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	<id>https://wiki.muhro.eu/index.php?action=history&amp;feed=atom&amp;title=Stats%2Fit</id>
	<title>Stats/it - Revision history</title>
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	<updated>2026-10-20T16:43:04Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Stats/it&amp;diff=135012&amp;oldid=prev</id>
		<title>Muhbot: Machine translation (deepseek-flash)</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Stats/it&amp;diff=135012&amp;oldid=prev"/>
		<updated>2026-10-16T13:54:03Z</updated>

		<summary type="html">&lt;p&gt;Machine translation (deepseek-flash)&lt;/p&gt;
&lt;a href=&quot;https://wiki.muhro.eu/index.php?title=Stats/it&amp;amp;diff=135012&amp;amp;oldid=134997&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Muhbot</name></author>
	</entry>
	<entry>
		<id>https://wiki.muhro.eu/index.php?title=Stats/it&amp;diff=134997&amp;oldid=prev</id>
		<title>Muhbot: Machine translation (deepseek-flash)</title>
		<link rel="alternate" type="text/html" href="https://wiki.muhro.eu/index.php?title=Stats/it&amp;diff=134997&amp;oldid=prev"/>
		<updated>2026-10-16T13:54:02Z</updated>

		<summary type="html">&lt;p&gt;Machine translation (deepseek-flash)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Statistiche&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;L&amp;#039;intero sistema delle statistiche è stato rivisto. Con l&amp;#039;aumento del livello massimo, anche il limite massimo delle statistiche è stato aumentato fino a 130. L&amp;#039;aumento dei punti statistica disponibili permette di creare vere classi ibride. Di seguito una breve descrizione di ogni statistica con confronto con le meccaniche pre-Renewal, se applicabile.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%;background-color:#ffedeb;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;STR&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;AGI&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Per le armi da mischia, ogni punto in STR aumenta StatusATK di +1 e WeaponATK dello 0.5%.&lt;br /&gt;
* Per le armi a distanza, ogni 5 punti in STR aumentano StatusATK di +1.&lt;br /&gt;
* Ogni punto di STR aggiunge anche +30 Weight Limit. &lt;br /&gt;
* Il bonus ATK ogni 10 STR per le armi da mischia non viene più applicato.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Ogni punto in AGI aggiunge +1 Flee e aumenta ASPD. &lt;br /&gt;
* Inoltre, ogni 5 punti in AGI aggiungono 1 SoftDEF.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;VIT&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;INT&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Ogni punto in VIT aggiunge +1% MaxHP, +2% di efficacia degli HP Healing Item, e +1% di resistenza a diversi status effect.&lt;br /&gt;
* Ogni 2 punti in VIT aggiungono +1 SoftDEF. &lt;br /&gt;
* Ogni 5 punti in VIT aggiungono +1 SoftMDEF e +1 HP Recovery Rate.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Ogni punto in INT aggiunge +1.5 StatusMATK, +1% MaxSP, 1% di efficacia degli SP Healing Item, e diminuisce il cast time.&lt;br /&gt;
* Ogni 2 punti di INT aggiungono +1 SoftMDEF e ogni 6 punti in INT aggiungono +1 SP Recovery Rate.&lt;br /&gt;
* Il bonus dei multipli di 5 e 7 per minMATK e maxMATK non viene più applicato.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;DEX&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;LUK&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Per le armi a distanza, ogni punto in DEX aumenta StatusATK di +1 e WeaponATK dello 0.5%.&lt;br /&gt;
* Per le armi da mischia, ogni 5 punti in DEX aumentano StatusATK di +1.&lt;br /&gt;
* Ogni punto in DEX aggiunge anche +1 HIT, diminuisce il cast time, e aumenta ASPD.&lt;br /&gt;
* Ogni 5 punti in DEX aggiungono +1 StatusMATK e +1 SoftMDEF.&lt;br /&gt;
* Il bonus ATK ogni 10 DEX per le armi a distanza non viene più applicato.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |&lt;br /&gt;
* Ogni punto in LUK aggiunge +0.3% di Critical Hit Rate, oltre a resistenza a diversi status effect.&lt;br /&gt;
* Ogni 3 punti in LUK aggiungono +1 StatusATK, +1 StatusMATK, e +1 HIT.&lt;br /&gt;
* Ogni 5 punti in LUK aggiungono +1 Flee e +1% di Anti-Critical Rate.&lt;br /&gt;
* Ogni 10 punti in LUK aggiungono +1 Perfect Dodge.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== &amp;#039;&amp;#039;&amp;#039;Substats&amp;#039;&amp;#039;&amp;#039; ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Aside from Stats, several Substats were also drastically changed. Most of these define the main difference between Pre-Renewal and Renewal Mechanics.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; style=&amp;quot;width: 100%;background-color:#fae7eb;text-align:center;&amp;quot; data-mce-style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;ATK&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;MATK&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:left;&amp;quot; |&lt;br /&gt;
* In Renewal, the Attack Power(ATK) is divided into two, StatusATK and WeaponATK. In essence, they both contribute to the final damage (StatusATK being multiplied by two).&lt;br /&gt;
* However, when amplified by racial/size/elemental bonuses (such as Hydra Card or Skeleton Worker Card), only the WeaponATK is amplified.&lt;br /&gt;
* This makes it so that people no longer rely on 4-slotted starter weapons (such as a Quad-Racial Composite Bow), and instead will strive to get higher level weapons with higher ATKs and Refine rates to deal better damage.&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:left;&amp;quot; | &lt;br /&gt;
* As with ATK, Magical Attack Power(MATK) is also divided into two, StatusMATK and WeaponMATK.&lt;br /&gt;
* With the introduction of this update, many weapons now possess a flat MATK number (e.g. 280 MATK from Staff of Destruction; 105 MATK from Bazerald).&lt;br /&gt;
* In MATK&amp;#039;s case, WeaponMATK makes up the greater percentage of the final damage, due to the variance factor which relates to weapon level.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;DEF/MDEF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Cast Time&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:left;&amp;quot; |&lt;br /&gt;
* The Defense(DEF) and Magical Defense(MDEF) system was revamped in the Renewal Update.&lt;br /&gt;
* HardDEF/MDEF is no longer limited into a 1-100 point system, with 100 being full immunity. Instead, the effect of HardDEF/MDEF is now reduced exponentially as the number goes up (i.e. the higher the number, the less effect every single point adds); and in DEF&amp;#039;s case, the number often goes way beyond 100.&lt;br /&gt;
* For example, 200 HardDEF gives about 25% damage reduction, and 400 HardDEF gives about 40% damage reduction.&lt;br /&gt;
* As for MDEF, 20 HardMDEF gives about 15% damage reduction, and 40 HardMDEF gives about 25% damage reduction.&lt;br /&gt;
* With this change, many armor have had their DEF number raised significantly (e.g. 85 DEF from Meteo Plate Armor; 16 DEF from Naght Sieger&amp;#039;s Flame Manteau; 120 DEF from Sacred Mission) to match the new DEF calculation system.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:left;&amp;quot; |&lt;br /&gt;
* One of the most significant changes that happened with the Renewal update was Cast Time. It is now split into Fixed and Variable Cast Time.&lt;br /&gt;
* The Fixed Cast Time part is not affected by Stats, and can only be reduced by special means (e.g. Arch Bishop&amp;#039;s Sacrament or Temporal DEX Boots).&lt;br /&gt;
* Not all skills have a Fixed Cast Time, but the addition of Fixed Cast Time disallows skills like Acid Demonstration and Asura Strike to be cast instantly.&lt;br /&gt;
* Variable Cast Time, on the other hand, is similar to the Cast Time in Pre-Renewal. The main difference is that it is no longer reduced only by DEX, but also by INT.&lt;br /&gt;
* Variable Cast time can be completely eliminated if (DEX x 2 + INT) = 530.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;SoftDEF/MDEF&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Critical&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:left;&amp;quot; | &lt;br /&gt;
* Which is mostly based on VIT and INT respectively, did not go through a lot of change from Pre-Renewal.&lt;br /&gt;
* They reduce damage subtractively, removing flat amounts from the final damage after the HardDEF/MDEF reductions are applied.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 50%; text-align:left;&amp;quot; |&lt;br /&gt;
* Critical hits had been slightly altered in Renewal. Critical hits still ignore FLEE, but it does not ignore DEF anymore. Instead, it will deal 40% more damage by default.&lt;br /&gt;
* Additionally, more items provides Critical Damage bonuses, which means with the right combination of equipment and cards, it&amp;#039;s possible to deal 200% your regular damage per critical hit, or even higher.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==&amp;#039;&amp;#039;&amp;#039;Traits&amp;#039;&amp;#039;&amp;#039;==&lt;br /&gt;
[[File:Ststas4th.jpg|right|frameless]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Six new stats related to attribute status are added.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* From level 200 on, when leveling up, status points for existing STR/AGI/VIT/INT/DEX/LUK are not given.&lt;br /&gt;
* New trait status points are given to distribute among 6 new trait statuses.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Activity Point&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;(AP)&amp;#039;&amp;#039;&amp;#039; is a new resource mechanic exclusive to 4th job skills.&lt;br /&gt;
* Attribute status points do not increase the amount of additional points gradually as the level rises.&lt;br /&gt;
* 4th job classes also gain bonus to these traits with increasing JobLVL.&lt;br /&gt;
* In addition, unlike the existing status, each new characteristic status has a fixed point investment cost of 1 point.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#FFF0F5;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 50%;&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Power (POW)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| style=&amp;quot;width: 50%;&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Stamina (STA)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFAFA;&lt;br /&gt;
|&lt;br /&gt;
Trait that increases status physical attack and Power Attack (P.ATK)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Status physical attack increases by 5 per 1 point.&lt;br /&gt;
* P.ATK increases by 1 per 3 points.&lt;br /&gt;
|Trait that increases physical resistance (RES)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* RES increases by 1 per 1 point.&lt;br /&gt;
* RES increases by 5 per 3 points.&lt;br /&gt;
|- style=&amp;quot;background-color:#FFF0F5;text-align:center;&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wisdom (WIS)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spell (SPL)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFAFA;&lt;br /&gt;
|Trait that increases magic resistance (MRES)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* MRES increases by 1 per 1 point.&lt;br /&gt;
* MRES increases by 5 per 3 points.&lt;br /&gt;
|Trait that increases status magic attack and Spell Magic Attack (S.MATK)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Status Magic Attack increases by 5 per 1 point.&lt;br /&gt;
* S.MATK increases by 1 per 3 points.&lt;br /&gt;
|- style=&amp;quot;background-color:#FFF0F5;text-align:center;&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Concentration (CON)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Creative (CRT)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color:#FFFAFA;&lt;br /&gt;
|Trait that increases accuracy (HIT), evasion (FLEE), Power Attack (P.ATK) and Spell Magic Attack (S.MATK)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* HIT increases by 2 per 1 point.&lt;br /&gt;
* FLEE increases by 2 per 1 point.&lt;br /&gt;
* P.ATK increases by 1 per 5 points.&lt;br /&gt;
* S.MATK increases by 1 per 5 points.&lt;br /&gt;
|Trait that increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* H.PLUS increases by 1 per 1 point.&lt;br /&gt;
* C.RATE increases by 1 per 3 points.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color:#FFF0F5;text-align:center;&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Power Atk (P.ATK)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spell Matk (S.MATK)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-  style=&amp;quot;background-color:#FFF0F5;&amp;quot;&lt;br /&gt;
|Final status physical attack and final equipment attack increases by %.&lt;br /&gt;
|Final status magic attack and final equipment magic attack increases by %.&lt;br /&gt;
|- style=&amp;quot;background-color:#FFE4E1;text-align:center;&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Resist (Res)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Magic Resist (Mres)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color:#FFE4E1;&amp;quot;&lt;br /&gt;
|Before calculating physical defense, it reduces normal physical damage taken by %.&amp;lt;br&amp;gt;Note: Resist Penetration effects are limited to 50%.&lt;br /&gt;
|Before calculating the magic defense, it reduces the normal magic damage received by %.&amp;lt;br&amp;gt;Note: Magic Resist Penetration effects are limited to 50%.&lt;br /&gt;
|- style=&amp;quot;background-color:#f7dde0;text-align:center;&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Heal Plus (H.Plus)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Critical Damage Rate (C.Rate)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color:#f7dde0;&amp;quot;&lt;br /&gt;
|Increases the final heal recovery by %. &lt;br /&gt;
This increase is applied after normal heal recovery increasing effects.&lt;br /&gt;
|Increases the critical damage base percent by %.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* At 0 C.RATE, your critical damage is 140%.&lt;br /&gt;
* At 10 C.RATE, your critical damage increases from 140% to 150%.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Muhbot</name></author>
	</entry>
</feed>