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RedXIII's Guide to Stats


RedXIII
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Ever wondered what made your sonic blow so powerful, your asura strike hit hard, or your attacks cause so much damage? Stats and submechanics are taking place every time you attack; roughly every 5 miliseconds your attacks are being calculated and applied.

Jargon -

Base(STAT) The left hand side of (STAT). (The absolute stat)
BaseDMG - Weapon's actual damage (Hidden)
Ranged - Any physical ranged attack (sniper, clown, thrown-weapon)
Melee - Any physical melee attack (SinX, Stalker)
INT() - Truncate right hand decimal side (round down)
RND() - Round to nearest whole number.
^ - Power to

Stat Mechanics.

STR -

Increases max carrying capacity by BaseSTR*30

+1 BaseDMG per 1 STR for Melee

+1 BaseDMG per 5 STR for Ranged

A hidden bonus of INT(Str/10)^2 applied for melee weapons.

AGI -

+1 FLEE per 1 AGI

Increases ASPD per point (coming soon)

VIT -

Healing items (Red Potion - etc) +2% effectiveness per 1 VIT.

HP Recovery +1 per 5 VIT. (coming soon)

VIT decreases chance of being afflicted by status affects of Poison, Stun, and Silence.

+1 Int-Derived MDEF per 2 VIT (Hidden)

+1% MaxHP per 1 VIT.

+0.8 DEF per 1 VIT.

Internal damage reduction equal to (VIT*.5)+((VIT^2/150)-1).

INT -

SP Healing items (Blue Potion - etc) +2% effectiveness per 1 INT

SP Recovery +1 per 6 INT, every 2 INT over 120 INT increases SP Recovery by 1.

INT decreases the chance of being afflicted by status affects of Stone Curse, Blind, and Sleep.

+1 MDEF per 1 INT.

+1 BaseMATK per 1 INT.

+1% MaxSP per 1 INT.

+MinMATK = RND((Int/7)^2)

+MaxMATK = RND((Int/5)^2)

DEX -

+1 HIT per 1 DEX.

+1 BaseDMG per 1 DEX for Ranged.

+1 BaseDMG per 5 DEX for Melee.

+1 MinDMG per 1 DEX for Melee. If (DEX > ATK of Weapon) MinDMG = ATK of Weapon

A hidden bonus of INT(Dex/10)^2 applied for ranged weapons.

Increases ASPD per point, however at 1/4 effectiveness. (coming soon)

Reduces casting time by (Dex/1.5) expressed as a percentage.

+.1% refining(ores, not weapons, weapons are a set value @ 120JOB) and forging rates for Blacksmith job.

LUK -

+1 BaseDMG per 5 LUK for both Ranged & Melee weapons.

+1 CRIT per 3 LUK.

+1 Perfect Dodge (Lucky!) chance (expressed as a percentage) per 10 LUK.

+.1% refining(ores, not weapons, weapons are a set value @ 120JOB) and forging rates for Blacksmith job.

LUK decreases the chance of being afflicted by status affects at an exceptionally lower rate than VIT / INT.

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Sub-Stats (The formula behind the scene.)

Jargon:

MinATK - The minimum base weapon damage you can deal.
MaxATK - The maximum base weapon damage you can deal.
MinMATK - The minimum base magic damage you can deal.
MaxMATK - The maximum base magic damage you can deal.

ATK -

ATK is the amount of damage you do when you thwap something.

ATK on the Status Screen is STR+ATK of Weapon. Left and Right are added together to find your ATK, however misses hidden bonuses from LUK / DEX

For Melee Weapons the Absolute value of ATK is: ATK = STR+ RND(STR/10)^2+ RND(DEX/5)+ RND(LUK/5)+WpnAtk+Cards

For Ranged Weapons the Absolute value of ATK is: ATK = DEX+ RND(DEX/10)^2+RND(STR/5)+RND(LUK+5)+WpnAtk+Cards

MATK -

MATK is the amount of damage you do when you cast on something.

MATK's Left damage is MinMATK. MATK's Right damage is MaxMATK. Any time you cast a magical attack a number between MinMATK~MaxMATK is created and used as the base damage of every hit in the spell.

MinMATK = INT+ RND(INT/7)^2

MaxMATK = INT+ RND(INT/5)^2

Weapon MATK% calculation is NOT shown in the Status Window.

HIT -

Hit reduces the chance to miss your target; the opposite stat is Flee.

The calculation between HIT and FLEE is 1:1 (302HIT vs 302FLEE will theoretically never MISS, other modifiers apply.)

HIT is calculated BaseLVL + DEX + CardMods

CRIT -

CRIT is the chance of hitting a critical blow on your taget.

Each CRIT increases your critical chance by +1%

True Crit value = 1+LUK*.3+CritIncreasingCards

Katars are an exception to the CRIT calculation roughly True Crit*2 is the crit value for Katar wielding classes.

Criticals are calculated before the FLEE calculation. Meaning you can crit without having proper HIT to hit your target.

The True Formula for criticals on each swing is (1 + LUK*.3+CardMods)*CritModifier - TargetLUK/5.

A Crit will always hit for MaxDMG and ignores DEF. * Using IcePick against a target with high VIT and critting will do less damage than a normal CRIT attack.

DEF -

DEF is your ability to reduce damage inflicted on you.

The true value of Armor Def(Left) is ItemArmor+Refinements*2/3.

The true value of your VIT Def(Right) is: RND(VIT*.5)+ RAND( RND(VIT*.3) ~ MAX(RND(VIT*.3) & RND(VIT^2/150)-1))

where take the larger of MAX(x,y) and find a number between RAND(x,y).

DEF cannot reduce damage below 1 point.

MDEF -

MDEF is your ability to reduce magical damage inflicted on you.

MDEF(Left) is from Armor-bonus MDEF (E.G. High Heels giving you +5 MDEF will be shown here). This calculation is expressed as a percentage.

MDEF(Right) is from your INT. There is an internal (Hidden) bonus of VIT/2 +MDEF.

MDEF cannot reduce damage below 1 point.

FLEE -

Flee is your ability to dodge attacks against you. It is the opposite of HIT.

Flee(Left) is BaseLVL+AGI+CardMods

Flee can only reduce chance to be hit by a maximum of 95%, there is a 5% MISS rate you cannot overcome; there is always a 5% chance of an attack hitting.

PERFECT DODGE -

Flee(Right) is Flee2 (Perfect Dodge or Lucky! or Lucky Dodge).

Perfect Dodge is calculated before the Flee calculation.

Perfect Dodge is calculated as 1+ABS(LUK/10) and is expressed as a percentage.

100% Perfect Dodge will mean no normal melee attacks will hit you (exception below). Perfect Dodge does NOT work against skills (melee or magic or missile) only mitigates physical auto-attack damage.

Perfect HIT is your ability to hit your target without missing or being dodged.

Currently Perfect HIT can only be increased through CardMods (Ancient Mummy card combo, ETC). Perfect HIT does not show on the Status Info window and is expressed as a Percentage. This is the opposite of Perfect Dodge.

ASPD -

ASPD is Attack Speed and is the measurement of your ability to decrease the delay between weapon swings.

ASPD is calculated using your Agility, Dexterity, Job, and WeaponSpeed.

ASPD is calculated as 200-ASPD(Delay).

The DELAY potion is calculated as RND(Delay) = SpeeMod*(WeaponDelay - ((WeaponDelay*AGI/25)+(WeaponDelay*DEX/100)/10).

Where SpeedMods is anything that decreases attack speed, Items(Berserk Potion, Concentration Potion, ETC), Skills, and Weapons with special SpeedMod%'s. The SpeedMod formula is expressed as (100-ImprovementPercentage)/100.

The full ASPD calculation is ASPD = RND(200 - SpeedMods * (WeaponDelay - ((WeaponDelay*AGI/25)+(WeaponDelay*DEX/100))/10).

The calculation can be further complicated by calculating your Swings per Minute (SPM).

SPM is calculated as 60/(Delay/50). Each point of Weapon Delay is equal to 1 frame on the screen; there being 50 frames per second and 60 seconds per minute. Further simplification can be produced by declaring 300/Delay.

Cast Time -

This statistic is not viewable on the Status Information pane.

This can be expressed as Frames = (BaseFrames*(150-DEX)/150). Where there are 50 frames per second.

This can be further expressed as Second = (BaseSeconds*50*(150-DEX)/150)/50.

Dex required to reduce Frames by 1 is expressed as 1/(BaseFrames/150).

Hit Points -

Hit Points is the expression of the measurement of how much damage you can take before you die.

Hit Points is improved by your BaseLevel and your class' base modifier.

VIT is also calculated as 1% increase per 1 VIT.

HP can be simply calculated as (((((35 + BaseLevel*HPMultiply+BaseLevel!*HpFactor)*+(1+VIT/100))+HPAdditions)*ItemHPMods) Where BaseLevel! is expressed as a summation notation. The BaseLevel! for a level 5 is (1+2+3+4+5)=BaseLevel!.

HPMultiply & HPFactor coming soon!!

VIT from items (exception to cards) give the HPAddition of the HPAddition = (VIT-From-Items).

HP Recovery -

This stat is not shown on the Status Information pane and is the rate at which your character recovers HPs.

The formula is expressed as HP Recovery = (RND(Vit/5)+RND(MaxHP/200)*RecoveryMod)

Your player recovers HPs every 6 seconds while standing still and you recover no HPs while in movement. (Exception to swordsman with Moving HP Recovery skill)

Sitting halves the time at which you recover HPs to HP Recovery every 3 seconds.

You recover no HPs while exceeding 49% carrying weight.

SP -

SP is referred to as Skill Points, often confused with Skill-Tree points and is the measurement of spells you can use before you exhaust your abilities.

SP is derived from your BaseLevel by the modifier of your class. You gain +1% SP per 1 INT.

SP is expressed as ((((10 +BaseLevel*ClassSPFactor)*(1+INT/100))+SPAdditions)*ItemSPMultipliers).

Items that give INT bonuses (exception to cards) give SP equal to the amount of INT increased.

SP Recovery -

This stat is not shown in the Status Information pane and is the rate at which your character recovers SPs.

SP Recovery can be expressed as SP Recovery = (((1 + RND(INT/6)+RND(MaxSP/100)))*RecoveryMod).

If your int exceeds or is equal to 120 you gain an additional SP Recovery equal to ((Int-120)/2)+4.

You recover SP every 8 seconds while standing OR walking.

Sitting decreases the time required to recover SP by 50%. A priest's magnificat skill decreases the time to recover SP by 50%. If you are sitting OR under the effect of Magnificat it takes 4 seconds to recover SP. If you are affected by BOTH it takes 2 seconds to recover SP.

You cannot recover SPs while exceeding 49% weight.

Weight -

Weight is the measurement of your ability to carry your items.

You may only have 100 items in your inventory at any given time. (This includes equipped items.)

Weight is calculated using your Class and STR and can be expressed as MaxWeight = (2000 + WeightMod + BaseSTR*30).

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Status Ailments

Stun -

Appearance: Stars encircle the afflicted target's head.

Success Rate: SkillChance*(97-VIT-LUK/3)/100 expressed as a percentage.

Duration: 3*(97-VIT-LUK/3)/100) expressed as seconds.

Recovered by: Status Recovery

Effect: Under the effects of stun Target is unable act. Flee and Perfect Flee are assumed 0 and all attacks against the target hit.

Stone Curse -

Appearance: Target gradually turns black.

Success Rate: SkillChance*(97-MDEF-LUK/3)/100 expressed as a percentage.

Duration: SkillDuration*(97-MDEF-LUK/3)/100 expressed as seconds.

Recovered by: Status Recovery, Blessing

Effect: Under the effects of Stone Curse target is unable to act. Flee and Perfect Flee are assumed 0 and all attacks against the target hit. The Target's Base Element becomes Earth(Rank1). Afflicted target is penalized -50% DEF(DEF>>1). Afflicted target is awarded +25% MDEF. -1% of MaxHP is lost every 5 seconds unless the effect would cause Target's HP to drop below 25% of MaxHP, then no HPs are subtracted. Lex Aeterna and Steal fail against targets under this effect.

Note: Undead are immune to Stone Curse & Freeze

Sleep -

Appearance: zZz graphic appears over the target's head.

Success Rate: SkillChance*(97-INT-LUK/3)/100 expressed as a percentage.

Duration (???) ~30 Seconds (or until damaged as a result of a hit).

Recovered by: Status Recovery

Effect: Under the effects of Sleep target is unable to act. Flee and Perfect Flee are assumed 0 and all attacks against the target hit. The chance of landing a Critical hit are doubled.

Silence -

Appearance: /... emotion continually appears over target's head.

Success Rate: SkillChance*(97-VIT-LUK/3)/100 expressed as a percentage.

Duration: SkillDuration*(100-VIT)/100 expressed as seconds.

Recovered by: Cure

Effect: Under the effects of Silence target is unable to use Active skills.

Poison -

Appearance: Target turns purple

Success Rate: SkillChance*(100-VIT-LUK/5)/100 expressed as a percentage.

Duration(against Monster): SkillDuration*(97-VIT)/100 expressed as a percentage.

Duration(against Player): SkillDuration*(97-VIT)/100 expressed as a percentage.

Recovered by: Detoxify

Effect: Under the effects of Poison target is penalized -25% DEF. -3% MaxHP is lost every 3 seconds unless the effect would cause HP to drop below 25%, then no HPs are lost.

Note : Argiope Card does NOT cause immunity to poison. However, health penalty is not subtracted while enchanted with Armor - Poison. (DEF penalty still applies)

Same as above

Deadly Poison - Under the effects of Deadly Poison target is penalized -25% DEF. Players lose -10% HPs and Monsters lose -15% HPs every 3 seconds

Frozen -

Appearance: Target is enclosed in a large icy tomb.

Success Rate: SkillChance*(97 - MDEF - LUK/3)/100 expressed as a percentage.

Duration: SkillDuration*(1-MDEF/100) (or until damaged as a result of a hit).

Recovered by: Status Recovery

Effect: Under the effects of Frozen target is unable to act. Flee and Perfect Flee are assumed 0 and all attacks against the target hit. The target's base armor becomes Water(Rank1). The target is penalized -50% DEF. The target is awarded +25% MDEF. Lex Aeterna and Steal fail against this target.

Curse

Appearance: Target turns red and the specter of the grim reaper hangs over the afflicted target.

Success Rate: SkillChange*(97-LUK)/100 expressed as a percentage.

Duration: SkillDuration*(VIT)/100 expressed as seconds.

Recovered by: Blessing

Effect:

Under the effects of Cursed the target is penalized -25% BASE_ATK. The target is penalized -25% WEAPON_ATK. LUK is reduced to 0. Movement Speed is reduced by -450 (?)

Note: A special defense of immunity is granted for those whose LUK is greater than BaseLevel. I guess this would be a defense if you were a Perfect Dodge player and didn't want to get cursed and lose your Flee2, you require 255 LUK (including bonuses).

Blind -

Appearance: None

Success Rate: SkillChance*(97-(STR-INT-LUK/3)/2)/100 expressed as a percentage.

Duration: SkillDuration*(97-(STR-INT-LUK/3)/2)/100 expressed as seconds.

Recovered by: Cure

Effect: Under the effects of Blind the target suffers a -25% FLEE penalty. The target suffers a -25% HIT penalty. The sight of a monster becomes 1 tile. The sight of a player becomes 10 tiles. The sight reduction does not affect normal range of actions.

Hallucination -

Appearance: Afflicted Target's screen wiggles in a wavy-motion.

Success Rate: None. 100% Chance

Duration: SkillDuration

Recovered by: There is no cure / none known.

Effect: Afflicted target sees completely different damage from all sources to any source (skills and attacks). Screen becomes a jumbled mess of poor programming and bad graphics. This graphic can be turned off by the server, type /effect unless you like the wiggling on the screen. (note: /mineffect MAY turn off the graphic)

Confusion -

Appearance: ?

Success Rate: SkillChance*(97-(STR-INT-LUK/3)/2)/100 expressed as a percentage.

Duration: SkillDuration*(97-(STR-INT-LUK/3)/2)/100 expressed as seconds. (or until hit and damaged)

Recovered by: None Known

Effect: /? appears once over afflicted target's head. You lose the ability to walk, all attempts at walking will send you walking in a completely random direction.

Note: This effect does not work against undead property.

(External) Bleeding -

Appearance: ?

Success Rate: SkillChance*(97-VIT-LUK/3)/100 expressed as a percentage.

Duration: SkillDuration*(97-VIT-LUK/3)/100 expressed as seconds.

Recovered by: None Known

Lose SkillPower% HP every 10 seconds until canceled.

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On this server the effects of luk is halved.

And no, int will not help with the freezing. Only luk and equipment mdef will.

I was referring to the MDEF bonus from INT.

The effects of LUK are halved by the BaseSTAT in all calculations or just in the status change calculations?

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  • 1 month later...
Requesting information - Does being hit with StormGust(Rank10) or FrostNova with TARGET's stats at max int and max luk as a trans-class still allow you to get afflicted with the Freeze status effect?

Well if you're asking this question, then I think the answer would be yes, because at max INT I still get frozen >.<

If you want I'll restat and add 200 LUK to the INT and have someone try to freeze me.

But yeah, this is how I win against those other Wizzies, as long as they're not noobish and use a GTB <_<

Comment q.q

Str is also a hidden secret to increase the damage done by your falcon.

iRO, International RO, the official server of Ragnarok Online~

Um...isnt that INT by itself? STR on a sniper adds a DEX/ATK bonus....doesn't it?

Im confused :unsure:

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You probably found out by now, but every stat's effectiveness is halved on this server.

Also, about freezing. Yes, it does. mdef from int is a fixed minus to the magic damage. Should be something like (( fixed damage output ) x ( 100 - equip MDEF )) - ( int MDEF ) - ( w/e hidden numbers) = Final Damage on player.

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You probably found out by now, but every stat's effectiveness is halved on this server.

Also, about freezing. Yes, it does. mdef from int is a fixed minus to the magic damage. Should be something like (( fixed damage output ) x ( 100 - equip MDEF )) - ( int MDEF ) - ( w/e hidden numbers) = Final Damage on player.

What is your basis for saying stats are half effective? I've run my own test server based on basic information from this server to look at damage calculations. Conclusive results show that stats are NOT "half effective" like you claim. My MaxHP/MaxHP and damage output show that stats are not "half effective". Status Ailment chances are the same as officials based on information from tests run with Sprinkle Sand and Frost Joker.

Your 'calculation' for "final damage" is completely inaccurate, I barely understand what you're trying to formulate.

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  • 2 weeks later...

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