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= Stats Overview = | = ⚡ Stats Overview = | ||
<div class="stats-container"> | |||
<div class="hero-section" style="background: linear-gradient(135deg, #667eea 0%, #764ba2 100%); color: white; padding: 25px; border-radius: 12px; text-align: center; margin: 20px 0;"> | |||
<div style="font-size: 26px; font-weight: bold; margin-bottom: 10px;">Master Your Character Build</div> | |||
<div style="font-size: 16px; opacity: 0.9;">With the new level cap, maximum base stat is now '''130''' - enabling true hybrid builds!</div> | |||
</div> | |||
= | == 🎯 Stat Breakdown == | ||
<div class="stats-grid"> | |||
<div class="stat-card"> | |||
<div class="stat-header" style="background: linear-gradient(135deg, #ff9800, #f57c00);"> | |||
💪 STR (Strength) | |||
</div> | |||
<div class="stat-content"> | |||
<ul class="stat-list"> | |||
<li><strong>+1 StatusATK</strong> per point (melee)</li> | |||
<li><strong>+0.5% WeaponATK</strong> per point (melee)</li> | |||
<li><strong>+1 StatusATK</strong> per 5 points (ranged)</li> | |||
<li><strong>+30 Weight Limit</strong> per point</li> | |||
<li class="negative">⛔ No more bonus ATK per 10 STR</li> | |||
</ul> | |||
</div> | |||
</div> | |||
= | <div class="stat-card"> | ||
<div class="stat-header" style="background: linear-gradient(135deg, #4caf50, #388e3c);"> | |||
🏃 AGI (Agility) | |||
</div> | |||
<div class="stat-content"> | |||
<ul class="stat-list"> | |||
<li><strong>+1 Flee</strong> per point</li> | |||
<li><strong>+ASPD</strong> per point</li> | |||
<li><strong>+1 SoftDEF</strong> per 5 points</li> | |||
</ul> | |||
</div> | |||
</div> | |||
== | <div class="stat-card"> | ||
<div class="stat-header" style="background: linear-gradient(135deg, #f44336, #d32f2f);"> | |||
❤️ VIT (Vitality) | |||
</div> | |||
<div class="stat-content"> | |||
<ul class="stat-list"> | |||
<li><strong>+1% MaxHP</strong> per point</li> | |||
<li><strong>+2% Healing Item effectiveness</strong> per point</li> | |||
<li><strong>+1% Status resistance</strong> per point</li> | |||
<li><strong>+1 SoftDEF</strong> per 2 points</li> | |||
<li><strong>+1 SoftMDEF & HP Recovery Rate</strong> per 5 points</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="stat-card"> | |||
<div class="stat-header" style="background: linear-gradient(135deg, #2196f3, #1976d2);"> | |||
🧠 INT (Intelligence) | |||
</div> | |||
<div class="stat-content"> | |||
<ul class="stat-list"> | |||
<li><strong>+1.5 StatusMATK</strong> per point</li> | |||
<li><strong>+1% MaxSP & SP Healing Item effectiveness</strong> per point</li> | |||
<li>⏳ <strong>Decreases Cast Time</strong> per point</li> | |||
<li><strong>+1 SoftMDEF</strong> per 2 points</li> | |||
<li><strong>+1 SP Recovery Rate</strong> per 6 points</li> | |||
<li class="negative">⛔ No more MATK bonus at multiples of 5 or 7</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="stat-card"> | |||
<div class="stat-header" style="background: linear-gradient(135deg, #ffeb3b, #fbc02d);"> | |||
🎯 DEX (Dexterity) | |||
</div> | |||
<div class="stat-content"> | |||
<ul class="stat-list"> | |||
<li><strong>+1 StatusATK</strong> per point (ranged)</li> | |||
<li><strong>+0.5% WeaponATK</strong> per point (ranged)</li> | |||
<li><strong>+1 StatusATK</strong> per 5 points (melee)</li> | |||
<li><strong>+1 HIT, +ASPD</strong> per point</li> | |||
<li><strong>+1 StatusMATK & SoftMDEF</strong> per 5 points</li> | |||
<li class="negative">⛔ No more ATK bonus per 10 DEX</li> | |||
</ul> | |||
</div> | |||
</div> | |||
---- | <div class="stat-card"> | ||
<div class="stat-header" style="background: linear-gradient(135deg, #9c27b0, #7b1fa2);"> | |||
🍀 LUK (Luck) | |||
</div> | |||
<div class="stat-content"> | |||
<ul class="stat-list"> | |||
<li><strong>+0.3% Critical Rate</strong> per point</li> | |||
<li><strong>+Status resistance</strong> per point</li> | |||
<li><strong>+1 StatusATK, MATK, HIT</strong> per 3 points</li> | |||
<li><strong>+1 Flee, +1% Anti-Crit</strong> per 5 points</li> | |||
<li><strong>+1 Perfect Dodge</strong> per 10 points</li> | |||
</ul> | |||
</div> | |||
</div> | |||
</div> | |||
= 🔧 Substats = | |||
<div class="info-card"> | |||
<div class="card-header" style="background: linear-gradient(135deg, #795548, #5d4037);"> | |||
🔄 Renewal Mechanics Changes | |||
</div> | |||
<div class="card-content"> | |||
Most of these define the main difference between <strong>Pre-Renewal</strong> and <strong>Renewal Mechanics</strong>. | |||
</div> | |||
</div> | |||
<div class="substats-grid"> | |||
<div class="substat-card"> | |||
<div class="substat-header" style="background: linear-gradient(135deg, #ffb74d, #ff9800);"> | |||
⚔️ ATK | |||
</div> | |||
<div class="substat-content"> | |||
<ul class="substat-list"> | |||
<li>In Renewal, ATK is split into <strong>StatusATK</strong> and <strong>WeaponATK</strong></li> | |||
<li>Both contribute to final damage; <strong>StatusATK is doubled</strong></li> | |||
<li>Only <strong>WeaponATK</strong> is affected by racial/size/elemental bonuses</li> | |||
<li>High-level weapons with better ATK/refines are preferred over old 4-slot racials</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="substat-card"> | |||
<div class="substat-header" style="background: linear-gradient(135deg, #4fc3f7, #29b6f6);"> | |||
🔮 MATK | |||
</div> | |||
<div class="substat-content"> | |||
<ul class="substat-list"> | |||
<li>MATK is also split into <strong>StatusMATK</strong> and <strong>WeaponMATK</strong></li> | |||
<li>Many weapons now have flat MATK values (e.g., 280 from Staff of Destruction)</li> | |||
<li><strong>WeaponMATK</strong> contributes more to final damage due to variance scaling with weapon level</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="substat-card"> | |||
<div class="substat-header" style="background: linear-gradient(135deg, #ff8a65, #ff7043);"> | |||
🛡️ DEF/MDEF | |||
</div> | |||
<div class="substat-content"> | |||
<ul class="substat-list"> | |||
<li>DEF and MDEF are reworked</li> | |||
<li><strong>HardDEF/MDEF</strong> is no longer capped at 100</li> | |||
<li>Its effectiveness scales <strong>exponentially</strong></li> | |||
<li><strong>Examples:</strong> | |||
<div style="margin-left: 20px; margin-top: 8px;"> | |||
<div>200 HardDEF = ~25% reduction</div> | |||
<div>400 HardDEF = ~40% reduction</div> | |||
</div> | |||
</li> | |||
<li>Many armors now have higher DEF/MDEF values</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="substat-card"> | |||
<div class="substat-header" style="background: linear-gradient(135deg, #aed581, #9ccc65);"> | |||
⏱️ Cast Time | |||
</div> | |||
<div class="substat-content"> | |||
<ul class="substat-list"> | |||
<li>Cast Time is now split into: | |||
<div style="margin-left: 20px; margin-top: 8px;"> | |||
<div><strong>Fixed Cast Time</strong> – not affected by stats</div> | |||
<div><strong>Variable Cast Time</strong> – reduced by <strong>DEX</strong> and <strong>INT</strong></div> | |||
</div> | |||
</li> | |||
<li><strong>Formula:</strong> (DEX × 2 + INT) = 530 to eliminate Variable Cast</li> | |||
<li>Some skills now have non-removable fixed cast times</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="substat-card"> | |||
<div class="substat-header" style="background: linear-gradient(135deg, #ba68c8, #ab47bc);"> | |||
🎭 SoftDEF/MDEF | |||
</div> | |||
<div class="substat-content"> | |||
<ul class="substat-list"> | |||
<li>Based mostly on <strong>VIT (SoftDEF)</strong> and <strong>INT (SoftMDEF)</strong></li> | |||
<li>Applies a <strong>flat damage reduction</strong> after HardDEF/MDEF</li> | |||
<li>Minimal change from Pre-Renewal mechanics</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="substat-card"> | |||
<div class="substat-header" style="background: linear-gradient(135deg, #f48fb1, #f06292);"> | |||
🎯 Critical | |||
</div> | |||
<div class="substat-content"> | |||
<ul class="substat-list"> | |||
<li>Critical hits <strong>ignore FLEE</strong>, but <strong>no longer ignore DEF</strong></li> | |||
<li>Base crit damage is <strong>140%</strong>, increased with <strong>C.RATE</strong></li> | |||
<li>With gear/cards, crits can reach or exceed <strong>200%</strong> damage</li> | |||
</ul> | |||
</div> | |||
</div> | |||
</div> | |||
= 🌟 Trait Stats (Post level 200) = | |||
<div class="info-card"> | |||
<div class="card-header" style="background: linear-gradient(135deg, #8d6e63, #6d4c41);"> | |||
🚀 New Attribute System | |||
</div> | |||
<div class="card-content"> | |||
<div style="display: grid; grid-template-columns: 2fr 1fr; gap: 30px; align-items: center;"> | |||
<div> | |||
<ul class="modern-list"> | |||
<li class="list-item"> | |||
<div class="list-icon">🎯</div> | |||
<div class="list-content"><strong>Six new stats</strong> related to attribute status have been added</div> | |||
</li> | |||
<li class="list-item"> | |||
<div class="list-icon">📈</div> | |||
<div class="list-content">Starting at level <strong>200</strong>, leveling up grants <strong>trait status points</strong> instead of original stats</div> | |||
</li> | |||
<li class="list-item"> | |||
<div class="list-icon">⚡</div> | |||
<div class="list-content"><strong>Activity Point (AP)</strong> is introduced as a new resource mechanic for 4th job skills</div> | |||
</li> | |||
<li class="list-item"> | |||
<div class="list-icon">🎓</div> | |||
<div class="list-content"><strong>4th job classes</strong> receive bonus points to these new traits based on Job Level</div> | |||
</li> | |||
<li class="list-item"> | |||
<div class="list-icon">💎</div> | |||
<div class="list-content">Each new characteristic status has a <strong>fixed cost of 1 point</strong> per investment</div> | |||
</li> | |||
</ul> | |||
</div> | |||
<div style="text-align: center;"> | |||
<img src="https://imgc1.gnjoy.com/ufile/ro/2020/05/26/LA2NUAYHZ5ZWIHA9UJ97.png" style="max-width: 100%; border-radius: 8px; box-shadow: 0 4px 15px rgba(0,0,0,0.1);"> | |||
</div> | |||
</div> | |||
</div> | |||
</div> | |||
<div class="trait-stats-grid"> | |||
<div class="trait-card"> | |||
<div class="trait-header" style="background: linear-gradient(135deg, #ff9800, #f57c00);"> | |||
💥 Power (POW) | |||
</div> | |||
<div class="trait-content"> | |||
<ul class="trait-list"> | |||
<li>Increases status physical attack and Power Attack (P.ATK)</li> | |||
<li><strong>+5 status physical attack</strong> per 1 point</li> | |||
<li><strong>+1 P.ATK</strong> per 3 points</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="trait-card"> | |||
<div class="trait-header" style="background: linear-gradient(135deg, #f44336, #d32f2f);"> | |||
🛡️ Stamina (STA) | |||
</div> | |||
<div class="trait-content"> | |||
<ul class="trait-list"> | |||
<li>Increases physical resistance (RES)</li> | |||
<li><strong>+1 RES</strong> per 1 point</li> | |||
<li><strong>+5 RES</strong> per 3 points</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="trait-card"> | |||
<div class="trait-header" style="background: linear-gradient(135deg, #2196f3, #1976d2);"> | |||
🧠 Wisdom (WIS) | |||
</div> | |||
<div class="trait-content"> | |||
<ul class="trait-list"> | |||
<li>Increases magic resistance (MRES)</li> | |||
<li><strong>+1 MRES</strong> per 1 point</li> | |||
<li><strong>+5 MRES</strong> per 3 points</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="trait-card"> | |||
<div class="trait-header" style="background: linear-gradient(135deg, #ffeb3b, #fbc02d);"> | |||
🔮 Spell (SPL) | |||
</div> | |||
<div class="trait-content"> | |||
<ul class="trait-list"> | |||
<li>Increases status magic attack and Spell Magic Attack (S.MATK)</li> | |||
<li><strong>+5 status magic attack</strong> per 1 point</li> | |||
<li><strong>+1 S.MATK</strong> per 3 points</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="trait-card"> | |||
<div class="trait-header" style="background: linear-gradient(135deg, #4caf50, #388e3c);"> | |||
🎯 Concentration (CON) | |||
</div> | |||
<div class="trait-content"> | |||
<ul class="trait-list"> | |||
<li>Increases accuracy (HIT), evasion (FLEE), P.ATK and S.MATK</li> | |||
<li><strong>+2 HIT</strong> per 1 point</li> | |||
<li><strong>+2 FLEE</strong> per 1 point</li> | |||
<li><strong>+1 P.ATK</strong> per 5 points</li> | |||
<li><strong>+1 S.MATK</strong> per 5 points</li> | |||
</ul> | |||
</div> | |||
</div> | |||
<div class="trait-card"> | |||
<div class="trait-header" style="background: linear-gradient(135deg, #9c27b0, #7b1fa2);"> | |||
✨ Creative (CRT) | |||
</div> | |||
<div class="trait-content"> | |||
<ul class="trait-list"> | |||
<li>Increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)</li> | |||
<li><strong>+1 H.PLUS</strong> per 1 point</li> | |||
<li><strong>+1 C.RATE</strong> per 3 points</li> | |||
</ul> | |||
</div> | |||
</div> | |||
</div> | |||
== 📊 Status Breakdown == | |||
<div class="status-breakdown-grid"> | |||
<div class="status-card"> | |||
<div class="status-header" style="background: linear-gradient(135deg, #ff9800, #f57c00);"> | |||
⚔️ Power Atk (P.ATK) | |||
</div> | |||
<div class="status-content"> | |||
Final status physical attack and final equipment attack increases by %. | Final status physical attack and final equipment attack increases by %. | ||
</div> | |||
</div> | |||
<div class="status-card"> | |||
<div class="status-header" style="background: linear-gradient(135deg, #2196f3, #1976d2);"> | |||
🔮 Spell Matk (S.MATK) | |||
</div> | |||
<div class="status-content"> | |||
Final status magic attack and final equipment magic attack increases by %. | Final status magic attack and final equipment magic attack increases by %. | ||
</div> | |||
</div> | |||
<div class="status-card"> | |||
<div class="status-header" style="background: linear-gradient(135deg, #f44336, #d32f2f);"> | |||
🛡️ Resist (RES) | |||
</div> | |||
<div class="status-content"> | |||
Before calculating physical defense, it reduces normal physical damage taken by %. | Before calculating physical defense, it reduces normal physical damage taken by %. | ||
<div class="note-box" style="background: rgba(244, 67, 54, 0.1); padding: 10px; border-radius: 6px; margin-top: 10px; border-left: 3px solid #f44336;"> | |||
<strong>Note:</strong> Resist Penetration effects are limited to 50%. | |||
</div> | |||
</div> | |||
</div> | |||
<div class="status-card"> | |||
<div class="status-header" style="background: linear-gradient(135deg, #2196f3, #1976d2);"> | |||
🌀 Magic Resist (MRES) | |||
</div> | |||
<div class="status-content"> | |||
Before calculating the magic defense, it reduces the normal magic damage received by %. | |||
<div class="note-box" style="background: rgba(33, 150, 243, 0.1); padding: 10px; border-radius: 6px; margin-top: 10px; border-left: 3px solid #2196f3;"> | |||
<strong>Note:</strong> Magic Resist Penetration effects are limited to 50%. | |||
</div> | |||
</div> | |||
</div> | |||
<div class="status-card"> | |||
<div class="status-header" style="background: linear-gradient(135deg, #4caf50, #388e3c);"> | |||
💚 Heal Plus (H.Plus) | |||
</div> | |||
<div class="status-content"> | |||
Increases the final heal recovery by %. | |||
<div style="font-size: 12px; color: #666; margin-top: 8px;"> | |||
This increase is applied after normal heal recovery increasing effects. | This increase is applied after normal heal recovery increasing effects. | ||
</div> | |||
</div> | |||
</div> | |||
At 0 C.RATE | <div class="status-card"> | ||
<div class="status-header" style="background: linear-gradient(135deg, #9c27b0, #7b1fa2);"> | |||
🎯 Critical Damage Rate (C.Rate) | |||
</div> | |||
<div class="status-content"> | |||
Increases the critical damage base percent by %. | |||
<div style="margin-top: 10px;"> | |||
<div><strong>At 0 C.RATE:</strong> 140% critical damage</div> | |||
<div><strong>At 10 C.RATE:</strong> 150% critical damage</div> | |||
</div> | |||
</div> | |||
</div> | |||
</div> | |||
</div> | |||
Revision as of 17:58, 29 September 2025
⚡ Stats Overview
🎯 Stat Breakdown
💪 STR (Strength)
- +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
🏃 AGI (Agility)
- +1 Flee per point
- +ASPD per point
- +1 SoftDEF per 5 points
❤️ VIT (Vitality)
- +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
🧠 INT (Intelligence)
- +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)
- +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
🍀 LUK (Luck)
- +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
🔄 Renewal Mechanics Changes
Most of these define the main difference between Pre-Renewal and Renewal Mechanics.
⚔️ ATK
- 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
- High-level weapons with better ATK/refines are preferred over old 4-slot racials
🔮 MATK
- 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
- DEF and MDEF are reworked
- HardDEF/MDEF is no longer capped at 100
- Its effectiveness scales exponentially
- Examples:
200 HardDEF = ~25% reduction400 HardDEF = ~40% reduction
- Many armors now have higher DEF/MDEF values
⏱️ Cast Time
- Cast Time is now split into:
Fixed Cast Time – not affected by statsVariable 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
🎭 SoftDEF/MDEF
- Based mostly on VIT (SoftDEF) and INT (SoftMDEF)
- Applies a flat damage reduction after HardDEF/MDEF
- Minimal change from Pre-Renewal mechanics
🎯 Critical
- 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 level 200)
🚀 New Attribute System
-
Six new stats related to attribute status have been added
-
Starting at level 200, leveling up grants trait status points instead of original stats
-
Activity Point (AP) is introduced as a new resource mechanic for 4th job skills
-
4th job classes receive bonus points to these new traits based on Job Level
-
Each new characteristic status has a fixed cost of 1 point per investment
<img src="
" style="max-width: 100%; border-radius: 8px; box-shadow: 0 4px 15px rgba(0,0,0,0.1);">
💥 Power (POW)
- Increases status physical attack and Power Attack (P.ATK)
- +5 status physical attack per 1 point
- +1 P.ATK per 3 points
🛡️ Stamina (STA)
- Increases physical resistance (RES)
- +1 RES per 1 point
- +5 RES per 3 points
🧠 Wisdom (WIS)
- Increases magic resistance (MRES)
- +1 MRES per 1 point
- +5 MRES per 3 points
🔮 Spell (SPL)
- Increases status magic attack and Spell Magic Attack (S.MATK)
- +5 status magic attack per 1 point
- +1 S.MATK per 3 points
🎯 Concentration (CON)
- Increases accuracy (HIT), evasion (FLEE), P.ATK and S.MATK
- +2 HIT per 1 point
- +2 FLEE per 1 point
- +1 P.ATK per 5 points
- +1 S.MATK per 5 points
✨ Creative (CRT)
- Increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)
- +1 H.PLUS per 1 point
- +1 C.RATE per 3 points
📊 Status Breakdown
⚔️ Power Atk (P.ATK)
Final status physical attack and final equipment attack increases by %.
🔮 Spell Matk (S.MATK)
Final status magic attack and final equipment magic attack increases by %.
🛡️ Resist (RES)
Before calculating physical defense, it reduces normal physical damage taken by %.
Note: Resist Penetration effects are limited to 50%.
🌀 Magic Resist (MRES)
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)
Increases the final heal recovery by %.
This increase is applied after normal heal recovery increasing effects.
🎯 Critical Damage Rate (C.Rate)
Increases the critical damage base percent by %.
