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* Increased damage of bows, guns, whip and instrument attacks | * Increased damage of bows, guns, whip and instrument attacks | ||
** +1 minimum and maximum damage, additional bonus at every increments of 10 DEX | ** +1 minimum and maximum damage, additional bonus at every increments of 10 DEX | ||
* Hit (chance to land hit on enemy) +1 | * Hit (chance to land hit on enemy) +1 | ||
* Cast time -1/150 (150 DEX = instant cast) | * Cast time -1/150 (150 DEX = instant cast) | ||
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= '''Silence:''' = | = '''Silence:''' = | ||
[[File:Silence.png|center|frame]] | [[File:Silence.png|center|frame]] | ||
= '''DEF & MDEF & FLEE & Pdodge :''' = | |||
[[File:Def Mdef flee pdoge.png|thumb]] | |||
. | |||
'''DEF:''' ''(32 hard-def / 7 soft-def in the screen)'' | |||
* Hard defense reduces 1% for each point (so 32% reduction in physical damage). | |||
* Soft defense reduces damage by subtraction (so, -7 from the physical damage received, which is insignificant against solid monsters, but can be useful for tanking Lunatic or poporing). | |||
'''MDEF:''' ''(4 hard-def / 7 soft-def in the screen)'' | |||
* The same principle applies to MDEF but to reduc magic damage. | |||
'''FLEE:''' ''(200 flee / 1 Pdodge in the screen )'' | |||
Dodge Rate(%) = 100% - (Attacker Hit + 80 - Defenders Flee) ("Attackers Hit" also applies for monsters as (Baselevel + DEX)) | |||
Full formula for calculating your Actual Flee is: | |||
Actual Flee = Skill Bonus + [Level + AGI + Item Bonus] * [1 - ((Mobs -2) * 0.1)] | |||
You cannot have more than 95% dodge rate against anything in the game, however this does not ring true inside WoE/Battleground Maps, as players can have 100% dodge rate in these maps. | |||
'''PDODGE:''' ''(200 flee / 1 Pdodge in the screen)'' | |||
Every character starts with a value of 1. | |||
10 luk increases your Perfect Dodge by 1. | |||
* Perfect Dodge allows the player to dodge a physical attack by a chance in % corresponding to the Perfect Dodge value. | |||
* It is calculated before flee | |||
* Flee therefore triggers after the fact that a player lucky dodged something or not, thus giving him even more chance to flee a monster. This part of the flee is reduced by the mob effect. | |||
* It does not work against skill attacks, traps, or magic. | |||
* This overrides (potential) critical hits. | |||
* Pdodge triggers before the count of hits from a Safety Wall. | |||
= '''Refine:''' = | = '''Refine:''' = |
Revision as of 10:41, 9 May 2024
Source : https://kokotewa.com & https://irowiki.org/classic/Main_Page
ASPD formula:
https://irowiki.org/classic/ASPD
ASPD is Attack Speed. It depends on the player's class, equipped Weapon Type, Speed Modifiers, AGI and DEX. ASPD increases Hits/Second exponentially. It has a limit of 190 ASPD or 5 hits per second.
Stats :
https://irowiki.org/classic/Stats
Quick summary :
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
Every 1 AGI provides:
- Flee (chance to dodge enemy attacks) +1
- ASPD increase -0.4% base time between attacks
Each point of VIT provides :
- 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, Silence , Stun , Poison, Curse: -1% chance from being inflicted, decreases duration
- Effectiveness from healing items +2%
- Every 2 VIT: Soft MDEF +1
- Every 5 VIT: HP regeneration rate +1
Every 1 INT provides :
- Increase of MATK (See chart below)
- 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
- 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 1 DEX provides :
- 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)
- Increases minimum damage of attacks
- Slightly ASPD increase -0.1% base time between attacks (more information in ASPD link)
- Every 5 DEX: melee damage +1
Each 1 LUK provides :
- Critical rate +0.3%,
- Perfect dodge +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
- Every 5 LUK: reduces enemy's chance of landing critical attack by 1%
- Every 5 LUK: ATK +1
- Resistance to some status effects
- Blind; Curse; Frozen; Poison; Silence; Sleep; Stone curse; Stun: slightly decreases chance from being inflicted
Stun:
Freeze:
Petrify 1:
Petrify 2:
Sleep:
Bleed:
Blind:
Chaos: (confusion)
Curse:
Poison:
Silence:
DEF & MDEF & FLEE & Pdodge :
.
DEF: (32 hard-def / 7 soft-def in the screen)
- Hard defense reduces 1% for each point (so 32% reduction in physical damage).
- Soft defense reduces damage by subtraction (so, -7 from the physical damage received, which is insignificant against solid monsters, but can be useful for tanking Lunatic or poporing).
MDEF: (4 hard-def / 7 soft-def in the screen)
- The same principle applies to MDEF but to reduc magic damage.
FLEE: (200 flee / 1 Pdodge in the screen )
Dodge Rate(%) = 100% - (Attacker Hit + 80 - Defenders Flee) ("Attackers Hit" also applies for monsters as (Baselevel + DEX))
Full formula for calculating your Actual Flee is:
Actual Flee = Skill Bonus + [Level + AGI + Item Bonus] * [1 - ((Mobs -2) * 0.1)]
You cannot have more than 95% dodge rate against anything in the game, however this does not ring true inside WoE/Battleground Maps, as players can have 100% dodge rate in these maps.
PDODGE: (200 flee / 1 Pdodge in the screen)
Every character starts with a value of 1.
10 luk increases your Perfect Dodge by 1.
- Perfect Dodge allows the player to dodge a physical attack by a chance in % corresponding to the Perfect Dodge value.
- It is calculated before flee
- Flee therefore triggers after the fact that a player lucky dodged something or not, thus giving him even more chance to flee a monster. This part of the flee is reduced by the mob effect.
- It does not work against skill attacks, traps, or magic.
- This overrides (potential) critical hits.
- Pdodge triggers before the count of hits from a Safety Wall.
Refine:
- For armors, it reduces damage you take by 0.66% per every upgrade level.
- For weapon, it reduces damage range between min - max damage (allowing you to do better average damage), it also increases your damage range.
Weapons
Weapon Lv. 1 - Every +1 upgrade gives +2 ATK (+3 ATK for every overupgrade).
Weapon Lv. 2 - Every +1 upgrade gives +3 ATK (+5 ATK for every overupgrade).
Weapon Lv. 3 - Every +1 upgrade gives +5 ATK (+7 ATK for every overupgrade).
Weapon Lv. 4 - Every +1 upgrade gives +7 ATK (+13 ATK for every overupgrade).
The Mastersmith skill Upgrade Weapon will increase self-weapon refining chance by 0.5% per job level after job 50.
At job 70 the smith has a +10% (FLAT) better chance to successfully refine a weapon than an upgrade NPC does
There is no other way to increase the chances of refining on Dayone (no enriched Elunium/Oridecon, HD Elunium/Oridecon, or any other custom)