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Ragnarok Online - Status - Pre-renewal




Quote:
Stats are the six fundamental character statistics that make (or break) a character. Stats start out with a base value of 1 and can be raised as far as 99. With bonuses, the effective value can pass 100. Base stats are increased by spending stat points, higher stats costing more to raise. Stat points are gained with base level increases, the amount increasing with higher levels.

The six stat's:

STR
AGI
VIT
INT
DEX
LUK

More about STR

Strength: This stat directly increases your physical damage (except using Guns, Instruments, Whips, and Bows), allowing you to deal damage even if you don't equip any weapons if you invest a sufficient amount of STR.
Every 1 STR provides:
Attack minimum and maximum damage +1
Every 10 total STR provides additional damage bonus
Weight Limit +30
Every 5 STR: Ranged attacks damage +1

More about AGI

Agility: Used to increase your attack speed and chance of dodging.
Every 1 AGI provides:
Flee (chance to dodge enemy attacks) +1
ASPD increase -0.4% base time between attacks
The actual ASPD calculation depends on AGI, DEX, ASPD potions and skills, the type of weapon you are using, and your job. It can take between 4 and 10 AGI to increase ASPD by 1.
AGI specific:
ASPD
Flee
Does not affect Cast Time or Cast Delay
Does not affect Movement Speed

More about VIT

Vitality: Each point of VIT provides the following:
Maximum HP +1%
approximately 0.8 VIT-based DEF (50 VIT or less, slightly higher with more VIT)
Resistance vs. the following Status Effects:
Bleeding: -1% chance from being inflicted, decreases duration (exact value unknown)
Curse: dereases duration (exact value unknown)
Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
Silence: -1% chance from being inflicted, -1% duration
Stun: -1% chance from being inflicted, -1% duration
Effectiveness from healing items +2%
Every 2 VIT: Soft MDEF +1 (?)
Every 5 VIT: HP regeneration rate +1
The VIT-based DEF is not particularly useful at late levels (due to calculation being Final Damage = (Initial damage - Armor-based DEF (%) - Any cards that provide damage reduction or resistance - Any other reduction effects) - VIT-based DEF (pure value), but it still doesn't negate the fact it grants you much higher HP and great efficiency from healing items.
The calculation to see actual HP increased with every 1 VIT is: Total HP = [Base HP * (VIT * 0.01)]
The calculation to see actual HP regenerated naturally with every 5 VIT is: Total HP Natural Regeneration Rate = [Max HP / 200] + [VIT / 5]
The calculation to see actual HP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (VIT * 0.02)].

More about INT

ntelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF. Every 1 INT provides the following:
Increase of MATK
Bonus to minimum MATK every 7 INT
Bonus to maximum MATK every 5 INT
INT-based MDEF +1 (approximately)
Maximum SP +1%.
SP restoration items effectiveness +1%
Every 6 INT: natural SP regeneration +1
Alchemists: brewing success rate +0.05% (half the benefits of DEX of LUK)
Resistance vs. the following Status Effects:
Blind: -2/3% chance from being inflicted, -1/15 second duration
Sleep: -1% chance from being inflicted
Chaos: -2/3% chance from being inflicted
Every 100 SP will provide 1 more SP regenerated during natural regeneration state. You gain 1 INT-based MDEF for every 1 INT you increase. INT-based MDEF is taken into account after all other factors such as cards, your item-based MDEF, and such has been calculated first.
The calculation to see actual SP increased with every 1 INT is: Total SP = Base SP + [Base SP * (INT * 0.01)]
The calculation to see actual SP regenerated naturally with every 6 INT is: Total SP Natural Regeneration Rate = [Max SP / 100] + [INT / 6] + 1
The calculation to see actual SP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (INT * 0.01)]
The calculation to see actual MATK rate: Min MATK = (INT + [INT / 7]^2) ~ Max MATK = (INT + [INT / 5]^2)

More about DEX

Dexterity: Decides your accuracy with your weapons. It also increases your ASPD (but requires more stats than AGI to increase ASPD by 1), as well as decreasing cast time of your spells. It also reduces the min-max damage rate, allowing you to do better average damage output, eventually almost always only doing top-end damage should you invest in DEX highly. As noted in STR description, bow, gun, whip and instrument users do not increase their damage through STR; they do it through DEX. DEX also has a close relationship with success rates with creation abilities such as weapon forging as a Blacksmith class or making a potion as an Alchemist class. Also, success rate of ability Steal (Thief's ability) depends on your DEX.
Every 1 DEX provides the following:
Increased damage of bows, guns, whip and instrument attacks
+1 minimum and maximum damage, additional bonus at every increments of 10 DEX
Hit (chance to land hit on enemy) +1
Cast time -1/150 (150 DEX = instant cast)
Thiefs: Steal success rate +0.01x
Rogues: divesting success rate +0.2%
Blacksmiths: forging success rate +0.1%
Alchemists: brewing success rate +0.1%
Cooking success rate +0.2%
Increases minimum damage of attacks
Level 1 weapons: minimum damage +1
Level 2 weapons: minimum damage +1.2
Level 3 weapons: minimum damage +1.4
Level 4 weapons: minimum damage +1.6
Slightly ASPD increase -0.1% base time between attacks
Every 5 DEX: melee damage +1

More about LUK

Luck: Each 1 LUK provides the following:
Critical rate (DEF ignoring attack) +0.3%,
Perfect dodge +0.1%
Blacksmiths: forging success rate +0.1%
Alchemists: brewing success rate +0.1%
Hunters: each 3 points increases in 1% the chance of Auto-Blitz Beat be triggered, requires a Falcon and the skill Blitz Beat
Cooking success rate +0.1%
Every 5 LUK: reduces enemy's chance of landing critical attack by 1%
Every 5 LUK: ATK +1
Resistance to some status effects
Blind: slightly decreases chance from being inflicted
Curse: -1% chance from being inflicted
Frozen: slightly decreases from being inflicted
Poison: slightly decreases chance from being inflicted (exact value unknown)
Silence: slightly decreases from being inflicted
Sleep: slightly decreases from being inflicted
Stone Curse: slightly decreases chance from being inflicted
Stun: slightly decreases chance from being inflicted, -0.01 seconds duration
LUK does not effect ingame drop rates, or chances to get a rarer item when killing. Its simply based on in-game percents not LUK as a stat.
The calculation to see actual CRIT rate: CRIT = [LUK * 0.3] + 1

This is the basis for building a character, learn more in the next post‼

Fuente

Code:
IRO-Wiki



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