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)
- +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
- * Cast Time per point
- +1 SoftMDEF per 2 points
- +1 SP Recovery Rate per 6 points
- No more min/max 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% Crit Rate per point
- +Status resistances 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 =
\== ATK & MATK ==
- Split into Status and Weapon components.
- Only WeaponATK/MATK benefits from racial/size/element modifiers (e.g., Hydra Card).
- High-refined, high-level weapons become more valuable.
\== DEF & MDEF ==
- Split into Hard and Soft values.
- HardDEF/MDEF now scales non-linearly — high values have diminishing returns.
- SoftDEF = VIT-based, SoftMDEF = INT-based.
Examples:
- 200 HardDEF ≈ 25% reduction
- 400 HardDEF ≈ 40% reduction
\== Cast Time ==
- Split into:
\*\* Fixed Cast Time – Only reducible via specific effects (e.g., Sacrament, Temporal DEX Boots).
\*\* Variable Cast Time – Affected by both DEX and INT.
\*\* Formula to reduce to zero: (DEX × 2 + INT) ≥ 530
\== Critical Hits ==
- Crits now deal +40% damage instead of ignoring DEF.
- Gear/cards can increase Critical Damage beyond 200%.
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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.
| | | | | - | ----------------------- | - | --------------------------- | | | +5 StatusATK per point | | +1 P.ATK per 3 pts | | | | | | | | +1 RES per point | | +5 RES per 3 pts | | | | | | | | +1 MRES per point | | +5 MRES per 3 pts | | | | | | | | +5 StatusMATK per point | | +1 S.MATK per 3 pts | | | | | | | | +2 HIT & FLEE per point | | +1 P.ATK & S.MATK per 5 pts | | | | | | | | +1 Heal Plus per point | | +1 C.RATE per 3 pts | | | | | |
\== Trait Bonuses ==
* Base Crit Damage = 140% * +1 C.RATE = +1% Crit Damage (e.g., 10 C.RATE = 150% Crit Damage) |