Stats

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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. With bonuses, the effective value can pass 100. Base stats are increased by spending stat points, higher stats costing more to raise. Stat points are gained with base level increases, the amount increasing with higher levels.

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 (see table below)
  • Weight Limit +30
  • Every 5 STR: Ranged attacks damage +1
STR bonus damage on melee attacks
STR 10 20 30 40 50 60 70 80 90 100 110 120 130 140 Each additional 10 STR
Bonus damage at this increment 1 3 5 7 9 11 13 15 17 19 21 23 25 27 STR / 10] * 2 - 1
Total bonus damage 1 4 9 16 25 36 49 64 81 100 121 144 169 196 [STR / 10]^2
Total damage from STR 11 24 39 56 75 96 119 144 171 200 231 264 299 336 STR + [STR / 10]^2


STR specific:

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

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 4 and 10 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:

  • Maximum HP +1%
  • approximately 0.8 VIT-based DEF (50 VIT or less, slightly higher with more VIT)
  • Resistance vs. the following Status Effects:
    • Bleeding: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Curse: dereases duration (exact value unknown)
    • Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Silence: -1% chance from being inflicted, -1% duration
    • Stun: -1% chance from being inflicted, -1% duration
  • Effectiveness from healing items +2%
  • Every 2 VIT: Soft MDEF +1 (?)
  • Every 5 VIT: HP regeneration rate +1

The VIT-based DEF is not particularly useful at late levels (due to calculation being Final Damage = (Initial damage - Armor-based DEF (%) - Any cards that provide damage reduction or resistance - Any other reduction effects) - VIT-based DEF (pure value), but it still doesn't negate the fact it grants you much higher HP and great efficiency from healing items.

  • 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:

INT

Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF. Every 1 INT provides the following:

  • Increase of MATK (See chart below)
    • Bonus to minimum MATK every 7 INT
    • Bonus to maximum MATK every 5 INT
  • INT-based MDEF +1 (approximately)
  • Maximum SP +1%.
  • SP restoration items effectiveness +1%
  • Every 6 INT: natural SP regeneration +1
  • Alchemists: 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

MATK chart:

Total INT Min Max
1 1 1
2 2 2
3 3 3
4 4 4
5 5 6
6 6 7
7 8 8
8 9 9
9 10 10
10 11 14
11 12 15
12 13 16
13 14 17
14 18 18
15 19 24
16 20 25
17 21 26
18 22 27
19 23 28
20 24 36
21 30 37
22 31 38
23 32 39
24 33 40
25 34 50
Total INT Min Max
26 35 51
27 36 52
28 44 53
29 45 54
30 46 66
31 47 67
32 48 68
33 49 69
34 50 70
35 60 84
36 61 85
37 62 86
38 63 87
39 64 88
40 65 104
41 66 105
42 78 106
43 79 107
44 80 108
45 81 126
46 82 127
47 83 128
48 84 129
49 98 130
50 99 150
Total INT Min Max
51 100 151
52 101 152
53 102 153
54 103 154
55 104 176
56 120 177
57 121 178
58 122 179
59 123 180
60 124 204
61 125 205
62 126 206
63 144 207
64 145 208
65 146 234
66 147 235
67 148 236
68 149 237
69 150 238
70 170 266
71 171 267
72 172 268
73 173 269
74 174 270
75 175 300
Total INT Min Max
76 176 301
77 198 302
78 199 303
79 200 304
80 201 336
81 202 337
82 203 338
83 204 339
84 228 340
85 229 374
86 230 375
87 231 376
88 232 377
89 233 378
90 234 414
91 260 415
92 261 416
93 262 417
94 263 418
95 264 456
96 265 457
97 266 458
98 294 459
99 295 460
100 296 500
Total INT Min Max
101 297 501
102 298 502
103 299 503
104 300 504
105 330 546
106 331 547
107 332 548
108 333 549
109 334 550
110 335 594
111 336 595
112 368 596
113 369 597
114 370 598
115 371 644
116 372 645
117 373 646
118 374 647
119 408 648
120 409 696
121 410 697
122 411 698
123 412 699
124 413 700
125 414 750
Total INT Min Max
126 450 751
127 451 752
128 452 753
129 453 754
130 454 806
131 455 807
132 456 808
133 494 809
134 495 810
135 496 864
136 497 865
137 498 866
138 499 867
139 500 868
140 540 924
141 541 925
142 542 926
143 543 927
144 544 928
145 545 986
146 546 987
147 588 988
148 589 989
149 590 990
150 591 1050

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)]
  • The calculation to see actual MATK rate: Min MATK = (INT + [INT / 7]^2) ~ Max MATK = (INT + [INT / 5]^2)

INT specific:

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
    • +1 minimum and maximum damage, additional bonus at every increments of 10 DEX (see table below)
  • Hit (chance to land hit on enemy) +1
  • Cast time -1/180 (180 DEX = instant cast)
  • Thiefs: Steal success rate +0.01x
  • Rogues: divesting success rate +0.2%
  • Blacksmiths: forging success rate +0.1%
  • Alchemists: brewing success rate +0.1%
  • Cooking success rate +0.2%
  • 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 (more information in ASPD discussion)
  • Every 5 DEX: melee damage +1
DEX bonus damage for bows, guns, whips and instruments
DEX 10 20 30 40 50 60 70 80 90 100 110 120 130 140 Each additional 10 DEX
Bonus damage at this increment 1 3 5 7 9 11 13 15 17 19 21 23 25 27 DEX / 10] * 2 - 1
Total bonus damage 1 4 9 16 25 36 49 64 81 100 121 144 169 196 [DEX / 10]^2
Total damage from DEX 11 24 39 56 75 96 119 144 171 200 231 264 299 336 DEX + [DEX / 10]^2


DEX specific:

LUK

Luck: Each 1 LUK provides the following:

  • Critical rate (DEF ignoring attack) +0.3%,
  • Perfect dodge +0.1%
  • Blacksmiths: forging success rate +0.1%
  • Alchemists: brewing success rate +0.1%
  • Hunters: each 3 points increases in 1% the chance of Auto-Blitz Beat be triggered, requires a Falcon and the skill Blitz Beat
  • Cooking success rate +0.1%
  • Every 5 LUK: reduces enemy's chance of landing critical attack by 1%
  • Every 5 LUK: ATK +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

LUK does not effect ingame drop rates, or chances to get a rarer item when killing. Its simply based on in-game percents not LUK as a stat.

  • The calculation to see actual CRIT rate: CRIT = [LUK * 0.3] + 1

LUK Specific:

Leveling Up

  • Going from level x to x+1 gives ROUNDDOWN( x / 5 ) + 3 stat points. ( ex. from level 94 to 95 is ROUNDDOWN( 94 / 5 ) + 3 = 21 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.


Stat Points Gained Per Level
Level Range 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 95-98
Points Gained 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

Raising stats

  • Raising a stat from x to x+1 costs [(x-1) / 10] + 2 points.
  • Raising a stat from 1 to 99 costs a total of 628 stat points.
Stat Increase Cost
Level Range 1-11 12-21 22-31 32-41 42-51 52-61 62-71 72-81 82-91 92-99
Increase Cost 2 3 4 5 6 7 8 9 10 11

Stat Reset

A character's stats can be reset in a few ways:

  • Rebirthing to prepare for transcendent classes (can only be done once, and does not apply to classes that cannot transcend).
  • The Reset Girl NPC in Brasilis (152,205) can reset a character by paying him 1 NyanPoint and some Zeny.
    • The Zeny cost is different depending on the character's current level. The formular is (BaseLevel * BaseLevel) * 10.
  • Stats Soul Potion can be used to reduce a stats by 1 point, and return it to unallocated stat points.

Substats

There are also secondary stats which are determined by stats you have (along with gears and abilities).

ATK

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 Weapon DMG + STR / DEX / LUK, and B is the damage gained from weapon refinement upgrades. Barring elemental issues, even if your main damage is negated completely, you'll always do the damage bonus granted by weapon refinement upgrades.

MATK

Magic Attack: Your magical-oriented attack rating. Using the number here, you can guess approximate amount of damage you will do with your magical ability. You should be wary of enemy elemental state, as using wrong elemental spell will cause you to do low amount of damage. The Maximum MATK grows by Int+(Int/5)^2. The Minimum MATK grows by Int+(Int/7)^2. But aware you have to round down the number resulting from Int/5 and Int/7 In example 33 Int means Maximum MATK is 33+(6,6)^2 and has to be Round down to 33+6^2 and Minimum MATK 33+4,71^2 rounds down to 33+4^2 resulting in 69 Maximum MATK and 49 Minimum MATK.

(Note: "," = "." for US decimals.)

See MATK chart for a table of MATK at each level of INT.

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 your DEX + any other bonuses + your base LV value.

CRIT

Critical Hit Rate: Your critical hit rating, which does damage that fully ignores enemy DEF, both % and pure value part. 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. Offensive Skills do not take CRIT into account with the exception of Focused Arrow Strike. Critical Hit also ignore FLEE but not PERFECT DODGE.

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 100 LUK, you'll lose 100/5 = 20 crit. This crit tolerance is also known as "Crit Shield" on Doddler's monster database.

Critical is doubled when you use Katar type weapon.

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.

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.

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). An attack is considered a melee attack if the attacker is < 4 cells away from the target when attacking. An attack is considered a ranged attack if the attacker is => 4 cells away from the target. Additionally, all skills have an Attack Range too.

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.