Stats

From Ragnafied Wiki

Stats Overview

With the new level cap, the maximum base stat is now 130. This opens the door to true hybrid builds and expanded customization.

Stat Breakdown

STR (Strength) AGI (Agility)
  • +1 StatusATK per point (melee)
  • +0.5% WeaponATK per point (melee)
  • +1 StatusATK per 5 points (ranged)
  • +30 Weight Limit per point
  • ⛔ No more bonus ATK per 10 STR
  • +1 Flee per point
  • +ASPD per point
  • +1 SoftDEF per 5 points
VIT (Vitality) INT (Intelligence)
  • +1% MaxHP per point
  • +2% Healing Item effectiveness per point
  • +1% Status resistance per point
  • +1 SoftDEF per 2 points
  • +1 SoftMDEF & HP Recovery Rate per 5 points
  • +1.5 StatusMATK per point
  • +1% MaxSP & SP Healing Item effectiveness per point
  • ⏳ Decreases Cast Time per point
  • +1 SoftMDEF per 2 points
  • +1 SP Recovery Rate per 6 points
  • ⛔ No more MATK bonus at multiples of 5 or 7
DEX (Dexterity) LUK (Luck)
  • +1 StatusATK per point (ranged)
  • +0.5% WeaponATK per point (ranged)
  • +1 StatusATK per 5 points (melee)
  • +1 HIT, +ASPD per point
  • +1 StatusMATK & SoftMDEF per 5 points
  • ⛔ No more ATK bonus per 10 DEX
  • +0.3% Critical Rate per point
  • +Status resistance per point
  • +1 StatusATK, MATK, HIT per 3 points
  • +1 Flee, +1% Anti-Crit per 5 points
  • +1 Perfect Dodge per 10 points

Substats

Aside from Stats, several Substats were also drastically changed. Most of these define the main difference between Pre-Renewal and Renewal Mechanics.

ATK MATK
  • In Renewal, ATK is split into StatusATK and WeaponATK.
  • Both contribute to final damage; StatusATK is doubled.
  • Only WeaponATK is affected by racial/size/elemental bonuses (e.g., Hydra, Skel Worker).
  • High-level weapons with better ATK/refines are preferred over old 4-slot racials.
  • MATK is also split into StatusMATK and WeaponMATK.
  • Many weapons now have flat MATK values (e.g., 280 from Staff of Destruction).
  • WeaponMATK contributes more to final damage due to variance scaling with weapon level.
DEF/MDEF Cast Time
  • DEF and MDEF are reworked:
  HardDEF/MDEF is no longer capped at 100.
  Its effectiveness scales exponentially.
  • Examples:
  200 HardDEF = ~25% reduction
  400 HardDEF = ~40% reduction
  • Many armors now have higher DEF/MDEF values.
  • Cast Time is now split into:
 Fixed Cast Time – not affected by stats; reduced only via gear or skills.
 Variable Cast Time – reduced by DEX and INT.
  • Formula: (DEX × 2 + INT) = 530 to eliminate Variable Cast.
  • Some skills now have non-removable fixed cast times (e.g., Acid Demo, Asura).
SoftDEF/MDEF Critical
  • Based mostly on VIT (SoftDEF) and INT (SoftMDEF).
  • Applies a flat damage reduction after HardDEF/MDEF.
  • Minimal change from Pre-Renewal mechanics.
  • Critical hits ignore FLEE, but no longer ignore DEF.
  • Base crit damage is 140%, increased with C.RATE.
  • With gear/cards, crits can reach or exceed 200% damage.

Trait Stats (Post-200)

From level 200+, stat points go to new Trait Stats. These do not replace core stats, but offer new functionality. Each point costs 1, and job level increases improve them further.

Power (POW) Stamina (STA) 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. Wisdom (WIS) Spell (SPL) Trait that increases magic resistance (MRES) MRES increases by 1 per 1 point. MRES increases by 5 per 3 points. 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. Concentration (CON) Creative (CRT) 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.


Power Atk (P.ATK) Spell Matk (S.MATK) Final status physical attack and final equipment attack increases by %. Final status magic attack and final equipment magic attack increases by %. Resist (Res) Magic Resist (Mres) Before calculating physical defense, it reduces normal physical damage taken by %. Note: Resist Penetration effects are limited to 50%. Before calculating the magic defense, it reduces the normal magic damage received by %. Note: Magic Resist Penetration effects are limited to 50%. Heal Plus (H.Plus) Critical Damage Rate (C.Rate) Increases the final heal recovery by %. This increase is applied after normal heal recovery increasing effects.

Increases the critical damage base percent by %. At 0 C.RATE, your critical damage is 140%. At 10 C.RATE, your critical damage increases from 140% to 150%.