theory crafting

Revision as of 10:41, 9 May 2024 by ROOO (talk | contribs)

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)