Difference between revisions of "Character Statistics"

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{| align="right"
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| __TOC__
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== Damage Types ==
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There are two types of damage: Physical and Magical. Physical damage is based on the Attack vs. Defense stats, while Magical damage uses Intelligence to calculate both attack and defense ratings.
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Either type of damage can be elemental in nature, meaning that the relevant Plus Element and Resist Element stats come into play. For example, the Fire Enchantment skill deals Physical fire damage that is calculated based on the Attack vs. Defense stats, while the Fireball spell deals Magical fire damage that is calculated based upon Intelligence. Both attacks are subject to bonuses/reductions from Plus Fire and Resist Fire.
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== Combat ==
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At the start of each combat round, everyone makes Agility rolls. This roll is your Agility, increased or decreased by a max of 25%. So for instance, if you have 100 Agility, the lowest you can roll is 75 Agility and the highest you can roll is 125 Agility. After everyone has made their Agility roll, the person with the highest Agility after the roll goes first. If 2 people have the same Agility after the roll, it will be a 50-50 who goes first.
  
 
== Base Stats ==
 
== Base Stats ==
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=== Attack and Defense ===
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In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt.
  
 
=== Strength ===
 
=== Strength ===
Strength provides a 1:1 bonus directly to Attack power, in addition to a 25% bonus to Defense power. Strength also directly impacts the power and damage of the Bleed effect in battle.
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*Each point of Strength provides ¾ Attack and ¼ Defense.
 
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*Strength also directly impacts the power and damage of the Bleed effect in battle.
Strength also factors into the success rate of certain Special Moves that have a random chance of success. The success rate goes up or down based upon the percentage difference in strength between the attacker and the target.
 
  
 
=== Agility ===
 
=== Agility ===
Agility factors in to several different battle equations.
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*Each point of Agility provides ¼ Defense.
 
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*Battle turn order is determined based upon which combatant has the highest agility (with some random variation).
Battle turn order is determined based upon which combatant has the highest agility (with some random variation). Dodging and Critical Hit chance are both determined by a comparison between the agility of the target and the attacker. The greater the percentage difference, the greater the chance for either a Critical Hit or a successful Dodge.
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*Dodging and Critical Hit chance are both determined by a comparison between the agility of the target and the attacker. The greater the percentage difference, the greater the chance for either a Critical Hit or a successful Dodge.
 
 
Agility also factors into the success rate of certain Special Moves that have a random chance of success. The success rate goes up or down based upon the percentage difference in agility between the attacker and the target.
 
  
 
=== Intelligence ===
 
=== Intelligence ===
Intelligence determines both spell power and spell defense. In terms of magical damage equations, it essentially the Attack and Defense variables rolled into one.
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Intelligence determines both spell power and spell defense. In terms of magical damage equations, it's essentially the Attack and Defense variables rolled into one. In addition for every 10 points of Intelligence 1 point is added to each of the Fire, Ice, and Storm resists.
 
 
Most attack spells have a set "damage cap" after which all damage power boosts granted by intelligence are reduced by 60%. For spells with a random chance of success, the success rate goes up or down based upon the percentage difference in intelligence between the attacker and the target.
 
 
 
=== Attack ===
 
In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt. The Strength stat provides a 1:1 direct bonus to Attack power.
 
 
 
=== Defense ===
 
In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt. The Strength stat provides a 25% direct bonus to Defense power.
 
 
 
 
 
=== Base stats at Level 32 ===
 
{|class="wikitable sortable"
 
!Set!!HP!!MP!!Str!!Agl!!Int!!Atk!!Def
 
|-
 
| [[Soldier]]||313||0||103||49||34||109||62
 
|-
 
| [[Ranger]]||263||131||68||83||82||68||51
 
|-
 
| [[Cleric]]||230||148||68||67||100||68||50
 
|-
 
| [[Wizard]]||199||179||33||52||119||33||41
 
|-
 
| [[Merchant]]||280||0||84||68||50||84||56
 
|-
 
| [[Conjurer]]||183||195||32||50||105||32||41
 
|-
 
| [[Ninja]]||215||83||118||99||81||118||63
 
|-
 
| [[Warlock]]||264||0||51||35||103||51||46
 
|-
 
|}
 
  
=== Base stats at Level 20 ===
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=== Luck ===
{|class="wikitable sortable"
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*Each point of Luck equals plus or minus ⅓% to the success rate of random chance abilities (both on attack and defense).
!Set!!HP!!MP!!Str!!Agl!!Int!!Atk!!Def
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*Each point of Luck above 2x the Character's level provides a benefit to item finding (the chance to find every type of loot that can drop at the end of battle). In groups, it is calculated independently for each party member (unlike the Plus Exp and Plus Gold stats, you do not receive a bonus from other players).
|-
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*Note: Luck does not affect nodes from the skill tree like Burning Wrath or The Happenings.
| [[Soldier]]||199||0||67||31||22||67||40
 
|-
 
| [[Ranger]]||167||83||44||53||52||44||33
 
|-
 
| [[Cleric]]||146?||94||44||43||64||44||32
 
|-
 
| [[Wizard]]||127||112?||21||34||77||21||26
 
|-
 
| [[Merchant]]||178||0||54||44||32||54||26
 
|-
 
| [[Ninja]]||137||53||76||63||51||82||40
 
|-
 
| [[Conjurer]]||117?||123||20||32||69||20||28
 
|-
 
| [[Warlock]]||170||0||33||23||67||33||29
 
|-
 
|}
 
  
 
== Secondary Stats ==
 
== Secondary Stats ==
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=== Bonus Crit/Dodge ===
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Bonus Crit/Dodge is added on top of the critical hit / dodge chance calculated using the percentage difference between the agility of the target and the attacker in battle.
  
=== Bonus Crit ===
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=== Fire/Ice/Storm Resist ===
Bonus Crit is added on top of the critical hit chance calculated using the percentage difference between the agility of the target and the attacker in battle. Bonus Crit caps at 5%.
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Fire/Ice/Storm Resistances reduce all damage received from fire/ice/storm spells by subtracting its value from raw damage.  
  
=== Bonus Dodge ===
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=== Plus Fire/Ice/Storm ===
Bonus Dodge is added on top of the dodge chance calculated using the percentage difference between the agility of the target and the attacker in battle. Bonus Dodge caps at 5%.
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*On spells, Plus Fire/Ice/Storm is added to the amount of matching element damage dealt. Offensive spells have a maximum amount of the Plus Element stat that the ability will benefit from.
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*On attacks, Plus Fire/Ice/Storm will be added to the weapon damage only if the weapon has an enabling elemental [[Enchant]].
  
=== Fire Resist ===
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=== Plus Healing ===
Fire Resistance reduces all damage received from fire spells. The damage reduction is the exact percentage of the target's Fire Resistance. The resistance cap is 60%.
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Plus Healing is added to the amount of healing given with both items and abilities in and out of battle. The Plus Healing bonus works when targeting others, but does not impact the amount of healing received from others.
  
=== Ice Resist ===
 
Ice Resistance reduces all damage received from ice spells. The damage reduction is the exact percentage of the target's Ice Resistance. The resistance cap is 60%.
 
 
=== Storm Resist ===
 
Storm Resistance reduces all damage received from storm spells. The damage reduction is the exact percentage of the target's Storm Resistance. The resistance cap is 60%.
 
 
=== Spell Piercing ===
 
Spell Piercing directly reduces the target's spell resistance and applies to all spell elements. One point of Spell Piercing nullifies one point of Fire/Ice/Storm Resistance. It can not reduce resistance below 0% - should the attacker's Spell Piercing bonus be greater than the target's spell resistance, the resistance is reduced to zero.
 
 
Spell Piercing is capped at 40%.
 
 
=== Resilience ===
 
Resilience only affects Player vs. Player battles. It directly reduces the percentage of damage received from other players, both from physical and magical attacks. For example, 10% Resilience would reduce all damage taken in PvP by 10%.
 
 
Resilience is capped at 20%.
 
  
 
== Bonus Stats ==
 
== Bonus Stats ==
 
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=== Plus Exp ===
=== Plus Damage ===
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Plus Experience increases the amount of experience received in battle by directly adding a player's Plus Experience total to the base experience payout of the battle. In groups, the Plus Experience stat of the player with the highest value is used and applied to all party members. Plus Experience does not apply to quest rewards.
Plus Damage directly increases the amount of physical damage dealt. The bonus is applied after all other damage calculations are made.
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Plus Experience can never provide a bonus of more than double the base experience for a given battle.
 
 
Plus Damage is capped at 25%.
 
 
 
=== Plus Fire ===
 
Plus Fire directly increases the amount of fire damage dealt. This bonus is applied after the spell damage cap on offensive spells.
 
 
 
Plus Fire is capped at 50%.
 
 
 
=== Plus Ice ===
 
Plus Ice directly increases the amount of ice damage dealt. This bonus is applied after the spell damage cap on offensive spells.
 
 
 
Plus Ice is capped at 50%.
 
 
 
=== Plus Storm ===
 
Plus Storm directly increases the amount of storm damage dealt. This bonus is applied after the spell damage cap on offensive spells.
 
 
 
Plus Storm is capped at 50%.
 
 
 
=== Plus Healing ===
 
Plus Healing directly increases the amount of healing given with both items and abilities in and out of battle. The Plus Healing bonus is applied to all targets, but does not work in reverse. In other words, it does not impact the amount of healing received from others.
 
 
 
Plus Healing is capped at 30%.
 
 
 
=== Plus Experience ===
 
Plus Experience increases the amount of experience received in battle. In groups, the Plus Experience stat of the player with the highest value is used and applied to all party members. Plus Experience does not apply to quest rewards.
 
 
 
Plus Experience is capped at 25%.
 
  
 
=== Plus Gold ===
 
=== Plus Gold ===
Plus Gold increases the amount of gold received in battle. In groups, the Plus Gold stat of the player with the highest value is used and applied to all party members. Plus Gold does not apply to treasure chests or quest rewards.
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Plus Gold functions exactly the same way as Plus Experience, only for gold.
 
 
Plus Gold is capped at 30%.
 
 
 
=== Plus Item ===
 
Plus Item increases the chance to find every type of loot that can drop at the end of battle. In groups the Plus Item stat is calculated independently for each party member. Unlike the Plus Experience and Plus Gold stats, you do not receive a bonus from other player's Plus Item percentage.
 
 
 
Plus Item is capped at 50%.
 
 
 
This percentage is added to each player's base item find rate.  For instance, if a player' has a base item find rate of 1%, then with maximum Plus Item that player would have an adjusted item find rate of 1.5%.
 
 
 
== Seeds ==
 
 
 
These are slots that boost your current character stats. You start with 3 seed slots, but can expand that up to 9 slots. Each seed adds a different bonus to your current stats.
 

Latest revision as of 16:34, 21 August 2017

Damage Types

There are two types of damage: Physical and Magical. Physical damage is based on the Attack vs. Defense stats, while Magical damage uses Intelligence to calculate both attack and defense ratings.

Either type of damage can be elemental in nature, meaning that the relevant Plus Element and Resist Element stats come into play. For example, the Fire Enchantment skill deals Physical fire damage that is calculated based on the Attack vs. Defense stats, while the Fireball spell deals Magical fire damage that is calculated based upon Intelligence. Both attacks are subject to bonuses/reductions from Plus Fire and Resist Fire.

Combat

At the start of each combat round, everyone makes Agility rolls. This roll is your Agility, increased or decreased by a max of 25%. So for instance, if you have 100 Agility, the lowest you can roll is 75 Agility and the highest you can roll is 125 Agility. After everyone has made their Agility roll, the person with the highest Agility after the roll goes first. If 2 people have the same Agility after the roll, it will be a 50-50 who goes first.

Base Stats

Attack and Defense

In battle damage calculations, Attack is pitted against Defense to determine the amount of physical damage dealt.

Strength

  • Each point of Strength provides ¾ Attack and ¼ Defense.
  • Strength also directly impacts the power and damage of the Bleed effect in battle.

Agility

  • Each point of Agility provides ¼ Defense.
  • Battle turn order is determined based upon which combatant has the highest agility (with some random variation).
  • Dodging and Critical Hit chance are both determined by a comparison between the agility of the target and the attacker. The greater the percentage difference, the greater the chance for either a Critical Hit or a successful Dodge.

Intelligence

Intelligence determines both spell power and spell defense. In terms of magical damage equations, it's essentially the Attack and Defense variables rolled into one. In addition for every 10 points of Intelligence 1 point is added to each of the Fire, Ice, and Storm resists.

Luck

  • Each point of Luck equals plus or minus ⅓% to the success rate of random chance abilities (both on attack and defense).
  • Each point of Luck above 2x the Character's level provides a benefit to item finding (the chance to find every type of loot that can drop at the end of battle). In groups, it is calculated independently for each party member (unlike the Plus Exp and Plus Gold stats, you do not receive a bonus from other players).
  • Note: Luck does not affect nodes from the skill tree like Burning Wrath or The Happenings.

Secondary Stats

Bonus Crit/Dodge

Bonus Crit/Dodge is added on top of the critical hit / dodge chance calculated using the percentage difference between the agility of the target and the attacker in battle.

Fire/Ice/Storm Resist

Fire/Ice/Storm Resistances reduce all damage received from fire/ice/storm spells by subtracting its value from raw damage.

Plus Fire/Ice/Storm

  • On spells, Plus Fire/Ice/Storm is added to the amount of matching element damage dealt. Offensive spells have a maximum amount of the Plus Element stat that the ability will benefit from.
  • On attacks, Plus Fire/Ice/Storm will be added to the weapon damage only if the weapon has an enabling elemental Enchant.

Plus Healing

Plus Healing is added to the amount of healing given with both items and abilities in and out of battle. The Plus Healing bonus works when targeting others, but does not impact the amount of healing received from others.


Bonus Stats

Plus Exp

Plus Experience increases the amount of experience received in battle by directly adding a player's Plus Experience total to the base experience payout of the battle. In groups, the Plus Experience stat of the player with the highest value is used and applied to all party members. Plus Experience does not apply to quest rewards. Plus Experience can never provide a bonus of more than double the base experience for a given battle.

Plus Gold

Plus Gold functions exactly the same way as Plus Experience, only for gold.