4th Job Mechanics

From Midgard Tales Wiki

Two new mechanics are introduced when you change your job to 4th Job.

AP = Activity Point and Trait Status, a brand new status window with new stats.

Activity Point (AP)

AP is point bar that is required to use certain 4th Job skills.

  • To gain AP points, you have to use skills that generates it.
  • You can also use 41180.pngAP Recovery Potion to generate it.
  • Each 4th job has 1 or 2 ultimate skills that requires the need of AP points.
  • You lose all your AP if you die, enter PvP or Woe map.

Trait Status

Player can gain Trait Status points when they reach level 200+
There are six primary stats: POW, STA, WIS, SPL, CON and CRT.
And the follow sub-stats granted by each primary: P.ATK, S.MATK, RES, MRES, H.PLUS, and C.RATE.
  • Every base level after 200 gives 3 trait stat points.
  • If a level is divisible by 5 (Ex: 200, 205, 210…), you will get 7 trait stat points.
  • When you change to 4th job, you will get 7 trait stat points because level 200 is divisible by 5.
Power (POW) Stamina (STA) Wisdom (WIS)
Trait that increases status physical attack and Power Attack (P.ATK)
  • Status physical attack increases by 5 per 1 point.
  • P.ATK increases by 1 per 3 points.
Trait that increases physical resistance (RES)
  • RES increases by 1 per 1 point.
  • RES increases by 5 per 3 points.
Trait that increases magic resistance (MRES)
  • MRES increases by 1 per 1 point.
  • MRES increases by 5 per 3 points.
Spell (SPL)
Concentration (CON)
Creative (CRT)
Trait that increases status magic attack and Spell Magic Attack (S.MATK)
  • Status Magic Attack increases by 5 per 1 point.
  • S.MATK increases by 1 per 3 points.
Trait that increases accuracy (HIT), evasion (FLEE), Power Attack (P.ATK) and Spell Magic Attack (S.MATK)
  • HIT increases by 2 per 1 point.
  • FLEE increases by 2 per 1 point.
  • P.ATK increases by 1 per 5 points.
  • S.MATK increases by 1 per 5 points.
Trait that increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)
  • H.PLUS increases by 1 per 1 point.
  • C.RATE increases by 1 per 3 points.
Physical Power (P.ATK) Spell Magical Attack (S.MATK) Physical Resistance (RES)
Final status physical attack and final equipment attack increases by %. Final status magic attack and final equipment magic attack increases by %. Before calculating physical defense, it reduces normal physical damage taken by %. (Only up to 900 RES estimate 95%)

Samples:
105 RES = 7%

350 RES = 28%

550 RES = 55%

750 RES = 80%

900 RES = 95%

Magic Resistance (MRES) Heal Plus (H.PLUS) Critical Rate (C.RATE)
Before calculating the magic defense, it reduces the normal magic damage received by %. (Only up to 700 MRES estimate 95%)
Samples:

176 MRES = 17%

350 MRES = 40%

526 MRES = 67%

700 MRES = 95%

Increases the final heal recovery by %. This increase is applied after normal heal recovery increasing effects.
Increases the critical damage percent by %.
  • At 0 C.RATE, your critical damage is 140%.
  • At 10 C.RATE, your critical damage increases from 140% to 150%.

Basic Status

Stats on Status window 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 (up to 80 on baby classes). Third job characters can increase stats up to 130 (up to 117 on baby classes). 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. Since all stats start as a value of one, the starting stat of one essentially counts as a zero.
Example:
The ATK stat is increased by 1 for each 3 LUK. If the player has an ATK of 0, the following would apply. The + (value) next to the farthest left stat number is the stat points added by the players job level bonuses, bonuses due to equipment, and bonuses due to passive and active player skills. Stat bonuses change depending on the job level of the player and the job class of the player.
LUK 1 + 2 = 1 ATK
LUK 2 + 2 = 1 ATK
LUK 1 + 3 = 1 ATK

Strength (STR)

Agility (AGI)

Vitality (VIT)

This stat affects the "melee" physical power of the character, allowing it to deal damage even if no weapons are equipped if a sufficient amount of STR is invested. The STR value is also multiplied to the Weapon ATK value for even more damage increase.
When using "melee-type" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every point of STR provides:
  • Status ATK +1
  • Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is pseudo-elemental)
When using "ranged-type" weapons such as Bows, Guns, Instruments and Whips, every 5 points of STR provide:
  • Status ATK +1
Every point of STR provides:
  • Weight Limit +30
  • Decreases Extreme Vacuum duration by 0.04s.
STR specific:
  • ATK
  • Weight Limit (base stat only)
This stat affects the speed of the character in many aspects, allowing it to attack faster and dodge attacks more often.
Every point of AGI provides:
  • Flee rate +1
  • Increases Attack Speed
  • Resistance vs. the following Status Effects:
    • Bleeding: -1% chance from being inflicted
    • Sleep: -1% chance from being inflicted
Every 5 points of AGI provide:
  • Soft DEF +1
The actual ASPD calculation depends on AGI, DEX, ASPD Potions and skills, the type of equipped weapon, and current job class. It can take between 1 and 20 AGI to increase ASPD by 1. 

AGI specific:
  • ASPD
  • Flee rate
  • Does not affect Cast Time or Cast Delay but does shorten "animation delay" between casts
  • Does not affect Movement Speed
This stat affects the endurance, HP, and restorative power of the character, allowing it to last longer against monsters and to regain more life with healing items.

Every point of VIT provides:
  • Max HP +1%
  • Healing Items effectiveness +2% (HP)
  • Resistance vs. the following Status Effects:
    • Stun: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Deadly Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Burning: reduces chance from being inflicted, decreases duration by 0.1s.
    • Freezing: reduces chance from being inflicted, decreases duration by 0.1s.
    • Mode Cold: reduces chance from being inflicted, decreases duration by 0.1s.
Every 2 points of VIT provide:
  • Soft DEF +1
Every 5 points of VIT provide:
  • Soft MDEF +1
  • HP Recovery rate +1
  • Every 200 of Max HP provides 1 more HP regenerated during natural HP Recovery.
VIT specific:
  • Max HP
  • HP Recovery
  • DEF
  • MDEF
  • Healing Items
  • Status Effects

Intelligence (INT)

Dexterity (DEX)

Luck (LUK)

This stat affects the mental power of the character, allowing to deal magic damage even if no weapons are equipped if a sufficient amount of INT is invested.
Every point of INT provides:
  • Status MATK +1.5
  • Soft MDEF +1
  • Max SP +1%
  • Healing Items effectiveness +1% (SP)
  • Decreases Cast Time (at half the effectiveness of DEX)
  • Alchemists: Brewing success rate +0.05% (half the benefits of DEX and LUK)
  • Resistance vs. the following Status Effects: (verify for renewal)
    • Blind: -1% chance from being inflicted, -1/15 second duration
    • Silence: -1% chance from being inflicted
    • Chaos: -2/3% chance from being inflicted
Every 2 points of INT provide:
  • SP Recovery rate +1 (only if INT past 120)
Every 6 points of INT provide:
  • SP Recovery rate +1
When INT reaches 120 or higher:
  • SP Recovery rate +4 (going from 119 to 120 INT gives +5 regeneration)
  • Every 100 of Max SP provides 1 more SP regenerated during natural SP Recovery.
INT specific:
  • MATK
  • Max SP
  • MDEF
  • SP Recovery
  • Cast Time
  • SP Recovery Items
  • Status Effects
This stat affects the accuracy (HIT) of the character in many aspects, allowing it to land hits easier, among other things. It is also the primary stat for "ranged" physical power, and the primary stat for decreasing cast time.
When using "ranged-type" weapons such as Bows, Guns, Instruments and Whips, every point of DEX provides:
  • Status ATK +1
  • Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is pseudo-elemental)
When using "melee-type" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every 5 points of DEX provide:
  • Status ATK +1
Every point of DEX provides:
  • Hit rate +1
  • Decreases Cast Time
  • Increases Attack Speed
  • Thieves: Steal success rate +0.1%
  • Rogues: Divest success rate +0.2%
  • Blacksmiths: Forging success rate +0.1%
  • Alchemists: Brewing success rate +0.1%
  • Cooking success rate +0.2%
Every 5 points of DEX provide:
  • MATK +1
  • Soft MDEF +1
DEX specific:
  • Hit rate
  • ASPD
  • ATK
  • MATK
  • Cast Time
  • Forging
  • Potion Creation
  • Cooking
This stat affects the fortune of the character in some aspects, allowing it to deal Critical hits more often, luckily dodging enemy attacks more often, among several other small bonuses.
Every point of LUK provides:
  • Critical Hit Rate +0.3%
  • Blacksmiths: Forging success rate +0.1%
  • Alchemists: Brewing success rate +0.1%
  • Cooking success rate +0.1%
  • Resistance vs. the following 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
Every 3 points of LUK provide:
  • ATK +1
  • MATK +1
  • Hit rate +1
  • Hunters: Auto-Blitz Beat rate +1% (requires a Falcon and the skill Blitz Beat)
  • Rangers: Auto-Warg Strike rate +1% (requires a Warg and the skill Warg Strike)
Every 5 points of LUK provide:
  • Flee rate +1
  • Critical Hit Shield +1
Every 10 points of LUK provide:
  • Perfect Dodge +1
LUK specific:
  • CRIT
  • ATK
  • MATK
  • Hit rate
  • Flee rate
  • Perfect Dodge
  • Status Effects
  • Forging
  • Potion Creation
  • Cooking
  • Does not affect Drop Rates

Attack (ATK) Magic Attack (MATK)
The physical attack rating for both ranged and melee weapons. It is listed as A + B in the Status Window, where A represents the Status ATK and B represents the sum of Weapon ATK (base weapon damage and its base bonus damage from refinement) and Equip ATK (bonus damage from equipment and buffs). Only B is affected by Element, except when using Mild Wind. The Status Window does not show the total ATK used for the Attack damage calculation. The physical attack rating for both ranged and melee weapons. It is listed as A + B in the Status Window, where A represents the Status ATK and B represents the sum of Weapon ATK (base weapon damage and its base bonus damage from refinement) and Equip ATK (bonus damage from equipment and buffs). Only B is affected by Element, except when using Mild Wind. The Status Window does not show the total ATK used for the Attack damage calculation.The magic attack rating. It is listed as A + B in the Status Window, where A represents the Status MATK and B represents the Weapon MATK (equipped weapon and its refinement rate) and Equip MATK (equipment and buffs). The MATK as whole is affected by Element. The Status Window does not show the total MATK used for the damage calculation.
Defense (DEF) Magic Defense (MDEF)
The defense rating against physical damage. It is shown as A + B in the Status Window, where A represents the Soft DEF and B represents the Hard DEF. Hard DEF cuts damage relatively, whereas Soft DEF is an absolute reduction with that number.
The defense rating against magic damage. It is shown as A + B in the Status Window, where A represents the Soft MDEF and B represents the Hard MDEF. Hard MDEF cuts damage relatively, whereas Soft MDEF is an absolute reduction with that number.
  • Note: Each point of Hard MDEF also provides 1% resistance to Frozen and Stone Curse statuses.
Hit rate (HIT) Critical Hit Rate (CRIT)
The accuracy rating, which is calculated as 175 + BaseLv + DEX + Floor(LUK ÷ 3) + Bonus.
  • The chance to land a hit is calculated as [AttackerHit - DefenderFlee]%.
  • When dealing with the monsters, the chance is calculated as [100 + PlayerHit - HitRequiredFor100%]%.
    • HitRequiredFor100% is the value from the monster's table which shows the player's Hit rate required for making 100% chance of landing hits against monster. This value is calculated as 200 + Level + AGI.
  • Note: The chance cannot be below 5% (Except in WoE).
The Critical Hit rating, which increases damage by 40%. Offensive skills do not take CRIT into account except for a few exceptions like Focused Arrow Strike. Critical Hit also ignores Flee rate but not Perfect Dodge nor DEF. Critical Hit Rate is doubled when wielding a Katar type weapon (not shown on Status Window). Critical Hit rate is reduced based on the enemy's Critical Hit Shield.
  • Note: The Crit 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 rate bonuses from equips/cards. The real Crit rate is a little different, as LUK × 0.3 + Bonus.
  • Critical hit can proc physical autocasts (such as CD in Mouth), so 100+ crit for autocast builds like SC/Sorc is a viable way to make up for a low DEX build.
  • Critical damage always goes with the highest weapon level variance. Weapons under the safe refine level will always have the same exact damage. Refinement bonus variance, on the other hand, will vary.
  • Critical damage modifiers like Aunoe Card/Temporal Luk Boots goes right after the original critical damage, it goes like Final Critical Damage = Highest Weapon Level Variance Damage × 1.4 × Critical Damage Modifier % Ex: your critical damage goes for 500 with a clean Faceworm Queen Leg [2], if you put 2 Aunoe Cards inside it, your critical damage will be 700.
Flee rate (FLEE) Attack Speed (ASPD)
The dodge rating. It is shown as A + B in the Status Window, where A is calculated as 100 + BaseLv + AGI + Floor(LUK ÷ 5) + Bonus and B represents the Perfect Dodge, which is a direct percentage of dodging any regular hit, including Critical Hits.
  • The chance to dodge a hit is calculated as [100 − (AttackerHit − DefenderFlee)]%.
  • When dealing with monsters, the chance is calculated as [95 + PlayerFlee - FleeRequiredFor100%]%.
    • FleeRequiredFor100% is the value from the monster's table which shows the player's Flee rate required for making 95% chance of dodging the monster's attacks. This value is calculated as 170 + Level + DEX.
  • Note: The chance cannot be above 95% (Except in WoE). Also, there is a huge penalty to Flee rate when attacked by over enemies at same time.
The hit/second rating. 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 for non-3rd classes and 193 for 3rd and 4th classes.
Health Points (HP) Spell Points (SP)
It is how much life points the character has or the amount of damage the character can sustain before dying. Max HP is mainly derived from the class of the character, VIT and any equipment that may affect HP. It is how much mental points the character has for performing skills. Max SP is mainly derived from the class of the character, INT and any equipment that may affect SP.