Stats and Substats
Posted May 30th, 2008 by legendarisk
INDEX
- Strength
- Agility
- Vitality
- Intelligence
- Dexterity
- Luck
- Base Attack
- Magic Attack
- Weapon Attack
- Defence/Magic Defence
- Hit/Flee
- Critical/Lucky Dodge
- Attack Speed
- Casting Times
- Damage Delay
- Cast Cancel Resist
- Miscellaneous
- Raises max weight
- Increases base attack (melee weapons)
- Increases weapon attack (all weapons)
- Decreases weapon skill delay time (min delay is attack speed)
- Reduces attack speed
- Increases weapon skill cast time.
- Raises FLEE by 1 each
- Raises DEF2 by 0.5 each
- Raises attack speed
- Increases walk speed
- Decreases min~max Magic Attack range
- Increases max HP
- Increases HP regen
- Increases DEF2 by 1 each
- Increases MDEF2 by 0.5 each
- Increases DEF (+1 for every 10 points)
- Reduces knock-back effects
- Reduces walk speed
- Raises max SP
- Raises SP regen
- Raises MDEF2 by 1 each
- Raises HIT by 0.5 each
- Raises MDEF (+1 for every 10 points)
- Raises MATK (+1% each)
- Decreases spell delay
- Increases spell cast times (never above 100%)
- Increases min~max Magic Attack range.
- Increases base attack (ranged weapons)
- Slightly increases attack speed
- Increases HIT by 1 each
- Increases FLEE by 0.5 each
- Reduces skill cast times
- Slightly reduces min~max Magic Attack
- Raises spell delay (never above 100%)
- Increases critical rate by 0.3% per point
- Increases lucky dodge by 0.2% per point
- Increases resistance to lucky dodge/critical
- Increases rate at which auto-spells come out
- Increases drop rates by 0.2% per point
- Raises resist to cast-cancelling
Your base attack base damage is determined by (in order of influence):
- Strength (Dexterity if wielding a range-type weapon)
- Base Level
- Job Level
- Dexterity
Your magic attack is determined by (in order of influence):
- Intelligence
- Base Level
- Job Level
- Dexterity
The weapons power increases your damage by boosting base Attack. Max damage is base Attack boosted by WATK% (eg: a knife with 50 ATK increases ATK by 50%), while min damage is BATK boosted by WATK/2%. It also increases your MATK, but by a reduced factor based on weapon type:
- Staffs: MATK +80%*WATK
- Books: MATK +40%*WATK
- Other: MATK +20%*WATK
- DEF2 is determined by (order of influence):
- Vitality
- Agility
- Base Level
- Job Level
- MDEF2 is determined by (order of influence):
- Intelligence
- Vitality
- Base Level
- Job Level
- DEF2/MDEF2 fluctuate on every attack by +/-25%
- DEF2 reduces opponent's max attack before skill modifiers
- DEF2 is applied before DEF reductions
- DEF2 cannot reduce max attack below the base attack value
- HIT is determined by (order of influence):
- Dexterity
- Intelligence
- Base Level
- Job Level
- FLEE is determined by (order of influence):
- Agility
- Dexterity
- Base Level
- Job Level
- Minimum damage is BATK + (WATK + Hit)/2% (eg: 100 Hit= +50% min damage)
- Attack accuracy is 70% + HIT - FLEE
- Flee reduces attacker's base Attack
- HIT can be increased by using low level weapons (see equipment section)
- FLEE can be increased by using light armor (see equipment section)
- Criticals do not ignore defence, only halve it
- Criticals/lucky dodge don't guarantee a hit/miss on attacks that can miss, instead they give +100 hit/flee respectively
- Chance to land a critical is reduced by target's lucky dodge (eg: if target has 50% lucky dodge, your critical% is halved)
- Lucky dodge can trigger against skills (including magic) at a 75% rate
- Lucky dodge against magic works by reducing the number of hits received
- Criticals can trigger on all skills, but on those skills that are not designed to do critical their rate is 75%
- Target will flash red on a skill-critical
- Target will flash green on a skill-lucky dodge
- Each weapon has a base ASPD dependant on type and class proficiency
- The the base ASPD is reached when STR, DEX, and AGI are equal
- The max ASPD is twice the base (ie: half the delay)
- The slowest natural ASPD is half the base
- The current ASPD number represents "number of attacks you can do in 100 seconds." E.g.: an ASPD of 180 means "1.8 attacks/sec." This change is meant to make it easier to judge relative ASPD changes (eg: a boost from 185 to 186 in the old scale is much greater than a boost from 120 to 121).
- Casting and delay times are split between 'weapon' and 'magic' types:
- Weapon Skills
- Cast time is determined by STR and DEX (for ranged weapons it's DEX and AGI)
- Delay times are determined by STR and DEX+AGI (STR is the one that reduces it)
- Magic Skills
- Cast time is determined by INT / DEX
- Delay times are determined by INT and DEX+AGI (INT is the one that reduces it)
- Misc Skills
- "Misc" type skills use weapon cast and magic delay adjustments
- Weapon Skills
- Delay time adjustments never go above 100%
- When a skills cast time is less than 2 secs, attack is auto-resumed after the casting is finished.
- When a skills cast time is over 2 secs, the delay is halved for all other skills except that one (ie: 50% delay time to use any other skill)
- When being hit, characters not just recoil from the attack, but also suffer a walking speed penalty of 50% for a short moment
- There is no recoil against attacks from the front
- The duration of the recoil and speed penalty can both be decreased by raising AGI
- Every character has a base cast cancel resist of 70% (95% for uninterruptible skills). Thus their Cast Cancel Rate (CCR) is 100-70 = 30%
- Each received attack while casting has an increasing Cast Cancel Rate (critical hits count for triple the effect) until cast is finished or interrupted
- The factors that increase resist are:
- Lucky Dodge
- Luck/Lv (ie: LUK >= Base level is max resist)
- 'Casting cannot be interrupted' items reduce CCR by 80% (non-stackable, -50% in GvG maps)
- MvP monsters have an innate -80% to CCR
- Boss monsters have an innate -50% to CCR
- Pets have an innate -50% to CCR
- Max HP/SP are determined by the average base & job levels.
- Max HP is capped at 99,999 and max SP at 9,999.
- Damage is capped at 9999
- Damage is also capped to 50% of the target's life (non monsters)
- Max stat points is 200
- Weight capacity is determined by class, STR, base level, an job level, maxes at 9999
- Natural healing speed is affected by weight (50% -> 25% slower regen)
- Walking speed is affected after 50% overweight
- When attacking someone from behind (or the sides) their FLEE and DEF2 are reduced, the penalty depends from where the attack comes from (character is facing north):
-12%
0%
-12%
-24%
^
-24%
-36%
-48%
-36%
