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As for Defense, it is based on the DEF and MDEF values, depending on what kind of attack the character receives. As with ATK/MATK, the number on the left is called SoftDEF and SoftMDEF, derived from your stats, and the number on the right is called HardDEF and HardMDEF, derived from your equipment and skills. | As for Defense, it is based on the DEF and MDEF values, depending on what kind of attack the character receives. As with ATK/MATK, the number on the left is called SoftDEF and SoftMDEF, derived from your stats, and the number on the right is called HardDEF and HardMDEF, derived from your equipment and skills. | ||
The Defense calculation in RO is somewhat complicated, but to put it simply, HardDEF and HardMDEF reduces damage by a percentage, and SoftDEF and SoftMDEF reduces damage by a flat amount. Additionally, the effect of HardDEF/MDEF is reduced exponentially as the numbers go up; i.e., the higher it is, the less each additional number affects the total damage reduction. | '''The Defense''' calculation in RO is somewhat complicated, but to put it simply, HardDEF and HardMDEF reduces damage by a percentage, and SoftDEF and SoftMDEF reduces damage by a flat amount. Additionally, the effect of HardDEF/MDEF is reduced exponentially as the numbers go up; i.e., the higher it is, the less each additional number affects the total damage reduction. | ||
For example, A character with 150 + 400 DEF has 150 SoftDEF and 400 HardDEF. When taking a damage of 1000, the HardDEF reduces it by about 40%, and the SoftDEF reduces it further by 150. The resulting damage that the character takes is 450. | For example, A character with 150 + 400 DEF has 150 SoftDEF and 400 HardDEF. When taking a damage of 1000, the HardDEF reduces it by about 40%, and the SoftDEF reduces it further by 150. The resulting damage that the character takes is 450. | ||
Certain items improve a character's defensive capability by giving Damage Reductions(also known as Resistances). There are several kinds of Reductions, which include: | Certain items improve a character's defensive capability by giving Damage Reductions(also known as Resistances). There are several kinds of Reductions, which include: | ||
Attack Property Reductions, which reduce damage based on the attack's element. This kind of reduction, particularly Neutral property reductions, are the most commonly used, due to the fact that monsters rarely use elemental attacks besides Neutral. Examples of items with these reductions include Card Raydric Card, Immune Shield[1], and the Gray Equipment Set from Ghost Palace. | *Attack Property Reductions, which reduce damage based on the attack's element. This kind of reduction, particularly Neutral property reductions, are the most commonly used, due to the fact that monsters rarely use elemental attacks besides Neutral. Examples of items with these reductions include Card Raydric Card, Immune Shield[1], and the Gray Equipment Set from Ghost Palace. | ||
Racial Reductions, which reduces damage from certain monster elements, for example Card Thara Frog Card and Card Khalitzburg Card. | *Racial Reductions, which reduces damage from certain monster elements, for example Card Thara Frog Card and Card Khalitzburg Card. | ||
Monster Element Reductions, which reduce damage from certain monster elements, for example Card Tatacho Card and Card Cornus Card. | *Monster Element Reductions, which reduce damage from certain monster elements, for example Card Tatacho Card and Card Cornus Card. | ||
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. | ||
'''Accuracy, Dodging, and Critical Attacks''' | |||
*Accuracy rate is labeled as HIT, which is mainly derived from the character's DEX and Base Level, and may be further increased via certain equipment which add HIT value or percentages. When your character lands a hit, a white damage number is shown, and when a monster lands a hit on your character, a red damage number is shown. | |||
Accuracy, Dodging, and Critical Attacks | |||
Accuracy rate is labeled as HIT, which is mainly derived from the character's DEX and Base Level, and may be further increased via certain equipment which add HIT value or percentages. When your character lands a hit, a white damage number is shown, and when a monster lands a hit on your character, a red damage number is shown. | |||
The actual Hit rate is calculated as [80 + AttackerHit - DefenderFlee]%. | The actual Hit rate is calculated as [80 + AttackerHit - DefenderFlee]%. | ||
Dodge rate is based on FLEE, which is derived from AGI and Base Level, and is increased by certain equipment which adds FLEE value. When your character dodges a monster's attack, a white "miss" message will appear over the attacker's head. When someone dodges your character's attack, a red "miss" message will appear over your character's head. | *Dodge rate is based on FLEE, which is derived from AGI and Base Level, and is increased by certain equipment which adds FLEE value. When your character dodges a monster's attack, a white "miss" message will appear over the attacker's head. When someone dodges your character's attack, a red "miss" message will appear over your character's head. | ||
The character's dodge rate is calculated as [100 − (AttackerHit − DefenderFlee)]%. However, it is important to note that when dealing with more than 2 monsters, FLEE is reduced by 10% per additional monster; i.e. When crowded by 5 monsters, your applied FLEE is only 70%. | The character's dodge rate is calculated as [100 − (AttackerHit − DefenderFlee)]%. However, it is important to note that when dealing with more than 2 monsters, FLEE is reduced by 10% per additional monster; i.e. When crowded by 5 monsters, your applied FLEE is only 70%. | ||
Perfect Dodge is a special stat shown as the right side number on the FLEE stat. It is derived mostly from a character's LUK stat, and can also be increased with equipment which adds Perfect Dodge. When a character performs a perfect dodge, the attacker will have a "miss" message, and your character will make a "Lucky" speech bubble for a split second. | *Perfect Dodge is a special stat shown as the right side number on the FLEE stat. It is derived mostly from a character's LUK stat, and can also be increased with equipment which adds Perfect Dodge. When a character performs a perfect dodge, the attacker will have a "miss" message, and your character will make a "Lucky" speech bubble for a split second. | ||
The Perfect dodge number is treated as an absolute percentage, which means, achieving 100 perfect dodge will allow your character to dodge all incoming attacks. | The Perfect dodge number is treated as an absolute percentage, which means, achieving 100 perfect dodge will allow your character to dodge all incoming attacks. | ||
Critical Attacks are attacks which cannot miss and deal 40% more damage than a regular attack. It is shown as CRIT on the Status window, derived mostly from LUK, and can be increased with certain equipment which adds Critical Rate. When a character performs a Critical hit, the damage number is shown on a brown spiky bubble with yellow text. | *Critical Attacks are attacks which cannot miss and deal 40% more damage than a regular attack. It is shown as CRIT on the Status window, derived mostly from LUK, and can be increased with certain equipment which adds Critical Rate. When a character performs a Critical hit, the damage number is shown on a brown spiky bubble with yellow text. | ||
Critical rate is also treated as an absolute percentage, which means, achieving 100 CRIT will allow your character to land a critical hit at all times in ideal situations. | Critical rate is also treated as an absolute percentage, which means, achieving 100 CRIT will allow your character to land a critical hit at all times in ideal situations. | ||
Additionally, Critical Damage can be increased by certain equipment which adds Critical Damage percentage. | Additionally, Critical Damage can be increased by certain equipment which adds Critical Damage percentage. | ||
Cast and Delay | '''Cast and Delay''' | ||
The Cast and Delay mechanics are two of the most defining feature of the game. | The Cast and Delay mechanics are two of the most defining feature of the game. | ||
'''Cast Bar''' | |||
Cast Bar | |||
Cast Time is the time needed for a character to execute a skill. It is shown as a bar above the character head which fills up with green. When it is completely filled, the cast finishes and the skill is executed. A character cannot move, attack, or use other skills while casting. Additionally, if a character is attacked during the process, the cast will be interrupted, and the skill must be re-cast. | Cast Time is the time needed for a character to execute a skill. It is shown as a bar above the character head which fills up with green. When it is completely filled, the cast finishes and the skill is executed. A character cannot move, attack, or use other skills while casting. Additionally, if a character is attacked during the process, the cast will be interrupted, and the skill must be re-cast. | ||
Every skill has a different amount of cast time; some has no cast time (i.e. an instant skill), and others have long ones (such as a Wizard's Storm Gust and a Priest's Magnus Exorcismus). Learning to work with skills that has long cast times will help you maximise your character's potential. Alternatively, there are certain equipment that grants non-interruptible casting, such asCard Phen Card and Orlean's Gown . | Every skill has a different amount of cast time; some has no cast time (i.e. an instant skill), and others have long ones (such as a Wizard's Storm Gust and a Priest's Magnus Exorcismus). Learning to work with skills that has long cast times will help you maximise your character's potential. Alternatively, there are certain equipment that grants non-interruptible casting, such asCard Phen Card and Orlean's Gown . | ||
Cast time is divided into two: Fixed Cast time and Variable Cast Time. | '''Cast time is divided into two: Fixed Cast time and Variable Cast Time.''' | ||
Fixed Cast Time, as the name implies, cannot be reduced by normal means. It is only reduced by very specific skills and equipment, such as an Arch Bishop's Sacrament and a Temporal Boots of Dexterity. | Fixed Cast Time, as the name implies, cannot be reduced by normal means. It is only reduced by very specific skills and equipment, such as an Arch Bishop's Sacrament and a Temporal Boots of Dexterity. | ||
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Cast Delay | '''Cast Delay''' | ||
Delay is the time applied after casting a skill where a character is unable to cast more skills. During this time, the character can still move, use items, and attack normally. | Delay is the time applied after casting a skill where a character is unable to cast more skills. During this time, the character can still move, use items, and attack normally. | ||
There are two kinds of Delay: Cast Delay and Cooldown. | There are two kinds of Delay: Cast Delay and Cooldown. | ||
Cast Delay (also known as Global Delay or Global Cooldown) is a delay that is applied to all skills, resulting in a dark overlay over all the skills on the hotbar. This delay can be reduced by equipment such as Expert Ring or a Bard's skill Poem of Bragi. | *Cast Delay (also known as Global Delay or Global Cooldown) is a delay that is applied to all skills, resulting in a dark overlay over all the skills on the hotbar. This delay can be reduced by equipment such as Expert Ring or a Bard's skill Poem of Bragi. | ||
Cooldown (also known as Hard Cooldown) is a delay that is applied to a single skill, resulting in a dark overlay over that specific skill on the hotbar. This delay cannot be reduced by normal means, and as such, the skills that has these cannot be spammed by default. | *Cooldown (also known as Hard Cooldown) is a delay that is applied to a single skill, resulting in a dark overlay over that specific skill on the hotbar. This delay cannot be reduced by normal means, and as such, the skills that has these cannot be spammed by default. |