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.
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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 900 RES estimate 95%)
Samples: 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 800 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 %.
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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:
Every 5 points of AGI provide:
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:
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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:
Every 2 points of VIT provide:
Every 5 points of VIT provide:
VIT specific:
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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:
Every 2 points of INT provide:
Every 6 points of INT provide:
When INT reaches 120 or higher:
INT specific:
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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:
Every point of DEX provides:
Every 5 points of DEX provide:
DEX specific:
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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:
Every 3 points of LUK provide:
Every 5 points of LUK provide:
Every 10 points of LUK provide:
LUK specific:
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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.
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Hit rate (HIT) | Critical Hit Rate (CRIT) |
The accuracy rating, which is calculated as 175 + BaseLv + DEX + Floor(LUK ÷ 3) + Bonus.
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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.
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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.
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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. |