Stats
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Main Stats
STR
- Each point of STR increases Atk by 1 for Melee Weapons.
- Each point of STR increases Weapon Atk +0.5% for Melee Weapons.
- Every 5 points of STR increase Atk by 1 for Range Weapons.
- Each point of STR increases Weight Limit by 30.
- Increases resistance to Confusion status (status immunity with STR = 120, status zero duration with STR = 120).
DEX
- Each point of DEX increases Atk by 1 for Range Weapons.
- Each point of DEX increases Weapon Atk +0.5% for Range Weapons.
- Every 5 points of DEX increases Atk by 1 for Melee Weapons.
- Every 5 points of DEX increase Matk by 1.
- Every 5 points of DEX increase Soft Mdef by 1.
- Each point of DEX increases Hit by 1.
- Every 20 points of DEX increase Aspd by 1.
- Each point of DEX decreases Casting time.
- Each point of DEX increases Steal success rate by 0.1%.
- Each point of DEX increases Strip success rate by 0.2%.
- Each point of DEX increases Forging success rate by 0.1%.
- Each point of DEX increases Brewing success rate by 0.1%.
- Each point of DEX increases Cooking success rate by 0.2%.
INT
- Each point of INT increases Matk by 1.5.
- Each point of INT increases Soft Mdef by 1.
- Each point of INT increases base value of MaxSP by 1%.
- Each point of INT increases SP Recovery from Healing items by 1%.
- Each point of DEX decreases Casting time at half the effectiveness of DEX.
- Each point of INT increases Brewing success rate by 0.05%.
- Every 6 points of INT increase Natural SP Recovery by 1.
- Every 2 point of INT increase Natural SP Recovery by 1 when INT is 120 or higher.
- Additional Natural SP Recovery +4 when INT is 120 or higher.
- Every 100 points of MaxSP increase Natural SP Recovery by 1.
- Increases resistance to Silence status (status immunity with INT = 100, status zero duration with INT = 100).
- Increases resistance to Blind status (status immunity with INT = 100, status zero duration with INT = 150).
VIT
- Each point of VIT increases base value of MaxHP by 1%.
- Each point of VIT increases HP Recovery from Healing items by 2%.
- Every 2 points of VIT increase Soft Def by 1.
- Every 5 points of VIT higher than 1 increase Soft Mdef by 1.
- Every 5 points of VIT increase Natural HP Recovery by 4.
- Every 200 points of MaxHP increase Natural HP Recovery by 4.
- Increases resistance to Stun status (status immunity with VIT = 100, status zero duration with VIT = 100).
- Increases resistance to Poison status (status immunity with VIT = 120, status zero duration with VIT = 120).
- Increases resistance to Bleeding status (status immunity with VIT = 120, status zero duration with VIT = 120).
- Increases resistance to Deadly Poison status (status immunity with VIT = 100).
AGI
- Each point of AGI increases Flee by 1.
- Each point of AGI increases Aspd by ~0.2.
- Every 5 point of AGI increase Soft Def by 1.
- Increases resistance to Sleep status (status immunity with AGI = 100, status zero duration with AGI = 100).
LUK
- Every 3 points of LUK increase Crit by 1.
- Every 3 points of LUK higher than 1 increase Atk by 1.
- Every 3 points of LUK increase Matk by 1.
- Every 3 points of LUK increase Hit by 1.
- Every 5 points of LUK increase Flee by 1.
- Every 5 points of LUK increase Crit Shield by 1.
Note: Each point of Crit Shield reduces chance to get Critical damage by 1%.
- Every 5 points of LUK increase Blitz Beat autocast chance by 2%.
- Every 10 points of LUK increase Perfect Dodge by 1.
- Each point of LUK increases Forging success rate by 0.1%.
- Each point of LUK increases Brewing success rate by 0.1%.
- Each point of LUK increases Cooking success rate by 0.1%
- Increases resistance to Curse status (status immunity with LUK = 100, status zero duration with LUK = 100).
- Every 5 points of LUK corresponds to 1 point of any other Stat while calculating status resistances.
Secondary Stats
Hit
Hit rate is calculating by formula: 175 + Base Level + DEX + (LUK / 3) + Bonus.
A chance to hit a target is (Attacker's Hit - Defender's Flee)%. That is, to hit the target with a 100% chance, you need to have the Hit parameter 100 more than the target's Flee.
Flee
Flee rate is calculating by formula: 100 + Base Level + AGI + (LUK / 5) + Bonus.
A chance to dodge a target's attack is (100 - Attacker's Hit - Defender's Flee). That is, to hit the target with a 100% chance, you need to have the Hit parameter 100 more than the target's Flee.
Crit
Crit Shield
Def
Mdef
Aspd
Casting time
After Cast Delay
Cooldown
Perfect Dodge
Perfect Hit
Stat Rising
Stat Reset
MC