Stats: Difference between revisions

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=='''Stats'''==
=='''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 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.'''
'''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;"
{| class="wikitable mw-collapsible" style="width: 100%;background-color:#ffedeb;text-align:center;"
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== '''Substats''' ==
== '''Substats''' ==
'''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%;"
{| class="wikitable mw-collapsible" style="width: 100%;background-color:#fae7eb;text-align:center;" data-mce-style="width: 100%;"
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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;" |
* 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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* 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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=='''Traits'''==
[[File:Ststas4th.jpg|right|frameless]]
[[File:Ststas4th.jpg|right|frameless]]
'''Six new stats related to attribute status are added.'''
'''Six new stats related to attribute status are added.'''


* For the 4th job group, when leveling up, status points for existing STR/AGI/VIT/INT/DEX/LUK are not given.
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* New trait status points are given, and 6 new trait statuses have been added.
* 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.
* '''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.
* Attribute status points do not increase the amount of additional points gradually as the level rises.
* A certain point is given per level-up, and bonus points are given for each specific unit level.
* 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.
* 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="width: 50%;" |'''Power (POW)'''
| style="width: 50%;" |'''Stamina (STA)'''
|- style="background-color:#FFFAFA;
|
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.
|}
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{| class="wikitable" style="width: 100%;"
{| class="wikitable" style="width: 100%;"
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|'''Magic Resist (Mres)'''
|'''Magic Resist (Mres)'''
|- style="background-color:#FFE4E1;"
|- style="background-color:#FFE4E1;"
|Before calculating physical defense, it reduces normal physical damage taken by %. (Only up to 50%)
|Before calculating physical defense, it reduces normal physical damage taken by %.<br>Note: Resist Penetration effects are limited to 50%.
|Before calculating the magic defense, it reduces the normal magic damage received by %. (Only up to 50%)
|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:#f7dde0;text-align:center;"
|- style="background-color:#f7dde0;text-align:center;"
|'''Heal Plus (H.Plus)'''
|'''Heal Plus (H.Plus)'''
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|Increases the final heal recovery by %.  
|Increases the final heal recovery by %.  
This increase is applied after normal heal recovery increasing effects.
This increase is applied after normal heal recovery increasing effects.
|Increases the critical damage percent by %.
|Increases the critical damage base percent by %.


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* At 0 C.RATE, your critical damage is 140%.
* At 0 C.RATE, your critical damage is 140%.
* At 10 C.RATE, your critical damage increases from 140% to 150%.
* At 10 C.RATE, your critical damage increases from 140% to 150%.
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