Difference between revisions of "Stats"
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* Hit rate by 1. | * Hit rate by 1. | ||
− | * | + | * Range attack damage by 1. |
− | * | + | * Range attack damage by [DEX/10]^2, where the value in [ ] is rounded down and ^2 means squared. |
* Melee attack damage by 1 per 5 full points of DEX. | * Melee attack damage by 1 per 5 full points of DEX. | ||
* Attack speed by 1/4 the amount of AGI per point. | * Attack speed by 1/4 the amount of AGI per point. | ||
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Luck is abbreviated '''LUK'''. | Luck is abbreviated '''LUK'''. | ||
− | + | Every point of LUK will increase: | |
+ | |||
+ | * Critical hit rate by 0.3% (only the integer rounded down is shown in the status window). | ||
+ | * Flee rate by 0.2. | ||
+ | * Perfect dodge rate by 0.1% (same with critical hit rate, only the integer is shown). | ||
+ | * Attack damage by 1 per 5 full points of LUK (this is for any type of physical attack). | ||
+ | * Forging success rate for Blacksmiths and brewing success rate for Alchemists by an unknown amount (but less than for DEX's effect); INT apparently affects brewing success rate for Alchemists as well. | ||
+ | * Resistance against status ailments by a certain amount.(but less than VIT and INT's effects). | ||
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Derived Stats | Derived Stats | ||
While basic stats are directly controlled by the player, derived stats are not directly controlled by the player. These stats are functions of the basic stats (and, in some cases, functions of skills or equipment the character is wearing) and thus altering them requires changing some aspect of the character's equipment, skills, or basic stats. | While basic stats are directly controlled by the player, derived stats are not directly controlled by the player. These stats are functions of the basic stats (and, in some cases, functions of skills or equipment the character is wearing) and thus altering them requires changing some aspect of the character's equipment, skills, or basic stats. | ||
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====FLEE==== | ====FLEE==== | ||
− | + | ====PD==== | |
====CRIT==== | ====CRIT==== | ||
====ASPD==== | ====ASPD==== |
Latest revision as of 06:36, 26 March 2019
Contents
Primary Stats
STR
Strength affects the physical melee attack power of a character. The higher your strength, the more damage you do by swinging fists, books, swords, maces, and axes. Strength also increases the limit on the weight of items a character can be carrying.
Strength will often be abbreviated as STR.
Every point of STR will increase:
- Melee attack damage by 1.
- Melee attack damage by [STR/10]^2, where the value in [ ] is rounded down and ^2 means squared.
- Range attack damage by 1 per 5 full points of STR.
- Weight capacity by 30 (Note that this only applies to base STR, which is the left value in the status window).
AGI
Agility affects the attacking speed as well as dodging ability of a character. A character with high agility not only does more damage but also takes less as well.
Agility is often abbreviated as AGI.
Every point of AGI will increase:
- Attack speed by 0.1; it depends on your equipped weapon, and also the higher your attack speed is, the less effect each point of AGI has on it.
- Flee rate by 1.
- Reduce spell delays. (animation delay)
- Perfect Dodge by 0.1
VIT
Vitality is a measure of survivability. It provides a variety of benefits: First, it increases the maximum hit points (HP) of a character, and so this character will be able to take more damage. Having a high Vitality also means you take reduced damage from physical attacks. Third, vitality helps a character overcome debilitating effects such as blindness and stun. Finally, vitality increases the effectiveness of healing potions.
Vitality is abbreviated VIT.
Every point of VIT will increase:
- Max HP by 1%; this stacks, so technically if you have 2 VIT, then your max HP is increased by 101% * 101% = 102.01%; it may not seem like much, but with enough VIT it'll make a big difference.
- HP healing items' effectiveness by 2%.
- HP recovery power by 1 per 5 full points of VIT (meaning it increases the amount of HP you heal when you stand or sit).
- Physical defense (soft VIT DEF) by 1; VIT DEF decreases physical damage received by numbers (the rough estimate being, VIT DEF = number subtracted from base damage received); the damage actually reduced depends on whether you are hit by a monster or a player, and there are also some bonuses to VIT DEF at certain intervals.
- Magical defense (soft INT MDEF) by 1 per 2 full points of VIT (this doesn't show on the status screen, however); works in the same way that INT decreases damage from magical attacks.
- Resistances against status ailments by a certain amount.
INT
Intelligence is a measure if ability in the arcane arts. It increases the damage of magic spells much as strength does for physical attacks. High intelligence also gives increased spell points (SP), which allows a character to cast more spells for a longer time. Finally, Intelligence reduces the damage taken from spell effects.
Intelligence is abbreviated INT.
Every point of INT will increase:
- Max SP by 1%; just as with VIT, this stacks.
- SP healing items' effectiveness by 2%.
- SP recovery power by 1 per 6 full points of INT (note that you also recover SP even if you are moving, just really slowly); once INT is past 120, however, SP recovery power increases by 1 every 2 full points of INT.
- Magic attack power by 1 (in your status window MATK has a range; whenever you cast a skill that uses MATK to calculate damage, a value from the range is randomly selected).
- Maximum magic attack power by [INT/7]^2, where the value in [ ] is rounded down and ^2 means squared.
- Minimum magic attack power by [INT/5]^2, where the value in [ ] is rounded down and ^2 means squared.
- Magical defense (soft INT MDEF) by 1; INT MDEF decreases the damage received from magical attacks by its value.
- Resistances against status ailments by a certain amount.
DEX
Dexterity affects how accurate your attacks are, as well as how much damage ranged weapons such as bows do. The hit rate bonus of Dexterity is point-by-point equivalent with the dodge rate bonus of Agility.
Dexterity is often abbreviated DEX.
Every point of DEX will increase:
- Hit rate by 1.
- Range attack damage by 1.
- Range attack damage by [DEX/10]^2, where the value in [ ] is rounded down and ^2 means squared.
- Melee attack damage by 1 per 5 full points of DEX.
- Attack speed by 1/4 the amount of AGI per point.
- Minimum attack damage by 1 per point of DEX; your minimum attack damage is just your total attack power minus your equipped weapon's attack power. (Note that once your DEX equals your weapon's attack power, then each of your attacks will do about the same damage; minimum attack damage won't exceed maximum attack damage)
- Forging success rates for Blacksmiths and brewing success rates for Alchemists by an unknown amount.
Every point of DEX will decrease:
- Casting time of skills by 2/3%; therefore, at 150 DEX you can instantly cast skills.
LUK
Luck raises the rates at which certain randomly triggered combat events happen. Primarily, luck increases your chance of making a critical strike, a normal attack that always hits the target and is not reduced by armor or by vitality. It also increases, to a lesser degree, the chance of a lucky dodge, which is a chance of completely avoiding a regular attack. It also figures into the calculations for certain class skills such as the hunter's Blitz Beat or the priest's Turn Undead.
Luck is abbreviated LUK.
Every point of LUK will increase:
- Critical hit rate by 0.3% (only the integer rounded down is shown in the status window).
- Flee rate by 0.2.
- Perfect dodge rate by 0.1% (same with critical hit rate, only the integer is shown).
- Attack damage by 1 per 5 full points of LUK (this is for any type of physical attack).
- Forging success rate for Blacksmiths and brewing success rate for Alchemists by an unknown amount (but less than for DEX's effect); INT apparently affects brewing success rate for Alchemists as well.
- Resistance against status ailments by a certain amount.(but less than VIT and INT's effects).
Derived Stats While basic stats are directly controlled by the player, derived stats are not directly controlled by the player. These stats are functions of the basic stats (and, in some cases, functions of skills or equipment the character is wearing) and thus altering them requires changing some aspect of the character's equipment, skills, or basic stats.
Derived stats generally have more of an impact on the actual power of a given character and should be strongly taken into consideration when evaluating a particular stat set.