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.
Healing Item:
Link: Googledoc for change VIT/increase HP recovrey value
Stats :
https://irowiki.org/classic/Stats
Quick summary :
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
AGI provides:
- Flee (chance to dodge enemy attacks) +1
- ASPD increase -0.4% base time between attacks
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
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
- 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
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
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 & time 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)
For armors refine give 0.7 def per every upgrade level.
- 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.
- Each point of hard MDEF also provides 1% resistance to Frozen and Stone Curse statuses.
- Each point of hard MDEF also provides ? % duration to Frozen and Stone Curse statuses
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.
ATK & MATK & CRIT:
ATK:
Your physical-oriented attack rating for both ranged and melee weapons
There's atk 1 (100 on the screen) and atk 2 (40 on the screen).
Atk 1 represents the weapon's DMG + STR / DEX / LUK,
Atk 2 is the damage gained from weapon refinement upgrades.
(about atk2 : 40 means I will inflict an additional 40 damage with my skills / regular attacks. Certain skills like Sonic Blow or Bowling Bash / Double Strafing benefit from this bonus multiple times depending on the number of hits of the skill. Generally, weapon refinement is useless, purely bling-bling in 99% of cases, however when you are at a very low level, dealing 80 more damage with your Double Strafing can make a difference in one-shotting a monster.)
MATK:
The Minimum MATK is the first number given in the stats window (518).
The Maximum MATK is the second number (864).
It represents your potential damage range with your magic skills (the reason for randomness in magic damage).
Note: Minimum MATK increases every 7 INT points, and Maximum MATK increases every 5 INT points.
Critical:
- Your critical hit rating, which does damage that fully ignores enemy DEF, both % and pure value part. Because of difficulty of acquiring CRIT without sacrificing lots of other stats or useful cards/gears, it is recommended it is used on classes that naturally has fast ASPD one way or another. Offensive Skills do not take CRIT into account with the exception of Focused Arrow Strike.
- Critical Hit also ignore FLEE but not PERFECT DODGE.
- When you attack a monster or a player, the target's LUK influences your critical hit rate. Every 5 LUK that the target has, you lose 1% crit (Which isn't shown in the status window). For example if you hit Angeling, that has 100 LUK, you'll lose 100/5 = 20 crit.
Refine:
- For armors, it reduces damage you take by 0.7% 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)
WEIGHT
var MAX_WGT = 2000; MAX_WGT += 30 * BASE_STR; MAX_WGT += WGT_JOB; MAX_WGT += WGT_MOD; BASE_STR : Base stat value of STR WGT_JOB : See the job modifier table WGT_MOD : skill modifiers
Base value 2000. Add 30 per base STR. Add mod from job. Add modifiers.
Skill Modifiers
- Enlarge Weight Limit: +200 per level ( maxlvl 10 )
- Peco Peco Ride: +1000 when mounted
- Gym passes are not implemented on Day One.
Job modifiers
Swordsman | Archer | Thief | Acolyte | Merchant | Mage | Novice | TaeKwon Kid | Gunslinger |
---|---|---|---|---|---|---|---|---|
800 | 600 | 400 | 400 | 800 | 200 | 0 | 800 | 800 |
Knight | Hunter | Assassin | Priest | Blacksmith | Wizard | Super Novice | Soul Linker | Ninja |
800 | 700 | 400 | 600 | 1000 | 400 | 0 | 400 | 600 |
Crusader | Dancer/Bard | Rogue | Monk | Alchemist | Sage | TaeKwon Master | ||
800 | 700 | 400 | 600 | 1000 | 400 | 400 |