4th Job Mechanics: Difference between revisions
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== Basic Status == | == Basic Status == | ||
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| style="width: 100%;" | <div>'''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.</div><div>Example:</div><div>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.</div><div>LUK 1 + 2 = 1 ATK</div><div>LUK 2 + 2 = 1 ATK</div><div>LUK 1 + 3 = 1 ATK</div> | | style="width: 100%;" | <div>'''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.</div> | ||
<div>Example:</div> | |||
<div>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.</div> | |||
<div>LUK 1 + 2 = 1 ATK</div> | |||
<div>LUK 2 + 2 = 1 ATK</div> | |||
<div>LUK 1 + 3 = 1 ATK</div> | |||
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| style="width: 33.3333%; text-align: center;" | <font color="#000000"><span style="font-size: 14.4px;">Strength (STR)</span></font> | | style="width: 33.3333%; text-align: center; height: 28px;" | <font color="#000000"><span style="font-size: 14.4px;" >Strength (STR)</span></font> | ||
| style="width: 33.3333%; text-align: center;" | <font color="#000000"><span style="font-size: 14.4px;">Agility (AGI)</span></font> | | style="width: 33.3333%; text-align: center; height: 28px;" | <font color="#000000"><span style="font-size: 14.4px;" >Agility (AGI)</span></font> | ||
| style="width: 33.3333%; text-align: center;" | <font color="#000000"><span style="font-size: 14.4px;">Vitality (VIT)</span></font> | | style="width: 33.3333%; text-align: center; height: 28px;" | <font color="#000000"><span style="font-size: 14.4px;" >Vitality (VIT)</span></font> | ||
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| style="width: 33.3333%;" | <div> | | style="width: 33.3333%; height: 518px;" | <div><font color="#000000"><span style="font-size: 14.4px;">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.</span></font></div> | ||
<div><font color="#000000"><span style="font-size: 14.4px;"><br></span></font></div> | |||
<div><font color="#000000"><span style="font-size: 14.4px;">When using "melee-type" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every point of STR provides:</span></font></div> | |||
*<font color="#000000"><span style="font-size: 14.4px;">Status ATK +1</span></font> | |||
* | *<font color="#000000"><span style="font-size: 14.4px;">Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is pseudo-elemental)</span></font> | ||
< | <div><font color="#000000"><span style="font-size: 14.4px;">When using "ranged-type" weapons such as Bows, Guns, Instruments and Whips, every 5 points of STR provide:</span></font></div> | ||
* | *<font color="#000000"><span style="font-size: 14.4px;">Status ATK +1</span></font> | ||
<div><font color="#000000"><span style="font-size: 14.4px;">Every point of STR provides:</span></font></div> | |||
< | *<font color="#000000"><span style="font-size: 14.4px;">Weight Limit +30</span></font> | ||
*<font color="#000000"><span style="font-size: 14.4px;">Decreases Extreme Vacuum duration by 0.04s.</span></font> | |||
<div><font color="#000000"><span style="font-size: 14.4px;">STR specific:</span></font></div> | |||
*<font color="#000000"><span style="font-size: 14.4px;">ATK</span></font> | |||
*<font color="#000000"><span style="font-size: 14.4px;">Weight Limit (base stat only)</span></font> | |||
| style="width: 33.3333%; height: 518px;" | <font color="#000000"><span style="font-size: 14.4px;"></span></font><div><font style="font-size: 14.4px;" color="#000000">This stat affects the speed of the character in many aspects, allowing it to attack faster and dodge attacks more often.</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Every point of AGI provides:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Flee rate +1</font></div><div><font style="font-size: 14.4px;" color="#000000">Increases Attack Speed</font></div><div><font style="font-size: 14.4px;" color="#000000">Resistance vs. the following Status Effects:</font></div><div><font style="font-size: 14.4px;" color="#000000">Bleeding: -1% chance from being inflicted</font></div><div><font style="font-size: 14.4px;" color="#000000">Sleep: -1% chance from being inflicted</font></div><div><font style="font-size: 14.4px;" color="#000000">Every 5 points of AGI provide:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Soft DEF +1</font></div><div><font style="font-size: 14.4px;" color="#000000">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. More details can be found in the entry for ASPD discussion.</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">AGI specific:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">ASPD</font></div><div><font style="font-size: 14.4px;" color="#000000">Flee rate</font></div><div><font style="font-size: 14.4px;" color="#000000">Does not affect Cast Time or Cast Delay but does shorten "animation delay" between casts</font></div><div><font style="font-size: 14.4px;" color="#000000">Does not affect Movement Speed</font></div> | |||
| style="width: 33.3333%; height: 518px;" | <font color="#000000"><span style="font-size: 14.4px;"></span></font><div><font style="font-size: 14.4px;" color="#000000">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.</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Every point of VIT provides:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Max HP +1%</font></div><div><font style="font-size: 14.4px;" color="#000000">Healing Items effectiveness +2% (HP)</font></div><div><font style="font-size: 14.4px;" color="#000000">Resistance vs. the following Status Effects:</font></div><div><font style="font-size: 14.4px;" color="#000000">Stun: -1% chance from being inflicted, decreases duration (exact value unknown)</font></div><div><font style="font-size: 14.4px;" color="#000000">Poison: -1% chance from being inflicted, decreases duration (exact value unknown)</font></div><div><font style="font-size: 14.4px;" color="#000000">Deadly Poison: -1% chance from being inflicted, decreases duration (exact value unknown)</font></div><div><font style="font-size: 14.4px;" color="#000000">Burning: reduces chance from being inflicted, decreases duration by 0.1s.</font></div><div><font style="font-size: 14.4px;" color="#000000">Freezing: reduces chance from being inflicted, decreases duration by 0.1s.</font></div><div><font style="font-size: 14.4px;" color="#000000">Mode Cold: reduces chance from being inflicted, decreases duration by 0.1s.</font></div><div><font style="font-size: 14.4px;" color="#000000">Every 2 points of VIT provide:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Soft DEF +1</font></div><div><font style="font-size: 14.4px;" color="#000000">Every 5 points of VIT provide:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Soft MDEF +1</font></div><div><font style="font-size: 14.4px;" color="#000000">HP Recovery rate +1</font></div><div><font style="font-size: 14.4px;" color="#000000">Every 200 of Max HP provides 1 more HP regenerated during natural HP Recovery.</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">VIT specific:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Max HP</font></div><div><font style="font-size: 14.4px;" color="#000000">HP Recovery</font></div><div><font style="font-size: 14.4px;" color="#000000">DEF</font></div><div><font style="font-size: 14.4px;" color="#000000">MDEF</font></div><div><font style="font-size: 14.4px;" color="#000000">Healing Items</font></div><div><font style="font-size: 14.4px;" color="#000000">Status Effects</font></div> | |||
|- style="height: 28px;" | |||
| style="width: 33.3333%; text-align: center; height: 28px;" | <font color="#000000"><span style="font-size: 14.4px;" >Intelligence (INT)</span></font> | |||
| style="width: 33.3333%; text-align: center; height: 28px;" | <font color="#000000"><span style="font-size: 14.4px;" >Dexterity (DEX)</span></font> | |||
| style="width: 33.3333%; text-align: center; height: 28px;" | <font color="#000000"><span style="font-size: 14.4px;" >Luck (LUK)</span></font> | |||
|- style="height: 28px;" | |||
| style="width: 33.3333%;" | <font color="#000000"><span style="font-size: 14.4px;"></span></font> | | style="width: 33.3333%; height: 28px;" | <font color="#000000"><span style="font-size: 14.4px;"></span></font><div><font style="font-size: 14.4px;" color="#000000">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.</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Every point of INT provides:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Status MATK +1.5</font></div><div><font style="font-size: 14.4px;" color="#000000">Soft MDEF +1</font></div><div><font style="font-size: 14.4px;" color="#000000">Max SP +1%</font></div><div><font style="font-size: 14.4px;" color="#000000">Healing Items effectiveness +1% (SP)</font></div><div><font style="font-size: 14.4px;" color="#000000">Decreases Cast Time (at half the effectiveness of DEX)</font></div><div><font style="font-size: 14.4px;" color="#000000">Alchemists: Brewing success rate +0.05% (half the benefits of DEX and LUK)</font></div><div><font style="font-size: 14.4px;" color="#000000">Resistance vs. the following Status Effects: (verify for renewal)</font></div><div><font style="font-size: 14.4px;" color="#000000">Blind: -1% chance from being inflicted, -1/15 second duration</font></div><div><font style="font-size: 14.4px;" color="#000000">Silence: -1% chance from being inflicted</font></div><div><font style="font-size: 14.4px;" color="#000000">Chaos: -2/3% chance from being inflicted</font></div><div><font style="font-size: 14.4px;" color="#000000">Every 2 points of INT provide:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">SP Recovery rate +1 (only if INT past 120)</font></div><div><font style="font-size: 14.4px;" color="#000000">Every 6 points of INT provide:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">SP Recovery rate +1</font></div><div><font style="font-size: 14.4px;" color="#000000">When INT reaches 120 or higher:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">SP Recovery rate +4 (going from 119 to 120 INT gives +5 regeneration)</font></div><div><font style="font-size: 14.4px;" color="#000000">Every 100 of Max SP provides 1 more SP regenerated during natural SP Recovery.</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">INT specific:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">MATK</font></div><div><font style="font-size: 14.4px;" color="#000000">Max SP</font></div><div><font style="font-size: 14.4px;" color="#000000">MDEF</font></div><div><font style="font-size: 14.4px;" color="#000000">SP Recovery</font></div><div><font style="font-size: 14.4px;" color="#000000">Cast Time</font></div><div><font style="font-size: 14.4px;" color="#000000">SP Recovery Items</font></div><div><font style="font-size: 14.4px;" color="#000000">Status Effects</font></div> | ||
| style="width: 33.3333%; height: 28px;" | <font color="#000000"><span style="font-size: 14.4px;"></span></font><div><font style="font-size: 14.4px;" color="#000000">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.</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">When using "ranged-type" weapons such as Bows, Guns, Instruments and Whips, every point of DEX provides:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Status ATK +1</font></div><div><font style="font-size: 14.4px;" color="#000000">Weapon ATK +0.5% (only on Base Weapon ATK, and this bonus is pseudo-elemental)</font></div><div><font style="font-size: 14.4px;" color="#000000">When using "melee-type" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every 5 points of DEX provide:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Status ATK +1</font></div><div><font style="font-size: 14.4px;" color="#000000">Every point of DEX provides:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Hit rate +1</font></div><div><font style="font-size: 14.4px;" color="#000000">Decreases Cast Time</font></div><div><font style="font-size: 14.4px;" color="#000000">Increases Attack Speed</font></div><div><font style="font-size: 14.4px;" color="#000000">Thieves: Steal success rate +0.1%</font></div><div><font style="font-size: 14.4px;" color="#000000">Rogues: Divest success rate +0.2%</font></div><div><font style="font-size: 14.4px;" color="#000000">Blacksmiths: Forging success rate +0.1%</font></div><div><font style="font-size: 14.4px;" color="#000000">Alchemists: Brewing success rate +0.1%</font></div><div><font style="font-size: 14.4px;" color="#000000">Cooking success rate +0.2%</font></div><div><font style="font-size: 14.4px;" color="#000000">Every 5 points of DEX provide:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">MATK +1</font></div><div><font style="font-size: 14.4px;" color="#000000">Soft MDEF +1</font></div><div><font style="font-size: 14.4px;" color="#000000">DEX specific:</font></div><div><font style="font-size: 14.4px;" color="#000000"><br></font></div><div><font style="font-size: 14.4px;" color="#000000">Hit rate</font></div><div><font style="font-size: 14.4px;" color="#000000">ASPD</font></div><div><font style="font-size: 14.4px;" color="#000000">ATK</font></div><div><font style="font-size: 14.4px;" color="#000000">MATK</font></div><div><font style="font-size: 14.4px;" color="#000000">Cast Time</font></div><div><font style="font-size: 14.4px;" color="#000000">Forging</font></div><div><font style="font-size: 14.4px;" color="#000000">Potion Creation</font></div><div><font style="font-size: 14.4px;" color="#000000">Cooking</font></div> | |||
| style="width: 33.3333%; height: 28px;" | <div>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.</div><div><br></div><div>Every point of LUK provides:</div><div><br></div><div>Critical Hit Rate +0.3%</div><div>Blacksmiths: Forging success rate +0.1%</div><div>Alchemists: Brewing success rate +0.1%</div><div>Cooking success rate +0.1%</div><div>Resistance vs. the following Status Effects:</div><div>Blind: slightly decreases chance from being inflicted</div><div>Curse: -1% chance from being inflicted</div><div>Frozen: slightly decreases from being inflicted</div><div>Poison: slightly decreases chance from being inflicted (exact value unknown)</div><div>Silence: slightly decreases from being inflicted</div><div>Sleep: slightly decreases from being inflicted</div><div>Stone Curse: slightly decreases chance from being inflicted</div><div>Stun: slightly decreases chance from being inflicted, -0.01 seconds duration</div><div>Every 3 points of LUK provide:</div><div><br></div><div>ATK +1</div><div>MATK +1</div><div>Hit rate +1</div><div>Hunters: Auto-Blitz Beat rate +1% (requires a Falcon and the skill Blitz Beat)</div><div>Rangers: Auto-Warg Strike rate +1% (requires a Warg and the skill Warg Strike)</div><div>Every 5 points of LUK provide:</div><div><br></div><div>Flee rate +1</div><div>Critical Hit Shield +1</div><div>Every 10 points of LUK provide:</div><div><br></div><div>Perfect Dodge +1</div><div>LUK specific:</div><div><br></div><div>CRIT</div><div>ATK</div><div>MATK</div><div>Hit rate</div><div>Flee rate</div><div>Perfect Dodge</div><div>Status Effects</div><div>Forging</div><div>Potion Creation</div><div>Cooking</div><div>Does not affect Drop Rates</div><font color="#000000"><span style="font-size: 14.4px;"></span></font> | |||
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Revision as of 22:32, 28 March 2023
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.
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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.
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Power (POW) | Stamina (STA) | Wisdom (WIS) |
Trait that increases status physical attack and Power Attack (P.ATK)
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Trait that increases physical resistance (RES)
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Trait that increases magic resistance (MRES)
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Spell (SPL)
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Concentration (CON)
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Creative (CRT)
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Trait that increases status magic attack and Spell Magic Attack (S.MATK)
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Trait that increases accuracy (HIT), evasion (FLEE), Power Attack (P.ATK) and Spell Magic Attack (S.MATK)
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Trait that increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)
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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 625 RES estimate 83%) |
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 625 MRES estimate 83%) | Increases the final heal recovery by %. This increase is applied after normal heal recovery increasing effects. | Increases the critical damage percent by %.
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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
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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:
When using "ranged-type" weapons such as Bows, Guns, Instruments and Whips, every 5 points of STR provide:
Every point of STR provides:
STR specific:
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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. More details can be found in the entry for ASPD discussion. 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
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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
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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
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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
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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
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