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Doram | Doram | ||
Unlike the humans, Dorams start out as a Summoner, and does not change into any other job. Summoners are capable of learning three different kinds of skills: Physical offense, Magical offense, and Support. By mastering one of the three branches, they acquire great power which allows them to reach greater potential with the skills they have picked. | Unlike the humans, Dorams start out as a Summoner, and does not change into any other job. Summoners are capable of learning three different kinds of skills: Physical offense, Magical offense, and Support. By mastering one of the three branches, they acquire great power which allows them to reach greater potential with the skills they have picked. | ||
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==Game Mechanics== | ==Game Mechanics== | ||
Ragnarok Online has a rather intricate game mechanic based on numbers and calculations. Most advanced players delve into understanding these mechanics to maximise their character's potential. Below is a brief introduction of the core mechanics of the game. | Ragnarok Online has a rather intricate game mechanic based on numbers and calculations. Most advanced players delve into understanding these mechanics to maximise their character's potential. Below is a brief introduction of the core mechanics of the game. | ||
Offense and Defense | '''Offense and Defense''' | ||
A character's Offensive power is based on ATK and/or MATK, which is shown on the Status Window. The number on the left side is called StatusATK and StatusMATK, and is derived from your stats; the number on the right side is called EquipmentATK and EquipmentMATK, and is derived from your weapons, equipment, and skills. A character's regular attacks are based directly on the numbers displayed on the Status Window, using a certain calculation. | A character's Offensive power is based on ATK and/or MATK, which is shown on the Status Window. The number on the left side is called StatusATK and StatusMATK, and is derived from your stats; the number on the right side is called EquipmentATK and EquipmentMATK, and is derived from your weapons, equipment, and skills. A character's regular attacks are based directly on the numbers displayed on the Status Window, using a certain calculation. | ||
Many kinds of equipment give special damage bonuses that do not appear in the actual ATK/MATK numbers. These bonuses include: | Many kinds of equipment give special damage bonuses that do not appear in the actual ATK/MATK numbers. These bonuses include: | ||
Race Bonuses, which give a boost against certain monster Races, for example Card Hydra Card and Card Pinguicula Card. | *Race Bonuses, which give a boost against certain monster Races, for example Card Hydra Card and Card Pinguicula Card. | ||
Elemental Bonuses, which give a boost against certain monster Elements, for example Card Kaho Card and Card Mandragora Card. | *Elemental Bonuses, which give a boost against certain monster Elements, for example Card Kaho Card and Card Mandragora Card. | ||
Size Bonuses, which give a boost depending on a monster's size, for example Card Skeleton Worker Card and Card White Knight Card | *Size Bonuses, which give a boost depending on a monster's size, for example Card Skeleton Worker Card and Card White Knight Card | ||
ATK and MATK Percentage Bonuses, such as Skull Cap[1] and Pendant of Maelstrom[1] | *ATK and MATK Percentage Bonuses, such as Skull Cap[1] and Pendant of Maelstrom[1] | ||
Other bonuses, such as Ranged Damage bonuses (e.g. Ship Captain's Hat[1] and Card Archer Skeleton Card). | *Other bonuses, such as Ranged Damage bonuses (e.g. Ship Captain's Hat[1] and Card Archer Skeleton Card). | ||
In the case of Skills, each of them have their own damage calculation. Most early skills have a basic calculation, for example, a Swordsman's Bash deals 400% ATK at level 10, a Mage's Frost Diver deals 200% MATK at level 10. As the character reach higher jobs, however, the skills will hav a more intricate calculation, adding more ways to increase its damage than just by increasing ATK/MATK. For example, a Royal Guard's Cannon Spear does 250% + (STR x 5%) ATK at level 5, which means having more STR helps a lot to increase the skill's damage further. | In the case of Skills, each of them have their own damage calculation. Most early skills have a basic calculation, for example, a Swordsman's Bash deals 400% ATK at level 10, a Mage's Frost Diver deals 200% MATK at level 10. As the character reach higher jobs, however, the skills will hav a more intricate calculation, adding more ways to increase its damage than just by increasing ATK/MATK. For example, a Royal Guard's Cannon Spear does 250% + (STR x 5%) ATK at level 5, which means having more STR helps a lot to increase the skill's damage further. | ||
Some items give direct damage bonuses to certain skills, examples being Imperial Spear[1] for Royal Guard's Banishing Point and Cannon Spear, and Shrine Maiden Hat[1] for Priest's Magnus Exorcismus. | Some items give direct damage bonuses to certain skills, examples being Imperial Spear[1] for Royal Guard's Banishing Point and Cannon Spear, and Shrine Maiden Hat[1] for Priest's Magnus Exorcismus. | ||
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Size Reductions, which reduces damage from certain monster sizes, for example Card Ogretooth Card and Card Hodremlin Card. | Size Reductions, which reduces damage from certain monster sizes, for example Card Ogretooth Card and Card Hodremlin Card. | ||
Other Reductions, such as Ranged Damage Reductions (e.g. Card Horn Card, Goibne's Spaulders, Crusader's Defender) | Other Reductions, such as Ranged Damage Reductions (e.g. Card Horn Card, Goibne's Spaulders, Crusader's Defender) | ||
Attack Speed | Attack Speed | ||
A character's Attack Speed is labeled as ASPD on the Status Window. It is derived from the character's stats, mostly AGI and DEX, and is modified by the weapons and shield that the character has equipped. Every class has a different ASPD modifier for different weapons. For example, a Merchant gets -12 penalty from wielding daggers, but a Thief only gets -8. The application of this mechanic is calculated as 50 / 200 - ASPD hits per second. In MuhRO, the maximum attainable ASPD is 193, which is 7.14 hits per second. | A character's Attack Speed is labeled as ASPD on the Status Window. It is derived from the character's stats, mostly AGI and DEX, and is modified by the weapons and shield that the character has equipped. Every class has a different ASPD modifier for different weapons. For example, a Merchant gets -12 penalty from wielding daggers, but a Thief only gets -8. The application of this mechanic is calculated as 50 / 200 - ASPD hits per second. In MuhRO, the maximum attainable ASPD is 193, which is 7.14 hits per second. |