Статы.в Renewal
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Статы.в Renewal
Primary Stats
Stats are the six fundamental character statistics that make (or
break) a character. Stats start out with a base value of 1 and can be
raised as far as 99. Third job characters can increase stats up to 120.
Base stats are increased by spending stat points, higher stats costing
more to raise (particularly for base stats beyond 100). Stat points are
gained with base level increases, the amount increasing with higher
levels.
STR
Strength: This stat directly increases your physical damage, allowing
you to deal damage even if you don't equip any weapons if you invest a
sufficient amount of STR.
When using Axes, Barehands, Books, Daggers, Katars, Knuckles, Maces or Spears, every 1 STR provides:
When using Guns, Instruments, Whips, and Bows, every 5 STR provides:
Every 1 STR provides:
STR specific:
AGI
Agility: Increases your attack speed and chance of dodging.
Every 1 AGI provides:
The actual ASPD calculation depends on AGI, DEX, ASPD potions and skills, the type of weapon you are using, and your job. It can take between 1 and 20 AGI to increase ASPD by 1. More details can be found in the entry for ASPD discussion.
AGI specific:
VIT
Vitality: Each point of VIT provides the following:
</li>
Effectiveness from healing items +2%
VIT specific:
Stats are the six fundamental character statistics that make (or
break) a character. Stats start out with a base value of 1 and can be
raised as far as 99. Third job characters can increase stats up to 120.
Base stats are increased by spending stat points, higher stats costing
more to raise (particularly for base stats beyond 100). Stat points are
gained with base level increases, the amount increasing with higher
levels.
STR
Strength: This stat directly increases your physical damage, allowing
you to deal damage even if you don't equip any weapons if you invest a
sufficient amount of STR.
When using Axes, Barehands, Books, Daggers, Katars, Knuckles, Maces or Spears, every 1 STR provides:
- Weapon ATK +0.5%
- Status ATK +1
When using Guns, Instruments, Whips, and Bows, every 5 STR provides:
- Status ATK +1
Every 1 STR provides:
- Weight Limit +30
- Decreases Vacuum Extreme duration by 0.04s.
STR specific:
- ATK
- Weight Limit (base stat only)
AGI
Agility: Increases your attack speed and chance of dodging.
Every 1 AGI provides:
- Flee +1
- Increases Attack Speed
- Every 5 AGI: Status defense +1
The actual ASPD calculation depends on AGI, DEX, ASPD potions and skills, the type of weapon you are using, and your job. It can take between 1 and 20 AGI to increase ASPD by 1. More details can be found in the entry for ASPD discussion.
AGI specific:
- ASPD
- Flee
- Does not affect Cast Time or Cast Delay
- Does not affect Movement Speed
VIT
Vitality: Each point of VIT provides the following:
- Maximum HP +1%
- Every 2 VIT: Status DEF +1
- Every 5 VIT: Status MDEF +1 (?)
- Every 5 VIT: HP regeneration rate +1 (?)
- Resistance vs. the following Status Effects in PVP:
- Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
- Deadly Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
- Freezing: reduces chance from being inflicted, decreases duration by 0.1s.
- Ignition: reduces chance from being inflicted, decreases duration by 0.1s.
- Mode Cold: reduces chance from being inflicted, decreases duration by 0.1s.
- Stun: -1% chance from being inflicted, decreases duration (exact value unknown)
</li>
- The calculation to see actual HP increased with every 1 VIT is: Total HP = [Base HP * (VIT * 0.01)]
- The calculation to see actual HP regenerated naturally with
every 5 VIT is: Total HP Natural Regeneration Rate = [Max HP / 200] +
[VIT / 5] - The calculation to see actual HP healed by healing item: Total
Healing = Base Item Healing Rate + [Base Item Healing Rate * (VIT *
0.02)]. For more information on the subject, see Restoration Items.
VIT specific:
- Max HP
- HP Recovery
- DEF
- MDEF
- Healing Items
- Status Effects
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Re: Статы.в Renewal
INT
Effects of INT and DEX on cast time for a normal spell
Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF. Every 1 INT provides the following:
Alchemists: brewing success rate +0.05% (half the benefits of DEX of LUK)
Resistance vs. the following Status Effects: (verify for renewal)
Blind: -2/3% chance from being inflicted, -1/15 second duration
Sleep: -1% chance from being inflicted
Chaos: -2/3% chance from being inflicted
</li>
Every 100 SP will provide 1 more SP regenerated during natural regeneration state. You gain 1 INT-based MDEF for every 1 INT you increase. INT-based MDEF is taken into account after all other factors such as cards, your item-based MDEF, and such has been calculated first.
INT specific:
DEX
Every 1 DEX provides the following:
</li>
Hit (chance to land hit on enemy) +1
Decrease Cast time
Every 5 DEX: Melee attack +1
Every 5 DEX: +1 Magic attack
Every 5 DEX: +1 Magic defense
DEX specific:
LUK
Luck: Each 1 LUK provides the following:
</li>
LUK does not effect ingame drop rates, or chances to get a
rarer item when killing. It's simply based on in-game percents and not
LUK as a stat.
LUK Specific:
Leveling Up
Stat Points Gained Per Level
Raising stats
Stat points required to reach base stat
Stat Increase Cost
See total stat point requirement to raise a stat to a particular level.
Effects of INT and DEX on cast time for a normal spell
Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF. Every 1 INT provides the following:
- Status MATK +1.5
- Maximum SP +1%
- SP restoration items effectiveness +1%
- Slightly decrease casting time (about half the effectiveness of DEX)
- Every 2 INT Status MDEF +1
- Increase natural SP regeneration:
- Every 6 INT: +1
- 120 INT or higher: additional +4 (going from 119 to 120 INT gives +5 regeneration)
- Every 2 INT past 120: additional +1
</li>
Every 100 SP will provide 1 more SP regenerated during natural regeneration state. You gain 1 INT-based MDEF for every 1 INT you increase. INT-based MDEF is taken into account after all other factors such as cards, your item-based MDEF, and such has been calculated first.
- The calculation to see actual SP increased with every 1 INT is: Total SP = Base SP + [Base SP * (INT * 0.01)]
- The calculation to see actual SP regenerated naturally with every 6 INT is: Total SP Natural Regeneration Rate = [Max SP / 100] + [INT / 6] + 1
- The calculation to see actual SP healed by healing item: Total
Healing = Base Item Healing Rate + [Base Item Healing Rate * (INT *
0.01)]
INT specific:
- Max SP
- SP Recovery
- MATK
- Cast Time
- MDEF
- SP Recovery Items
- Status Effects
DEX
Every 1 DEX provides the following:
- Increased damage of bows, guns, whip and instrument attacks
- +1 status attack damage, +0.5% weapon attack
</li>
- Thiefs: Steal success rate +0.1%
- Rogues: Divesting success rate +0.2%
- Blacksmiths: Forging success rate +0.1%
- Alchemists: Brewing success rate +0.1%
- Cooking success rate +0.2%
DEX specific:
- ASPD
- Hit
- Cast Time
- ATK
LUK
Luck: Each 1 LUK provides the following:
- Critical Rate (enhanced damage, non-evadable attack) +0.3%
- Every 3 LUK: ATK +1
- Every 3 LUK: MATK +1
- Every 3 LUK: Hit +1
- Every 5 LUK: Flee +1
- Every 10 LUK: Perfect Dodge +1
- Blacksmiths: Forging success rate +0.1%
- Alchemists: Brewing success rate +0.1%
- Hunters: Each 3 points increases 1% of the chance Auto-Blitz Beat, which requires a Falcon and the skill Blitz Beat
- Cooking success rate +0.1%
- Every 5 LUK: Reduces enemy's chance of landing a critical attack by 1%
- 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
</li>
LUK does not effect ingame drop rates, or chances to get a
rarer item when killing. It's simply based on in-game percents and not
LUK as a stat.
- The calculation to see actual CRIT rate: CRIT = [LUK * 0.3] + 1
LUK Specific:
- Critical
- ATK
- Perfect Dodge
- Status Effects
- Does not affect drop rate
Leveling Up
- Before level 100, Going from level x to x+1 gives floor(x/5)+3 stat points. (ex. from level 94 to 95 is floor(94/5)+3=21 status points gained)
- After level 100, Going from level x to x+1 gives floor(x/1)+13 stat points. (ex. from level 141 to 142 is floor(141/10)+13=27 status points gained)
- Going from level 1 to 99 gives a total of 1225 stat points.
- Stats increased during character creation are worth another 48 points, for a total of 1273 stat points.
- A newly rebirthed (or transcended) Novice has 100 stat points
to invest at level 1, unlike normal Novices who has only 48 points to
invest in stats. Other than this difference, stat points gathered as
transcended classes are same as their non-transcended counterpart. - Going from 1 to 150 gives a total of 2497 Stat Points.
- A transed 150 will get a grand total of 2597 Stat Points, while a non-transed will get 2545 stat points.
1-4 | 5-9 | 10-14 | 15-19 | 20-24 | 25-29 | 30-34 | 35-39 | 40-44 | 45-49 | 50-54 | 55-59 | 60-64 | 65-69 | 70-74 | 75-79 | 80-84 | 85-89 | 90-94 | 95-99 | 100-109 | 110-119 | 120-129 | 130-139 | 140-149 |
3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 |
Stat points required to reach base stat
- Raising a stat from x to x+1 costs [Floor((x-1) / 10)] + 2 points. (For x = 1,2,3,...,98,99)
- Raising a stat from 1 to 99 costs a total of 628 stat points.
- Raising a stat from 100 to 120 is possible for 3rd class only and cost more stat points.
- Raising a stat from x to x+1 costs [Floor((x-100) / 5)]*4 + 16 points. (For x = 100,101,...,119)
- Raising a stat from 99 to 120 costs a total of 451 stat points.
- Raising a stat from 1 to 120 costs a total of 1079 stat points.
1-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 61-70 | 71-80 | 81-90 | 91-99 | 100-104 | 105-109 | 110-114 | 115-119 |
2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 16 | 20 | 24 | 28 |
Demian- Whithesmith Harword
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Re: Статы.в Renewal
Substats
There are also secondary stats which are determined by stats you have (along with gears and abilities).
ATK
See ATK for more detail.
Attack: Your physical-oriented attack rating for both ranged and
melee weapons. It is listed as A + B in the stat window, where A is Status ATK, and B is the ATK gained from your weapon, weapon refinement upgrades, equipment and buffs. Only B is affected by Element, except when using Mild Wind. The status window does not show your total ATK used in Damage Calculation.
MATK
See MATK for more detail.
Magic Attack: Your magical-oriented attack rating. It's listed as A + B in th stat window, where A is Status MATK, and B is the MATK gained from your weapon, weapon refinement upgrades, equipment and buffs. The entire MATK is affected by Element, and you should be wary of enemy elemental state, as using certain elemental
spell will cause you to do either increased/decreased amount of damage,
nullified damage, or even causing the opposite effect. The status
window does not show your total MATK used in Damage Calculation.
DEF
See DEF for more detail.
Defense: Your defense rating against physical damage. It is shown
as A + B in the stat window, where A is item-based DEF rate, and B is
VIT-based DEF rate. The item-based DEF rate cuts damage by %, whereas
VIT-based DEF rate is pure reduction with that number. Be aware that the
status window does not accurately represent the DEF added by upgraded
items. Each + on an upgraded item is shown in the status window as 1
item-based DEF, however damage is calculated with each + providing only
70% of 1 DEF (so 0.7 DEF). This means, if you have DEF listed as 10+5
and enemy just did initial damage worth 80, then you'll receive 67
damage.
MDEF
Magic Defense: Your defense rating against magical damage. It works the same way as plain DEF in terms of mechanics.
Each point of hard MDEF also provides 1% resistance to Frozen and Stone Curse statuses.
HIT
Hit Rate: Your accuracy rating, which is calculated by 175 + DEX + floor(LUK/3) + base Lv + any other bonuses.
There are chance of 80 + AttackerHit - DefenderFlee percentage to make a hit.
When dealing with the monsters, the chance is alternated to 100 + PlayerHit - HitRequiredfor100%.
HitRequiredfor100% is the value from the monster's table which shows the player's hit requirement for making 100% chance of hit on the monster.Note : The chance cannot be below 5%.
CRIT
Critical Hit Rate: Your critical hit rating, which increase damage by 40%. Offensive Skills do not take CRIT into account except for a few exceptions like Focused Arrow Strike. Critical Hit also ignore Flee but not Perfect Dodge nor Def.
The critical rate being displayed in the status window isn't the
true value which is applied against monsters. The "status crit" is
calculated by dividing current LUK by 3 and adding the crit bonuses from
equips/cards. The real crit rate is a little different. Formula :
LUK*0.3 + bonuses.
When you attack a monster or a player, the target's LUK
influences your critical hit rate. Every 5 LUK that the target has, you
lose 1% crit (Which isn't shown in the status window). For example if
you hit Angeling,
that has 200 LUK, you'll lose 200/5 = 40 crit. This crit tolerance is
also known as "Crit Shield" on Doddler's monster database.
Critical Hit Rate is doubled when you use Katar type weapon.
Because of difficulty of acquiring CRIT without sacrificing lots
of other stats or useful cards/gears, it is recommended it is used on
classes that naturally has fast ASPD one way or another.
FLEE
For the Monk skill, see: Flee (Skill).
Flee Rate: Your dodge rating. It is shown as A + B in the stat
window, where A is your AGI + any other bonuses + your base LV value,
and B is the chance of doing 'lucky dodge', which can even dodge
critical attacks. Make note that no matter how much AGI you have, you
cannot have more than 95% dodge rate against anything in the game,
however this does not ring true inside WoE Maps, as players can have 100% dodge rate in these maps.
Note : There is a huge penalty to flee when attacked by multiple enemies (over 3).
ASPD
ASPD is Attack Speed. It depends on the player's class, equipped
Weapon Type, Speed Modifiers, AGI and DEX. ASPD increases Hits/Second
exponentially. It has a limit of 190 ASPD or 5 hits per second for
non-3rd classes and 193 or 7.143 attacks per second for 3rd classes.
Quasi-Stats
The following are values which while not directly visible in the game
on the Status Window are directly measurable and can have just as big
an impact on gameplay.
Attack Range
Attack Range is the maximum distance an attack or skill can be made
from the player. For most weapons, the attack range is 3. However, If
the player attempts to attack while outside of melee range the client
will move to range 1. Bows get a range of 5 (Initially) and some special
weapons have longer range (Such as the Long Mace). Additionally, all
skills have an Attack Range too.
A monster's attack is considered a melee attack if the attacker is < 4
cells away from the target when attacking. A monster's attack is
considered a ranged attack if the attacker is => 4 cells away from
the target. While, a player's attack depends on the weapon or the skill
used.
Base Stats vs. Total Stats
Base stats mean the stats alone without the bonus part (which is
indicated by +X part in your status window). Total stats include both
base and any bonus stats you may have.
Be warned any investment in stats cannot be reversed except
through stat reset NPC (very rare that this NPC is put in the game, so
don't hope for one), or by rebirthing to prepare for transcendence
classes.
There are also secondary stats which are determined by stats you have (along with gears and abilities).
ATK
See ATK for more detail.
Attack: Your physical-oriented attack rating for both ranged and
melee weapons. It is listed as A + B in the stat window, where A is Status ATK, and B is the ATK gained from your weapon, weapon refinement upgrades, equipment and buffs. Only B is affected by Element, except when using Mild Wind. The status window does not show your total ATK used in Damage Calculation.
MATK
See MATK for more detail.
Magic Attack: Your magical-oriented attack rating. It's listed as A + B in th stat window, where A is Status MATK, and B is the MATK gained from your weapon, weapon refinement upgrades, equipment and buffs. The entire MATK is affected by Element, and you should be wary of enemy elemental state, as using certain elemental
spell will cause you to do either increased/decreased amount of damage,
nullified damage, or even causing the opposite effect. The status
window does not show your total MATK used in Damage Calculation.
DEF
See DEF for more detail.
Defense: Your defense rating against physical damage. It is shown
as A + B in the stat window, where A is item-based DEF rate, and B is
VIT-based DEF rate. The item-based DEF rate cuts damage by %, whereas
VIT-based DEF rate is pure reduction with that number. Be aware that the
status window does not accurately represent the DEF added by upgraded
items. Each + on an upgraded item is shown in the status window as 1
item-based DEF, however damage is calculated with each + providing only
70% of 1 DEF (so 0.7 DEF). This means, if you have DEF listed as 10+5
and enemy just did initial damage worth 80, then you'll receive 67
damage.
MDEF
Magic Defense: Your defense rating against magical damage. It works the same way as plain DEF in terms of mechanics.
Each point of hard MDEF also provides 1% resistance to Frozen and Stone Curse statuses.
HIT
Hit Rate: Your accuracy rating, which is calculated by 175 + DEX + floor(LUK/3) + base Lv + any other bonuses.
There are chance of 80 + AttackerHit - DefenderFlee percentage to make a hit.
When dealing with the monsters, the chance is alternated to 100 + PlayerHit - HitRequiredfor100%.
HitRequiredfor100% is the value from the monster's table which shows the player's hit requirement for making 100% chance of hit on the monster.Note : The chance cannot be below 5%.
CRIT
Critical Hit Rate: Your critical hit rating, which increase damage by 40%. Offensive Skills do not take CRIT into account except for a few exceptions like Focused Arrow Strike. Critical Hit also ignore Flee but not Perfect Dodge nor Def.
The critical rate being displayed in the status window isn't the
true value which is applied against monsters. The "status crit" is
calculated by dividing current LUK by 3 and adding the crit bonuses from
equips/cards. The real crit rate is a little different. Formula :
LUK*0.3 + bonuses.
When you attack a monster or a player, the target's LUK
influences your critical hit rate. Every 5 LUK that the target has, you
lose 1% crit (Which isn't shown in the status window). For example if
you hit Angeling,
that has 200 LUK, you'll lose 200/5 = 40 crit. This crit tolerance is
also known as "Crit Shield" on Doddler's monster database.
Critical Hit Rate is doubled when you use Katar type weapon.
Because of difficulty of acquiring CRIT without sacrificing lots
of other stats or useful cards/gears, it is recommended it is used on
classes that naturally has fast ASPD one way or another.
FLEE
For the Monk skill, see: Flee (Skill).
Flee Rate: Your dodge rating. It is shown as A + B in the stat
window, where A is your AGI + any other bonuses + your base LV value,
and B is the chance of doing 'lucky dodge', which can even dodge
critical attacks. Make note that no matter how much AGI you have, you
cannot have more than 95% dodge rate against anything in the game,
however this does not ring true inside WoE Maps, as players can have 100% dodge rate in these maps.
Note : There is a huge penalty to flee when attacked by multiple enemies (over 3).
ASPD
ASPD is Attack Speed. It depends on the player's class, equipped
Weapon Type, Speed Modifiers, AGI and DEX. ASPD increases Hits/Second
exponentially. It has a limit of 190 ASPD or 5 hits per second for
non-3rd classes and 193 or 7.143 attacks per second for 3rd classes.
Quasi-Stats
The following are values which while not directly visible in the game
on the Status Window are directly measurable and can have just as big
an impact on gameplay.
Attack Range
Attack Range is the maximum distance an attack or skill can be made
from the player. For most weapons, the attack range is 3. However, If
the player attempts to attack while outside of melee range the client
will move to range 1. Bows get a range of 5 (Initially) and some special
weapons have longer range (Such as the Long Mace). Additionally, all
skills have an Attack Range too.
A monster's attack is considered a melee attack if the attacker is < 4
cells away from the target when attacking. A monster's attack is
considered a ranged attack if the attacker is => 4 cells away from
the target. While, a player's attack depends on the weapon or the skill
used.
Base Stats vs. Total Stats
Base stats mean the stats alone without the bonus part (which is
indicated by +X part in your status window). Total stats include both
base and any bonus stats you may have.
Be warned any investment in stats cannot be reversed except
through stat reset NPC (very rare that this NPC is put in the game, so
don't hope for one), or by rebirthing to prepare for transcendence
classes.
Demian- Whithesmith Harword
- Сообщения : 767
Репутация : 50
Дата регистрации : 2010-12-05
Возраст : 34
Откуда : Моррок
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