Stats: Difference between revisions

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==== '''Stats''' ====
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{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;background-color:#F0FFFF;text-align:center;"
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| colspan="2" |'''The entire stats system has been revamped. With the higher Level cap, the cap for max stats were also raised up to 130. The increase in availaIble stat points allows true hybrid classes to be made. Below is a short description of each Stat with comparison to Pre-Renewal mechanics, if applicable.'''
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=='''Stats'''==
'''The entire stats system has been revamped. With the higher level cap, the cap for max stats were also raised up to 130. The increase in available stat points allows true hybrid classes to be made. Below is a short description of each stat with comparison to pre-Renewal mechanics, if applicable.'''
{| class="wikitable mw-collapsible" style="width: 100%;background-color:#ffedeb;text-align:center;"
|-
|-
|'''STR''':
|'''STR''':
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* For melee weapons, every point in STR increases StatusATK by +1 and WeaponATK by 0.5%.
* For melee weapons, every point in STR increases StatusATK by +1 and WeaponATK by 0.5%.
* For ranged weapons, every 5 points in STR increases StatusATK by +1.
* For ranged weapons, every 5 points in STR increases StatusATK by +1.
* Each point of STR also adds +30 Weight Limit. The bonus ATK per 10 STR for melee weapons is no longer applied.
* Each point of STR also adds +30 Weight Limit.  
* The bonus ATK per 10 STR for melee weapons is no longer applied.
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| style="text-align:left;" |
* Every point in AGI adds +1 Flee and increases ASPD. Additionally, every 5 points in AGI adds 1 SoftDEF.
* Every point in AGI adds +1 Flee and increases ASPD.  
* Additionally, every 5 points in AGI adds 1 SoftDEF.
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|-
|'''VIT''':
|'''VIT''':
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* Every point in VIT adds +1% MaxHP, +2% HP Healing Item effectiveness, and +1% resistance to several status effects.
* Every point in VIT adds +1% MaxHP, +2% HP Healing Item effectiveness, and +1% resistance to several status effects.
* Every 2 points in VIT adds +1 SoftDEF. Every 5 points in VIT adds +1 SoftMDEF and +1 HP Recovery Rate.
* Every 2 points in VIT adds +1 SoftDEF.  
* Every 5 points in VIT adds +1 SoftMDEF and +1 HP Recovery Rate.
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* Every point in INT adds +1.5 StatusMATK, +1% MaxSP, 1% SP Healing Item effectiveness, and decreases cast time.
* Every point in INT adds +1.5 StatusMATK, +1% MaxSP, 1% SP Healing Item effectiveness, and decreases cast time.
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* Every point in LUK adds +0.3% Critical Hit Rate, as well as resistance to several status effects.
* Every point in LUK adds +0.3% Critical Hit Rate, as well as resistance to several status effects.
* Every 3 points in LUK adds +1 StatusATK, +1 StatusMATK, and +1 HIT.
* Every 3 points in LUK adds +1 StatusATK, +1 StatusMATK, and +1 HIT.
* Every 5 points in LUK adds +1 Flee and +1% Anti-Critical Rate, and Every 10 points in LUK adds +1 Perfect Dodge.
* Every 5 points in LUK adds +1 Flee and +1% Anti-Critical Rate.
* Every 10 points in LUK adds +1 Perfect Dodge.
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|}


===='''Substats'''====
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{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;background-color:#F0FFFF;text-align:center;" data-mce-style="width: 100%;"
== '''Substats''' ==
| colspan="2" |'''Aside from Stats, several Substats were also drastically changed. Most of these define the main difference between Pre-Renewal and Renewal Mechanics.'''
'''Aside from Stats, several Substats were also drastically changed. Most of these define the main difference between Pre-Renewal and Renewal Mechanics.'''
 
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{| class="wikitable mw-collapsible" style="width: 100%;background-color:#fae7eb;text-align:center;" data-mce-style="width: 100%;"
|-
|-
|'''ATK'''
|'''ATK'''
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|-
|-
|'''DEF/MDEF'''
|'''DEF/MDEF'''
|'''SoftDEF/MDEF'''
|'''Cast Time'''
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|-
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| style="width: 50%; text-align:left;" |
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* 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.
* 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.


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| style="width: 50%; text-align:left;" |
| style="width: 50%; text-align:left;" |
* 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.
* 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.
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* Variable Cast time can be completely eliminated if (DEX x 2 + INT) = 530.
* Variable Cast time can be completely eliminated if (DEX x 2 + INT) = 530.
|-
|-
|'''Cast Time'''
|'''SoftDEF/MDEF'''
|'''Critical'''
|'''Critical'''
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|-
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* They reduce damage subtractively, removing flat amounts from the final damage after the HardDEF/MDEF reductions are applied.
* They reduce damage subtractively, removing flat amounts from the final damage after the HardDEF/MDEF reductions are applied.


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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.
* 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.
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==== '''4th Class Stats''' ====
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Six new stats related to attribute status are added.
=='''Traits'''==
{| class="wikitable"
[[File:Ststas4th.jpg|right|frameless]]
|+
'''Six new stats related to attribute status are added.'''
 
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* From level 200 on, when leveling up, status points for existing STR/AGI/VIT/INT/DEX/LUK are not given.
* New trait status points are given to distribute among 6 new trait statuses.
* '''Activity Point''' '''(AP)''' is a new resource mechanic exclusive to 4th job skills.
* Attribute status points do not increase the amount of additional points gradually as the level rises.
* 4th job classes also gain bonus to these traits with increasing JobLVL.
* In addition, unlike the existing status, each new characteristic status has a fixed point investment cost of 1 point.
 
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{| class="wikitable" style="width: 100%;"
|- style="background-color:#FFF0F5;text-align:center;"
|- style="background-color:#FFF0F5;text-align:center;"
|Power Atk (P.ATK)
| style="width: 50%;" |'''Power (POW)'''
|Spell Matk (S.MATK)
| style="width: 50%;" |'''Stamina (STA)'''
|- style="background-color:#FFF0F5;text-align:center;"
|- style="background-color:#FFFAFA;
|A stat that increases the character's final physical attack power by %
|
|A stat that increases the character's final magical attack power by %
Trait that increases status physical attack and Power Attack (P.ATK)
 
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* Status physical attack increases by 5 per 1 point.
* P.ATK increases by 1 per 3 points.
|Trait that increases physical resistance (RES)
 
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* RES increases by 1 per 1 point.
* RES increases by 5 per 3 points.
|- style="background-color:#FFF0F5;text-align:center;"
|'''Wisdom (WIS)'''
|'''Spell (SPL)'''
|- style="background-color:#FFFAFA;
|Trait that increases magic resistance (MRES)
 
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* MRES increases by 1 per 1 point.
* MRES increases by 5 per 3 points.
|Trait that increases status magic attack and Spell Magic Attack (S.MATK)
 
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* Status Magic Attack increases by 5 per 1 point.
* S.MATK increases by 1 per 3 points.
|- style="background-color:#FFF0F5;text-align:center;"
|'''Concentration (CON)'''
|'''Creative (CRT)'''
|- style="background-color:#FFFAFA;
|Trait that increases accuracy (HIT), evasion (FLEE), Power Attack (P.ATK) and Spell Magic Attack (S.MATK)
 
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* HIT increases by 2 per 1 point.
* FLEE increases by 2 per 1 point.
* P.ATK increases by 1 per 5 points.
* S.MATK increases by 1 per 5 points.
|Trait that increases Heal Plus (H.PLUS) and Critical Rate (C.RATE)
 
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* H.PLUS increases by 1 per 1 point.
* C.RATE increases by 1 per 3 points.
|}
<br>
{| class="wikitable" style="width: 100%;"
|- style="background-color:#FFF0F5;text-align:center;"
|'''Power Atk (P.ATK)'''
|'''Spell Matk (S.MATK)'''
|-  style="background-color:#FFF0F5;"
|Final status physical attack and final equipment attack increases by %.
|Final status magic attack and final equipment magic attack increases by %.
|- style="background-color:#FFE4E1;text-align:center;"
|- style="background-color:#FFE4E1;text-align:center;"
|'''Resist (Res)'''
|'''Resist (Res)'''
|'''Magic Resist (Mres)'''
|'''Magic Resist (Mres)'''
|- style="background-color:#FFE4E1;text-align:center;"
|- style="background-color:#FFE4E1;"
|Ability to reduce physical damage received before applying physical defense
|Before calculating physical defense, it reduces normal physical damage taken by %.<br>Note: Resist Penetration effects are limited to 50%.
|Before applying magic defense, the ability to reduce magic damage received
|Before calculating the magic defense, it reduces the normal magic damage received by %.<br>Note: Magic Resist Penetration effects are limited to 50%.
|- style="background-color:#FFDAB9;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:#FFDAB9;text-align:center;"
|- style="background-color:#f7dde0;"
|A stat that increases the final heal recovery amount by %
|Increases the final heal recovery by %.
|A stat that increases the “140% damage increase effect”, which is the unique critical specification.
This increase is applied after normal heal recovery increasing effects.
|Increases the critical damage base percent by %.
 
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* At 0 C.RATE, your critical damage is 140%.
* At 10 C.RATE, your critical damage increases from 140% to 150%.
|}
|}
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