Stats/ms: Difference between revisions

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Machine translation (deepseek-flash)
 
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'''Selain Stats, beberapa Substat juga berubah secara drastik. Kebanyakan daripada ini menentukan perbezaan utama antara Mekanik Pra-Renewal dan Renewal.'''
'''Selain Stats, beberapa Substat juga berubah secara drastik. Kebanyakan daripada ini menentukan perbezaan utama antara Mekanik Pra-Renewal dan Renewal.'''


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* 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).
* Dalam Renewal, Kuasa Serangan (ATK) terbahagi kepada dua, StatusATK dan WeaponATK. Pada asasnya, kedua-duanya menyumbang kepada kerosakan akhir (StatusATK didarabkan dengan dua).
* However, when amplified by racial/size/elemental bonuses (such as Hydra Card or Skeleton Worker Card), only the WeaponATK is amplified.
* Walau bagaimanapun, apabila diperkuat oleh bonus ras/saiz/elemen (seperti Hydra Card atau Skeleton Worker Card), hanya WeaponATK yang diperkuat.
* 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.
* Ini menyebabkan pemain tidak lagi bergantung pada senjata permulaan 4 slot (seperti Quad-Racial Composite Bow), dan sebaliknya akan berusaha mendapatkan senjata tahap lebih tinggi dengan ATK dan kadar Refine yang lebih tinggi untuk memberikan kerosakan yang lebih baik.
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* As with ATK, Magical Attack Power(MATK) is also divided into two, StatusMATK and WeaponMATK.
* Seperti ATK, Kuasa Serangan Sihir (MATK) juga terbahagi kepada dua, StatusMATK dan WeaponMATK.
* 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).
* Dengan pengenalan kemas kini ini, banyak senjata kini mempunyai nilai MATK tetap (contohnya 280 MATK daripada Staff of Destruction; 105 MATK daripada Bazerald).
* In MATK's case, WeaponMATK makes up the greater percentage of the final damage, due to the variance factor which relates to weapon level.
* Dalam kes MATK, WeaponMATK membentuk peratusan yang lebih besar daripada kerosakan akhir, disebabkan faktor varians yang berkaitan dengan tahap senjata.
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|'''DEF/MDEF'''
|'''DEF/MDEF'''
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* The Defense(DEF) and Magical Defense(MDEF) system was revamped in the Renewal Update.
* Sistem Pertahanan (DEF) dan Pertahanan Sihir (MDEF) telah dirombak dalam Kemas Kini Renewal.
* 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's case, the number often goes way beyond 100.
* HardDEF/MDEF tidak lagi terhad kepada sistem 1-100 mata, dengan 100 sebagai kekebalan penuh. Sebaliknya, kesan HardDEF/MDEF kini berkurang secara eksponen apabila nilainya meningkat (iaitu semakin tinggi nilainya, semakin kurang kesan setiap mata); dan dalam kes DEF, nilainya sering jauh melebihi 100.
* For example, 200 HardDEF gives about 25% damage reduction, and 400 HardDEF gives about 40% damage reduction.
* Sebagai contoh, 200 HardDEF memberikan sekitar 25% pengurangan kerosakan, dan 400 HardDEF memberikan sekitar 40% pengurangan kerosakan.
* As for MDEF, 20 HardMDEF gives about 15% damage reduction, and 40 HardMDEF gives about 25% damage reduction.
* Bagi MDEF, 20 HardMDEF memberikan sekitar 15% pengurangan kerosakan, dan 40 HardMDEF memberikan sekitar 25% pengurangan kerosakan.
* 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's Flame Manteau; 120 DEF from Sacred Mission) to match the new DEF calculation system.
* Dengan perubahan ini, banyak armor telah dinaikkan nilai DEF secara ketara (contohnya 85 DEF daripada Meteo Plate Armor; 16 DEF daripada Naght Sieger's Flame Manteau; 120 DEF daripada Sacred Mission) untuk sepadan dengan sistem pengiraan DEF yang baharu.
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* 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.
* Salah satu perubahan paling penting dalam kemas kini Renewal ialah Masa Cast. Ia kini terbahagi kepada Masa Cast Tetap dan Masa Cast Boleh Ubah.
* The Fixed Cast Time part is not affected by Stats, and can only be reduced by special means (e.g. Arch Bishop's Sacrament or Temporal DEX Boots).
* Bahagian Masa Cast Tetap tidak dipengaruhi oleh Stats, dan hanya boleh dikurangkan melalui cara khas (contohnya Arch Bishop's Sacrament atau Temporal DEX Boots).
* 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.
* Tidak semua skill mempunyai Masa Cast Tetap, tetapi penambahan Masa Cast Tetap tidak membenarkan skill seperti Acid Demonstration dan Asura Strike dilancarkan serta-merta.
* 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.
* Masa Cast Boleh Ubah, sebaliknya, adalah serupa dengan Masa Cast dalam Pra-Renewal. Perbezaan utamanya ialah ia tidak lagi dikurangkan hanya oleh DEX, tetapi juga oleh INT.
* Variable Cast time can be completely eliminated if (DEX x 2 + INT) = 530.
* Masa cast Boleh Ubah boleh dihapuskan sepenuhnya jika (DEX x 2 + INT) = 530.
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|'''SoftDEF/MDEF'''
|'''SoftDEF/MDEF'''
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* Which is mostly based on VIT and INT respectively, did not go through a lot of change from Pre-Renewal.
* Yang kebanyakannya berdasarkan VIT dan INT masing-masing, tidak banyak berubah daripada Pra-Renewal.
* They reduce damage subtractively, removing flat amounts from the final damage after the HardDEF/MDEF reductions are applied.
* Ia mengurangkan kerosakan secara tolak, dengan menolak jumlah tetap daripada kerosakan akhir selepas pengurangan HardDEF/MDEF digunakan.
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* 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.
* Serangan kritikal telah diubah sedikit dalam Renewal. Serangan kritikal masih mengabaikan FLEE, tetapi tidak lagi mengabaikan DEF. Sebaliknya, ia akan memberikan 40% lebih kerosakan secara lalai.
* Additionally, more items provides Critical Damage bonuses, which means with the right combination of equipment and cards, it's possible to deal 200% your regular damage per critical hit, or even higher.
* Selain itu, lebih banyak item memberikan bonus Kerosakan Kritikal, yang bermakna dengan gabungan peralatan dan kad yang betul, anda boleh memberikan 200% kerosakan biasa anda bagi setiap serangan kritikal, atau lebih tinggi lagi.
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=='''Ciri-ciri'''==
=='''Traits'''==
[[File:Ststas4th.jpg|right|frameless]]
[[File:Ststas4th.jpg|right|frameless]]
'''Six new stats related to attribute status are added.'''
'''Enam stat baharu berkaitan status atribut ditambah.'''
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* Dari level 200 ke atas, apabila naik level, mata status untuk STR/AGI/VIT/INT/DEX/LUK sedia ada tidak diberikan.
* From level 200 on, when leveling up, status points for existing STR/AGI/VIT/INT/DEX/LUK are not given.
* Mata status ciri baharu diberikan untuk diagihkan antara 6 status ciri baharu.
* New trait status points are given to distribute among 6 new trait statuses.
* '''Activity Point''' '''(AP)''' ialah mekanik sumber baharu eksklusif untuk skill job ke-4.
* '''Activity Point''' '''(AP)''' is a new resource mechanic exclusive to 4th job skills.
* Mata status atribut tidak menambah jumlah mata tambahan secara beransur-ansur apabila level meningkat.
* Attribute status points do not increase the amount of additional points gradually as the level rises.
* Kelas job ke-4 juga mendapat bonus kepada ciri-ciri ini apabila JobLVL meningkat.
* 4th job classes also gain bonus to these traits with increasing JobLVL.
* Selain itu, tidak seperti status sedia ada, setiap status ciri baharu mempunyai kos pelaburan mata tetap sebanyak 1 mata.
* In addition, unlike the existing status, each new characteristic status has a fixed point investment cost of 1 point.
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Trait that increases status physical attack and Power Attack (P.ATK)
Ciri yang meningkatkan serangan fizikal status dan Power Attack (P.ATK)
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* Serangan fizikal status meningkat sebanyak 5 bagi setiap 1 mata.
* Status physical attack increases by 5 per 1 point.
* P.ATK meningkat sebanyak 1 bagi setiap 3 mata.
* P.ATK increases by 1 per 3 points.
|Ciri yang meningkatkan rintangan fizikal (RES)
|Trait that increases physical resistance (RES)
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* RES meningkat sebanyak 1 bagi setiap 1 mata.
* RES increases by 1 per 1 point.
* RES meningkat sebanyak 5 bagi setiap 3 mata.
* RES increases by 5 per 3 points.
|- style="background-color:#FFF0F5;text-align:center;"
|- style="background-color:#FFF0F5;text-align:center;"
|'''Wisdom (WIS)'''
|'''Wisdom (WIS)'''
|'''Spell (SPL)'''
|'''Spell (SPL)'''
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|- style="background-color:#FFFAFA;
|Trait that increases magic resistance (MRES)
|Ciri yang meningkatkan rintangan sihir (MRES)
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* MRES meningkat sebanyak 1 bagi setiap 1 mata.
* MRES increases by 1 per 1 point.
* MRES meningkat sebanyak 5 bagi setiap 3 mata.
* MRES increases by 5 per 3 points.
|Ciri yang meningkatkan serangan sihir status dan Spell Magic Attack (S.MATK)
|Trait that increases status magic attack and Spell Magic Attack (S.MATK)
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* Serangan Sihir status meningkat sebanyak 5 bagi setiap 1 mata.
* Status Magic Attack increases by 5 per 1 point.
* S.MATK meningkat sebanyak 1 bagi setiap 3 mata.
* S.MATK increases by 1 per 3 points.
|- style="background-color:#FFF0F5;text-align:center;"
|- style="background-color:#FFF0F5;text-align:center;"
|'''Concentration (CON)'''
|'''Concentration (CON)'''
|'''Creative (CRT)'''
|'''Creative (CRT)'''
|- style="background-color:#FFFAFA;
|- style="background-color:#FFFAFA;
|Trait that increases accuracy (HIT), evasion (FLEE), Power Attack (P.ATK) and Spell Magic Attack (S.MATK)
|Ciri yang meningkatkan ketepatan (HIT), pengelakan (FLEE), Power Attack (P.ATK) dan Spell Magic Attack (S.MATK)
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* HIT meningkat sebanyak 2 bagi setiap 1 mata.
* HIT increases by 2 per 1 point.
* FLEE meningkat sebanyak 2 bagi setiap 1 mata.
* FLEE increases by 2 per 1 point.
* P.ATK meningkat sebanyak 1 bagi setiap 5 mata.
* P.ATK increases by 1 per 5 points.
* S.MATK meningkat sebanyak 1 bagi setiap 5 mata.
* S.MATK increases by 1 per 5 points.
|Ciri yang meningkatkan Heal Plus (H.PLUS) dan Critical Rate (C.RATE)
|Trait that increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)
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* H.PLUS meningkat sebanyak 1 bagi setiap 1 mata.
* H.PLUS increases by 1 per 1 point.
* C.RATE meningkat sebanyak 1 bagi setiap 3 mata.
* C.RATE increases by 1 per 3 points.
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|'''Spell Matk (S.MATK)'''
|'''Spell Matk (S.MATK)'''
|-  style="background-color:#FFF0F5;"
|-  style="background-color:#FFF0F5;"
|Final status physical attack and final equipment attack increases by %.
|Serangan fizikal status akhir dan serangan peralatan akhir meningkat sebanyak %.
|Final status magic attack and final equipment magic attack increases by %.
|Serangan sihir status akhir dan serangan sihir peralatan akhir meningkat sebanyak %.
|- style="background-color:#FFE4E1;text-align:center;"
|- style="background-color:#FFE4E1;text-align:center;"
|'''Resist (Res)'''
|'''Resist (Res)'''
|'''Magic Resist (Mres)'''
|'''Magic Resist (Mres)'''
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|Before calculating physical defense, it reduces normal physical damage taken by %.<br>Note: Resist Penetration effects are limited to 50%.
|Sebelum mengira pertahanan fizikal, ia mengurangkan kerosakan fizikal biasa yang diterima sebanyak %.<br>Nota: Kesan Penembusan Resist dihadkan kepada 50%.
|Before calculating the magic defense, it reduces the normal magic damage received by %.<br>Note: Magic Resist Penetration effects are limited to 50%.
|Sebelum mengira pertahanan sihir, ia mengurangkan kerosakan sihir biasa yang diterima sebanyak %.<br>Nota: Kesan Penembusan Magic Resist dihadkan kepada 50%.
|- style="background-color:#f7dde0;text-align:center;"
|- style="background-color:#f7dde0;text-align:center;"
|'''Heal Plus (H.Plus)'''
|'''Heal Plus (H.Plus)'''
|'''Critical Damage Rate (C.Rate)'''
|'''Critical Damage Rate (C.Rate)'''
|- style="background-color:#f7dde0;"
|- style="background-color:#f7dde0;"
|Increases the final heal recovery by %.  
|Meningkatkan pemulihan heal akhir sebanyak %.  
This increase is applied after normal heal recovery increasing effects.
Peningkatan ini digunakan selepas kesan peningkatan pemulihan heal biasa.
|Increases the critical damage base percent by %.
|Meningkatkan peratus asas kerosakan kritikal sebanyak %.
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* Pada 0 C.RATE, kerosakan kritikal anda ialah 140%.
* At 0 C.RATE, your critical damage is 140%.
* Pada 10 C.RATE, kerosakan kritikal anda meningkat daripada 140% kepada 150%.
* At 10 C.RATE, your critical damage increases from 140% to 150%.
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