Soft Def


[You must be registered and logged in to see this image.]

Def:
Soft Def - Soft deaf is useful early to mid 50~80+ VIT , and kinda useless when you reach 90~120+ VIT (Except when your aim is to have a higher HP), why? Because Soft Def reduces the physical damage taken by a direct amount, meaning - if you have 85 VIT you deducted 85 Damage from the physical damage you've taken from a monster / player.

Hard Def - Hard def is gained by the upgrade of your armor and some bonuses. Hard Def is very useful since it reduces the physical damage by a percentage (%), meaning if you have 90 Hard DEF, you have reduced that physical damage by 90%. (There is a 99% cap, no one can go beyond 99%)

Resistance vs. the following Status Effects:
Bleeding: -1% chance from being inflicted
Curse: dereases duration
Poison: -1% chance from being inflicted
Silence: -1% chance from being inflicted, -1% duration
Stun: -1% chance from being inflicted, -1% duration (hence, 100VIT makes you 100% immune to stun)




INT

Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and (soft) MDEF.

Every 1 INT provides the following:

  • Increase of MATK:

Bonus to minimum MATK every 7 INT
Bonus to maximum MATK every 5 INT
  • Maximum SP +1%.

  • SP restoration items effectiveness +1%

  • INT-based MDEF +1 (Soft Mdef)

[You must be registered and logged in to see this image.]

MDef:
Soft Def - Soft Mdef is useful early to mid 50~80+ VIT , and kinda useless when you reach 90~120+ VIT (Except when your aim is to have a Matk), why? Because Soft MDef reduces the magic damage take by a direct amount, meaning - if you have 85 INT, you deducted 85 damage points from the magic damage you've taken from a monster / player.

Hard Def - Hard Mdef is gained by your gears and some bonuses. Hard MDef is very useful since it reduces magic damage by a percentage (%), meaning if you have 90 Hard MDEF, you have reduced that magic damage by 90%. (There is a 99% cap on gears, but can be furthermore increase by the Wanderer's Skill: Symphony of Lovers)


  • Every 6 INT: natural SP regeneration +1

  • Alchemists/Biochemist/Genetic: brewing success rate +0.05% (half the benefits of DEX of LUK)


Resistance vs. the following Status Effects:

Blind: -2/3% chance from being inflicted, -1/15 second duration
Sleep: -1% chance from being inflicted
Chaos: -2/3% chance from being inflicted




DEX

Dexterity: Decides your accuracy with your weapons. It also increases your ASPD (but requires more stats than AGI to increase ASPD by 1), as well as decreasing cast time of your spells. It also reduces the min-max damage rate, allowing you to do better average damage output, eventually almost always only doing top-end damage should you invest in DEX highly. As noted in STR description, bow, gun, whip and instrument users do not increase their damage through STR; they do it through DEX. DEX also has a close relationship with success rates with creation abilities such as weapon forging as a Blacksmith class or making a potion as an Alchemist class. Also, success rate of ability Steal (Thief's ability) depends on your DEX.

Every 1 DEX provides the following:
  • Increased damage of bows, guns, whip and instrument attacks (Ranged attacks)

+1 minimum and maximum damage, additional bonus at every increments of 10 DEX
  • Hit (chance to land hit on enemy) +1

Cast time -1/150 (150 DEX = instant cast) [in MyRO 1/180 (180 DEX = Instant Cast)]
  • Steal success rate +0.01x

  • Divesting (Strip Armor, Weapon, Shield, Headgear, Full Strip) success rate +0.2%

  • Blacksmiths/Whitesmiths/Mechanic: forging success rate +0.1%

  • Alchemists/Biochemist/Genetic: brewing success rate +0.1%

  • Cooking success rate +0.2%
(unconfirmed?)
  • Increases minimum damage of attacks:

Level 1 weapons: minimum damage +1
Level 2 weapons: minimum damage +1.2
Level 3 weapons: minimum damage +1.4
Level 4 weapons: minimum damage +1.6
  • Slightly ASPD increase -0.1% base time between attacks

  • Every 5 DEX: melee damage +1





LUK

Luck: is the most unused stat point to those who doesn't understand its purpose, No LUK? Think again. LUK does not effect ingame drop rates, or chances to get a rarer item when killing.

Luck: Each 1 LUK provides the following:

  • Critical rate (DEF ignoring attack) +0.3%,

  • Perfect dodge +0.1%

  • Blacksmiths/Whitesmith/Mechanic: forging success rate +0.1%

  • Alchemists/Biochemist/Genetic: brewing success rate +0.1%

  • Hunters: each 3 points increases in 1% the chance of Auto-Blitz Beat and Warg Strike be triggered, requires a Falcon/Warg and the skill.

  • Cooking success rate +0.1%
(unconfirmed?)
  • Every 5 LUK: reduces enemy's chance of landing critical attack by 1%
(Lucky Dodge)
  • Every 5 LUK: ATK +1
Melee or Ranged

Resistance to some status effects"

Blind: slightly decreases chance from being inflicted
Curse: -1% chance from being inflicted
Frozen: slightly decreases from being inflicted
Poison: slightly decreases chance from being inflicted (exact value unknown)
Silence: slightly decreases from being inflicted
Sleep: slightly decreases from being inflicted
Stone Curse: slightly decreases chance from being inflicted
Stun: slightly decreases chance from being inflicted, -0.01 seconds duration

https://leftpront.forumtl.com

Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum