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A Guide To Renewal Mechanics


Mahrze
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PRIMARY STATUS

Base Level:

1 level increases your HIT rate by 1

1 level increases your FLEE rate by 1

2 levels increase your status DEF by 1

4 levels increase your status ATK by 1

4 levels increase your status MATK by 1

4 levels increase your status MDEF by 1

Strength (STR*):

1 point of STR increases status physical attack power by 1

1 point of STR increases your weight limit by 30

Agility (AGI):

1 point of AGI increases flee rate by 1

5 points of AGI increases status defense by 1

1 point of AGI increases attack speed (ASPD) by a good amount

Vitality (VIT):

1 point of VIT increases your Max HP by 1%

1 point of VIT increases your recovery rate by 2%

2 points of VIT increases your status defense by 1

5 points of VIT increases your status magic defense by 1

Intelligence (INT):

1 point of INT increases your status magic attack by 1.5

2 points of INT increases your status magic defense by 1

1 point of INT decreases your variable cast time by a bit (about half much as DEX)

Dexterity (DEX*):

1 point of DEX increases your hit rate by 1

5 points of DEX increases your status magic defense by 1

5 points of DEX increases your status magic attack by 1

5 points of DEX increases your status physical attack power by 1

1 point of DEX increases attack speed (ASPD) by a very low amount

1 point of DEX Decreases your cast time by a good amount

Luck (LUK):

1 point of LUK increases your Critical by 0.3

3 points of LUK increases your status physical attack power by 1

3 points of LUK increases your status magical attack power by 1

3 points of LUK increases your hit by 1

5 points of LUK increases your flee by 1

10 points of LUK increases your perfect dodge by 1

* With bows, guns, musical instruments and whips, the increase in physical attack power from DEX and STR are swapped, making DEX the primary damage stat.

ASPD

Normal Aspd formula:

aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200) + shieldpenalty)

If you use % ASPD-modifiers like Cecil Damon card, Doppelganger card or merchant battleground medals you have to use the following calculation to calculate your final ASPD (for "ASPD" use the ASPD you calculated in the calculation above):

final ASPD = ASPD + round((190 - ASPD) * (sum%modifiers/100))

The potskillbonus is the bonus gained by ASPD potions (like concentration potion) or ASPD skills (like Two-Hand Quicken).

Currently only the currently highest active potion modifier and the currently highest active skill modifier works (concentration potion and awake potion wont stack, only awake potion will work in this case. Two-Hand quicken and Frenzy wont stack, only Frenzy will work in this case).

If you don't like calculating the ASPD yourself. Feel free to use Doddler's Calculator

Consumable Items:

Concentration potion : +4

Awakening potion : +6

Berserk potion : +9

Skills:

Adrenalin rush as caster : +7

Adrenalin rush as party member : +6

Two-hand quicken : +7

Frenzy : +15

Last Stand : unknown

Single Action : unknown

Study : unknown

Shield penalties:

Novice : -10

Super novice : -5

Swordsman : -5

Knight : -5, Crusader : -5

Lord Knight: -5, Paladin : -5

Rune Knight : -5

Thief : -6

Assassin : -6, Rogue : -5

Assassin Cross : -6, Stalker : -5

Guillotine Cross : -9, Shadow Chaser : -4

Acolyte : -5

Priest : -5, Monk : -5

High Priest : -5, Champion : -5

Arch Bishop : -10, Shura : -5

Archer : -5

Hunter : -9, Bard/Dancer : -7

Sniper : -9, Minstrel/Gypsy : -7

Ranger : -8, Minstrel/Wanderer : -7

Mage : -5

Wizard : unknown, Sage : -5

High Wizard : unknown, Scholar : -5

Warlock :-5

Merchant : -5

Blacksmith : -5, Alchemist : -4

Whitesmith : -5, Creator : -4

Mechanic : -6

Taekwon kid : -5, SG : -5, Linker : -8

Ninja : -6, Gunslinger : -6

Job Status Bonus at Job 50.

JobStatusBonus.jpg

Physical Attack Formulas:

Status ATK for melee attacks: [sTR + DEX/5 + LUK/3 + BLV/4]

Status ATK for ranged attacks: [DEX + STR/5 + LUK/3 + BLV/4]

Status DEF: [bLV/2 + VIT/2 + AGI/5]

Armor DEF: Def provided by equipment + Sum of refines of all equipments (except weapons)

Upgrade ATK:

+2 ATK per upgrade for level 1 weapons

+3 ATK per upgrade for level 2 weapons

+5 ATK per upgrade for level 3 weapons

+7 ATK per upgrade for level 4 weapons

A: Calculating status ATK: status ATK * 2 * element * cards

B: Calculating equipment attack: [(weapon ATK + upgrade ATK) * size penalty + equipment ATK] * element endow * cards

C: Bonus for weapon level: weapon ATK * size penalty * element*cards*weapon level*0.05

D: Adding all together: a + b + c - (600/(Armor DEF + 600)) * %reduction modifiers – Status DEF

Full formula for physical attacks:

[(StatusATK * 2 * Element * Cards)+[[(Weapon ATK + Weapon Refine ATK)* Size Penalty + Equipment ATK] * Element Endow * Cards] + [Weapon ATK * Size Penalty * Element * Cards * Weapon Level * 0.05]] - (600 / (Armor DEF + 600)) * % Reduction Modifiers – Status DEF

Notes:

ATK increasing cards like Andre or Porcellio as well as ATK increasing gear like Bloody Shackled Balls or Pirate dagger count as Equipment ATK. Normal damage increasing cards, like 20% cards (like Santa poring, Drainliar, Skelworker) increase the damage from equipment ATK/weapon ATK and status ATK. Special damage increasing cards, like the "7/10-cards" (Goblin Steamrider, Assaulter, etc) or The Paper card increase the damage of both status ATK and equip ATK/weapon ATK, even when not producing critical attacks. However, this bonus damage provided by these cards only affects normal attacks, not skills. Critical Attacks ignore flee of the enemy and the final damage is multiplied by 1.4, however Critical Attacks get reduced by def.

Magic Attack Formulas:

Status MATK: INT + [iNT/2] + [DEX/5] + [LUK/3] + [bLVL/4]

Status MDEF: [iNT + VIT/5 + DEX/5 + BLV/4]

Armor MDEF: MDEF provided by equip (see Def section for details)

Upgrade MATK:

+2 MATK per upgrade for level 1 weapons

+3 MATK per upgrade for level 2 weapons

+5 MATK per upgrade for level 3 weapons

+7 MATK per upgrade for level 4 weapons

Minimum Magic Damage: (weapon MATK + upgrade MATK) * 2 + 1.5 * status MATK * %MATK bonus * 111.5/(111.5+equipMDEF) – status MDEF

Maximum Magic Damage: [weapon MATK + upgrade MATK+(WMATK * WLVL)/10] * 2 + 1.5 * status MATK * %MATK bonus * 111.5/(111.5+equipMDEF) – status MDEF

Flee and Hit

Flee formula: Flee = Level + AGI + Flee equips + Flee skills + 100

Hit formula: Hit = Level + DEX + Hit equips + Hit skills + 175

Dodge formula (unsure): Dodge Rate(%) = 100% - (Attacker Hit - Defenders Flee)

Flee Penalty in Mobs: unknown

Defense & Damage Reduction:

DEF:

Damage Reduction per Status Def: -1 damage per status def

Status DEF formula: Status Def = [(VIT + BLV)/2] + [AGI/5]

Armor DEF and Upgrade DEF reduces the damage by a certain percentage depending how much def you have: %Damage reduced by Armor DEF + Upgrade DEF = (1-(600/ (Armor DEF + Upgrade DEF + 600)))*100

DefenseValueTable.jpg

Defense skills:

Assumptio: Increases your Status DEF, Armor DEF, Status MDEF and Armor DEF by 100% (which means Assumptio doubles it). If you have 100+30 def without Assumptio it will increase your def to 200+60.

Angelus: Increases Status DEF provided by VIT by (5*Skill Level)% Angelus level 10 increases status def from VIT by 25%, if you have 100 VIT the VIT gives you 50 status def. Angelus 10 would increase this to 75 status def.

MDEF:

Magic damage reduction per status DEF: -1.5 damage per status MDEF

Status MDEF formula : Status MDEF: [iNT + VIT/5 + DEX/5 + BLV/4]

Armor MDEF reduces the damage by a certain percentage depending how much def you have: Damage from magic: Magic Attack * 111.5/(111.5 + Equipment MDEF)

Total magic damage calculation: Damage = Magic Attack * 111.5/(111.5 + Equipment MDEF) - Status MDEF

MDEFPercentageReduction.jpg

% Damage Reductions:

Racial reductions:

Reductions based on % against races, like Thara Frog, Khallizburg and Beret work against both normal attacks and skills.

Critical attacks are now also affected by reductions so racial reductions also work against critical attacks.

Elemental reductions:

Garment cards protecting against certain elements, like Raydric card or Jakk card, reduces damage from all Status ATK / Weapon ATK / Equip ATK.

Elemental reductions like Raydric card reduce the damage of monsters by a certain %.

Since monsters don't use weapons but use a simple base ATK to determine their attack power (contrary to players using Status ATK and Weapon ATK) garment reduction cards work against the whole ATK of monsters.

CAST TIME

While a few skills (Gravitation Field [High Wizards], Ganbantein [Wizards], Aiming [Gunslingers] for example) have a fixed cast time most skills cast time can be reduced by upping stats and getting cast time reduction equipment or skills. Each skill with reduce-able cast time has two parts of cast times: a Variable Cast Time and a Fixed Cast Time.

The Fixed Cast Time is always 20% of the original cast time and can only be reduced by special skills and special equipment.

The Variable Cast Time can be reduced by DEX, INT, Bragi, Suffragium and cast time reducing equip/cards.

For example: A skill with 10 seconds total cast time has 2 seconds fixed cast time and 8 seconds variable cast time. No matter how much INT, DEX and cast time reduction equipment you have, you wont be able to make the cast time faster than the fixed cast time (in this case 2 seconds) with normal methods (unless you use special skills like Sacrament or Radius).

Formula: castTime = (1-SQRT((DEX*2+INT)/530))*(1-sum_castReduction/100%)*baseCast*0.8+(1-max_fixedReduction/100%)*baseCast*0.2

baseCast = base cast time of a skill

sum_castReduction = Sum of reduction for variable cast time (like Suffragium, Isilla card effect or Kathrine Keyron card)

max_fixedReductrion = Highest reduction modifier of fixed cast time (for example if both Sacrament (50%) and Radius (20%) are active only Sacrament will work)

Element Table:

The element of the attacking weapon is left; the monster/player that is attacked (receiving the damage) is the top line.

ElementalReductionTable.jpg

Equipment Changes:

Some pieces of equipment have been changed for the renewal patch. In particular, most rods and some books now grant equipment magic attack power.

Rods

Rod [4]: MATK +30

Wand [3]: MATK +45, INT +1

Staff [3]: MATK +70, INT +2

Arc Wand [2]: MATK +95, INT +3

Might Staff: MATK +100, STR +10

Wand of Occult: MATK +105, INT +3

Bone Wand: MATK +110, INT +4

Staff of Wing: MATK +115

Survivor Staff [1]: MATK +120, DEX or INT +3, HP +400

Hypnotist Staff [2]: MATK +120, INT +1

Lich's Bone Wand [2]: MATK +170, INT +1, DEX + 1, Trans only

Recovery Staff: MATK +105

Staff of Piercing: MATK +145, INT +4, Trans only

Gentleman Staff [1]: MATK +125, DEX +1

Release of Wish: MATK +125, INT +3

Holy Stick [1]: MATK +140

Thorn Staff of Darkness: MATK +160, INT +3, DEX+3, Trans Only

Eraser: MATK + 170, INT +3, DEX +2

Staff of Soul: MATK +200, INT+5, AGI +2, Two-Hands

Wizardry Staff: MATK +200, INT+6, DEX +2, Two-Hands

Divine Cross: MATK +210, DEX +4, Two-Hands

Chronos: MATK + 240, INT +3 Two-Hands, Trans Only

Staff of Destruction [1]: MATK +280, INT+3, AGI +10, Two-Hands, Trans Only

Daggers

Ashura: MATK +50

Bazerald: MATK +105, INT +5

Books

Hardcover Book: MATK +25

Giant Encyclopedia: MATK +70, +15% Status MATK

Sage's Diary: MATK +120

Magic Tactics: MATK +160, INT +1

Ancient Magic: MATK +140

Swords

Elemental Sword: MATK +95, INT +4, DEX +1, STR +1

Post any questions you got, I'll answer when and if I can xD

NOTE: I am not the author of this, however, I am only posting that which would be crucial to our server if it'll have renewal.

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I just finished reading this. Looks like those megs won't have a great help anymore :D

GX seems to have more atk power than the other class. @[email protected]

I just want to ask about the shield penalty, does that mean everytime we use/equip shields we'll get that certain amount of aspd reduction?

Also, I don't understand the mdef reduction table... the 0 mdef value~100% reduction...

Thanks for bringing this up.

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I just finished reading this. Looks like those megs won't have a great help anymore :D

GX seems to have more atk power than the other class. @[email protected]

I just want to ask about the shield penalty, does that mean everytime we use/equip shields we'll get that certain amount of aspd reduction?

Also, I don't understand the mdef reduction table... the 0 mdef value~100% reduction...

Thanks for bringing this up.

not exactly, there still exist the bonuses every 10 points, just not so grand

double weapons ASPD mechanics so far are the same as if you only wore 1, and GX's can only reach max ASPD on official (193) with katar

so long as you wear a shield, yes, your ASPD is reduced, test the calculator to notice it.

my bad on the table, will fix later, kinda doing this to un-bore myself on my free time at work >.>

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Some conclusion I made, feel free to fix those, though :P

1. Inca would be hax, maybe could be more useful than Thana.

2. Crit won't give scary damage on those with high vit, it'll be low-vit and high-flee killer.

3. Ghostring card won't be that useful to reduce Sacri, Ashura, and Final Strike anymore.

4. Assumptio won't be that useful against Thana/IP.

5. GX isn't supposed to wear shield lol.

More conclusion will come later.

Thanks for bringing this here anyway :lol:

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Yeh, the scary part is that Assumptio no longer simply halves all incoming damage, just doubles defence.

Thana and IP will absolutely rape the crap outta this. I mean, it's scary even imagining it.

However, I believe the IP effect won't work as /100 anymore, but over /201 which normalizes due to the update in Eqp DEF.

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Hmm I really wonder what the GMs are going to do about Renewal to ensure maximum balance.

I'm a little confused about the magic attack stuff so rods now give a fixed MATK eg. +40 instead of +4%? But some weapons give +15% status magic attack? So that means rods that add 0 status magic attack are gonna be useless?

Good job on the guide. I think it's essential to have it especially since not everyone is aware there is even going to be a change to RO. Adding the skills section of the renewal info would be nice as well, some of the changes have quite a huge impact.

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@FForsaken.

A huge impact indeed. It's like we'll have to start all over again familiarizing the system. Also, we can't be sure if there will really be a balance because the changes are made drastically. Some class might be overpowered again like the Archbishop.

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