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| 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. | | 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. |
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| Power (POW) Stamina (STA)
| | {| class="wikitable" style="width:100%; text-align:left; font-size: 95%;" |
| Trait that increases status physical attack and Power Attack (P.ATK)
| | ! style="width:50%; background:#ffe082;" | ATK |
| | | ! style="width:50%; background:#81d4fa;" | MATK |
| Status physical attack increases by 5 per 1 point.
| | |- |
| P.ATK increases by 1 per 3 points.
| | | style="background:#fff8e1;" | |
| Trait that increases physical resistance (RES)
| | * In Renewal, ATK is split into '''StatusATK''' and '''WeaponATK'''. |
| RES increases by 1 per 1 point.
| | * Both contribute to final damage; '''StatusATK is doubled'''. |
| RES increases by 5 per 3 points.
| | * Only '''WeaponATK''' is affected by racial/size/elemental bonuses (e.g., Hydra, Skel Worker). |
| Wisdom (WIS) Spell (SPL)
| | * High-level weapons with better ATK/refines are preferred over old 4-slot racials. |
| Trait that increases magic resistance (MRES)
| | | style="background:#e1f5fe;" | |
| MRES increases by 1 per 1 point.
| | * MATK is also split into '''StatusMATK''' and '''WeaponMATK'''. |
| MRES increases by 5 per 3 points.
| | * Many weapons now have flat MATK values (e.g., 280 from Staff of Destruction). |
| Trait that increases status magic attack and Spell Magic Attack (S.MATK)
| | * '''WeaponMATK''' contributes more to final damage due to variance scaling with weapon level. |
| Status Magic Attack increases by 5 per 1 point.
| | |- |
| S.MATK increases by 1 per 3 points.
| | ! style="background:#ffccbc;" | DEF/MDEF |
| Concentration (CON) Creative (CRT)
| | ! style="background:#c5e1a5;" | Cast Time |
| Trait that increases accuracy (HIT), evasion (FLEE), Power Attack (P.ATK) and Spell Magic Attack (S.MATK)
| | |- |
| HIT increases by 2 per 1 point.
| | | style="background:#fbe9e7;" | |
| FLEE increases by 2 per 1 point.
| | * DEF and MDEF are reworked: |
| P.ATK increases by 1 per 5 points.
| | * '''HardDEF/MDEF''' is no longer capped at 100. |
| S.MATK increases by 1 per 5 points.
| | * Its effectiveness scales '''exponentially'''. |
| Trait that increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)
| | * Examples: |
| H.PLUS increases by 1 per 1 point.
| | * 200 HardDEF = ~25% reduction |
| C.RATE increases by 1 per 3 points.
| | * 400 HardDEF = ~40% reduction |
| | | * Many armors now have higher DEF/MDEF values. |
| | | | style="background:#f1f8e9;" | |
| Power Atk (P.ATK) Spell Matk (S.MATK)
| | * Cast Time is now split into: |
| Final status physical attack and final equipment attack increases by %. Final status magic attack and final equipment magic attack increases by %.
| | * '''Fixed Cast Time''' – not affected by stats; reduced only via gear or skills. |
| Resist (Res) Magic Resist (Mres)
| | * '''Variable Cast Time''' – reduced by '''DEX''' and '''INT'''. |
| Before calculating physical defense, it reduces normal physical damage taken by %.
| | * Formula: (DEX × 2 + INT) = 530 to eliminate Variable Cast. |
| Note: Resist Penetration effects are limited to 50%. Before calculating the magic defense, it reduces the normal magic damage received by %.
| | * Some skills now have non-removable fixed cast times (e.g., Acid Demo, Asura). |
| Note: Magic Resist Penetration effects are limited to 50%.
| | |- |
| Heal Plus (H.Plus) Critical Damage Rate (C.Rate)
| | ! style="background:#d1c4e9;" | SoftDEF/MDEF |
| Increases the final heal recovery by %.
| | ! style="background:#f8bbd0;" | Critical |
| This increase is applied after normal heal recovery increasing effects.
| | |- |
| | | | style="background:#ede7f6;" | |
| Increases the critical damage base percent by %.
| | * Based mostly on '''VIT (SoftDEF)''' and '''INT (SoftMDEF)'''. |
| At 0 C.RATE, your critical damage is 140%.
| | * Applies a '''flat damage reduction''' after HardDEF/MDEF. |
| At 10 C.RATE, your critical damage increases from 140% to 150%.
| | * Minimal change from Pre-Renewal mechanics. |
| | | style="background:#fce4ec;" | |
| | * 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. |
| | |} |
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)
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AGI (Agility)
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- +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
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- +1 Flee per point
- +ASPD per point
- +1 SoftDEF per 5 points
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VIT (Vitality)
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INT (Intelligence)
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- +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
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- +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
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DEX (Dexterity)
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LUK (Luck)
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- +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
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- +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
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Substats
Aside from Stats, several Substats were also drastically changed. Most of these define the main difference between Pre-Renewal and Renewal Mechanics.
ATK
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MATK
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- 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.
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DEF/MDEF
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Cast Time
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- DEF and MDEF are reworked:
HardDEF/MDEF is no longer capped at 100.
Its effectiveness scales exponentially.
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
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Critical
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- Based mostly on VIT (SoftDEF) and INT (SoftMDEF).
- Applies a flat damage reduction after HardDEF/MDEF.
- Minimal change from Pre-Renewal mechanics.
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- 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.
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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.
ATK
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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
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Cast Time
|
- DEF and MDEF are reworked:
* HardDEF/MDEF is no longer capped at 100.
* Its effectiveness scales exponentially.
* 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).
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SoftDEF/MDEF
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Critical
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- 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.
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