Stats and Substats

INDEX

Strength

  • 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.

Agility

  • Raises FLEE by 1 each
  • Raises DEF2 by 0.5 each
  • Raises attack speed
  • Increases walk speed
  • Decreases min~max Magic Attack range

Vitality

  • 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

Intelligence

  • 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.

Dexterity

  • 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%)

Luck

  • 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

Base Attack

Your base attack base damage is determined by (in order of influence):

  1. Strength (Dexterity if wielding a range-type weapon)
  2. Base Level
  3. Job Level
  4. Dexterity

Magic Attack

Your magic attack is determined by (in order of influence):

  1. Intelligence
  2. Base Level
  3. Job Level
  4. Dexterity

Weapon Attack

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

Defence/Magic Defence

  • 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/Flee

  • 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)

Critical/Lucky Dodge

  • 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

Attack Speed

  • 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 Times

  • 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
  • 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)

Damage Delay

  • 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

Cast Cancel Resist

  • 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

Miscellaneous

    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%