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<languages/>
<languages/>
<div lang="en" dir="ltr" class="mw-content-ltr">
=='''属性'''==
=='''Stats'''==
'''整个属性系统已经重做。随着等级上限的提高,属性最大上限也提升到了130。可用属性点的增加使得真正的混合职业成为可能。下面是对每个属性的简短描述,并与Pre-Renewal机制进行比较(如适用)。'''
'''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.'''
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* For melee weapons, every point in STR increases StatusATK by +1 and WeaponATK by 0.5%.
* 对于近战武器,每点STR增加StatusATK +1,增加WeaponATK 0.5%。
* For ranged weapons, every 5 points in STR increases StatusATK by +1.
* 对于远程武器,每5点STR增加StatusATK +1。
* Each point of STR also adds +30 Weight Limit.
* 每点STR还增加+30 Weight Limit。
* The bonus ATK per 10 STR for melee weapons is no longer applied.
* 近战武器每10点STR的额外ATK加成不再适用。
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* Every point in AGI adds +1 Flee and increases ASPD.
* 每点AGI增加+1 Flee,并提高ASPD。
* Additionally, every 5 points in AGI adds 1 SoftDEF.
* 此外,每5点AGI增加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.
* 每点VIT增加+1% MaxHP,+2% HP治疗物品效果,以及+1%对若干状态效果的抗性。
* Every 2 points in VIT adds +1 SoftDEF.
* 每2点VIT增加+1 SoftDEF。
* Every 5 points in VIT adds +1 SoftMDEF and +1 HP Recovery Rate.
* 每5点VIT增加+1 SoftMDEF和+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.
* 每点INT增加+1.5 StatusMATK,+1% MaxSP,1% SP治疗物品效果,并减少施法时间。
* Every 2 points of INT adds +1 SoftMDEF and every 6 points in INT adds +1 SP Recovery Rate.
* 每2点INT增加+1 SoftMDEF,每6点INT增加+1 SP Recovery Rate。
* The multiples of 5 and 7 bonus for minMATK and maxMATK is no longer applied.
* minMATK和maxMATK的5和7倍数加成不再适用。
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|'''DEX''':
|'''DEX''':
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* For ranged weapons, every point in DEX increases StatusATK by +1 and WeaponATK by 0.5%.
* 对于远程武器,每点DEX增加StatusATK +1,增加WeaponATK 0.5%。
* For melee weapons, every 5 points in DEX increases StatusATK by +1.
* 对于近战武器,每5点DEX增加StatusATK +1。
* Every point in DEX also adds +1 HIT, decreases cast time, and increases ASPD.
* 每点DEX还增加+1 HIT,减少施法时间,并提高ASPD。
* Every 5 points in DEX adds +1 StatusMATK and +1 SoftMDEF.
* 每5点DEX增加+1 StatusMATK和+1 SoftMDEF。
* The bonus ATK per 10 DEX for ranged weapons is no longer applied.
* 远程武器每10点DEX的额外ATK加成不再适用。
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* Every point in LUK adds +0.3% Critical Hit Rate, as well as resistance to several status effects.
* 每点LUK增加+0.3%暴击率,以及对若干状态效果的抗性。
* Every 3 points in LUK adds +1 StatusATK, +1 StatusMATK, and +1 HIT.
* 每3点LUK增加+1 StatusATK,+1 StatusMATK,和+1 HIT。
* Every 5 points in LUK adds +1 Flee and +1% Anti-Critical Rate.
* 每5点LUK增加+1 Flee和+1%抗暴击率。
* Every 10 points in LUK adds +1 Perfect Dodge.
* 每10点LUK增加+1 Perfect Dodge。
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== '''子属性''' ==
== '''Substats''' ==
'''除了属性之外,几个子属性也发生了巨大变化。其中大部分定义了Pre-Renewal和Renewal机制之间的主要区别。'''
'''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%;"
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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).
* 在Renewal中,攻击力(ATK)被分为两种:StatusATK和WeaponATK。本质上,它们都对最终伤害有贡献(StatusATK会乘以二)。
* However, when amplified by racial/size/elemental bonuses (such as Hydra Card or Skeleton Worker Card), only the WeaponATK is amplified.
* 然而,当受到种族/体型/属性加成(例如Hydra Card或Skeleton Worker Card)放大时,只有WeaponATK会被放大。
* 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.
* 这使得人们不再依赖4洞初始武器(例如Quad-Racial Composite Bow),而是会努力获取更高等级、更高ATK和精炼等级的武器来造成更好的伤害。
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* As with ATK, Magical Attack Power(MATK) is also divided into two, StatusMATK and WeaponMATK.
* 与ATK一样,魔法攻击力(MATK)也被分为两种:StatusMATK和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).
* 随着这次更新的引入,许多武器现在拥有固定MATK数值(例如Staff of Destruction提供280 MATK;Bazerald提供105 MATK)。
* In MATK's case, WeaponMATK makes up the greater percentage of the final damage, due to the variance factor which relates to weapon level.
* 在MATK的情况下,WeaponMATK占最终伤害的较大比例,这是由于与武器等级相关的浮动因素。
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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.
* 防御(DEF)和魔法防御(MDEF)系统在Renewal更新中被重做。
* 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不再局限于1-100点系统,其中100为完全免疫。相反,HardDEF/MDEF的效果现在随着数值增加而呈指数级递减(即数值越高,每一点增加的效果越少);而在DEF的情况下,数值往往远超100。
* For example, 200 HardDEF gives about 25% damage reduction, and 400 HardDEF gives about 40% damage reduction.
* 例如,200 HardDEF提供约25%的伤害减免,400 HardDEF提供约40%的伤害减免。
* As for MDEF, 20 HardMDEF gives about 15% damage reduction, and 40 HardMDEF gives about 25% damage reduction.
* 至于MDEF,20 HardMDEF提供约15%的伤害减免,40 HardMDEF提供约25%的伤害减免。
* 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.
* 随着这一变化,许多盔甲的DEF数值被显著提高(例如Meteo Plate Armor提供85 DEF;Naght Sieger's Flame Manteau提供16 DEF;Sacred Mission提供120 DEF)以匹配新的DEF计算系统。
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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.
* Renewal更新中发生的最重大变化之一是施法时间。它现在被分为固定施法时间和可变施法时间。
* 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).
* 固定施法时间部分不受属性影响,只能通过特殊方式减少(例如Arch Bishop的Sacrament或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.
* 并非所有技能都有固定施法时间,但固定施法时间的加入使得像Acid Demonstration和Asura Strike这样的技能无法瞬间施放。
* 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.
* 另一方面,可变施法时间与Pre-Renewal中的施法时间类似。主要区别在于它不再仅由DEX减少,还由INT减少。
* Variable Cast time can be completely eliminated if (DEX x 2 + INT) = 530.
* 如果(DEX x 2 + INT) = 530,可变施法时间可以完全消除。
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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.
* 这主要分别基于VIT和INT,与Pre-Renewal相比没有太大变化。
* They reduce damage subtractively, removing flat amounts from the final damage after the HardDEF/MDEF reductions are applied.
* 它们以减法方式减少伤害,在应用HardDEF/MDEF减免后,从最终伤害中减去固定数值。
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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.
* 暴击在Renewal中略有改动。暴击仍然无视FLEE,但不再无视DEF。相反,默认情况下它会造成40%的额外伤害。
* 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.
* 此外,更多物品提供暴击伤害加成,这意味着通过合适的装备和卡片组合,每次暴击有可能造成200%的常规伤害,甚至更高。
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<div lang="en" dir="ltr" class="mw-content-ltr">
=='''特性'''==
=='''Traits'''==
[[File:Ststas4th.jpg|right|frameless]]
[[File:Ststas4th.jpg|right|frameless]]
'''Six new stats related to attribute status are added.'''
'''新增了六项与属性状态相关的新属性。'''
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<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">

Revision as of 13:54, 16 October 2026

属性

整个属性系统已经重做。随着等级上限的提高,属性最大上限也提升到了130。可用属性点的增加使得真正的混合职业成为可能。下面是对每个属性的简短描述,并与Pre-Renewal机制进行比较(如适用)。

STR: AGI:
  • 对于近战武器,每点STR增加StatusATK +1,增加WeaponATK 0.5%。
  • 对于远程武器,每5点STR增加StatusATK +1。
  • 每点STR还增加+30 Weight Limit。
  • 近战武器每10点STR的额外ATK加成不再适用。
  • 每点AGI增加+1 Flee,并提高ASPD。
  • 此外,每5点AGI增加1 SoftDEF。
VIT: INT:
  • 每点VIT增加+1% MaxHP,+2% HP治疗物品效果,以及+1%对若干状态效果的抗性。
  • 每2点VIT增加+1 SoftDEF。
  • 每5点VIT增加+1 SoftMDEF和+1 HP Recovery Rate。
  • 每点INT增加+1.5 StatusMATK,+1% MaxSP,1% SP治疗物品效果,并减少施法时间。
  • 每2点INT增加+1 SoftMDEF,每6点INT增加+1 SP Recovery Rate。
  • minMATK和maxMATK的5和7倍数加成不再适用。
DEX: LUK:
  • 对于远程武器,每点DEX增加StatusATK +1,增加WeaponATK 0.5%。
  • 对于近战武器,每5点DEX增加StatusATK +1。
  • 每点DEX还增加+1 HIT,减少施法时间,并提高ASPD。
  • 每5点DEX增加+1 StatusMATK和+1 SoftMDEF。
  • 远程武器每10点DEX的额外ATK加成不再适用。
  • 每点LUK增加+0.3%暴击率,以及对若干状态效果的抗性。
  • 每3点LUK增加+1 StatusATK,+1 StatusMATK,和+1 HIT。
  • 每5点LUK增加+1 Flee和+1%抗暴击率。
  • 每10点LUK增加+1 Perfect Dodge。

子属性

除了属性之外,几个子属性也发生了巨大变化。其中大部分定义了Pre-Renewal和Renewal机制之间的主要区别。

ATK MATK
  • 在Renewal中,攻击力(ATK)被分为两种:StatusATK和WeaponATK。本质上,它们都对最终伤害有贡献(StatusATK会乘以二)。
  • 然而,当受到种族/体型/属性加成(例如Hydra Card或Skeleton Worker Card)放大时,只有WeaponATK会被放大。
  • 这使得人们不再依赖4洞初始武器(例如Quad-Racial Composite Bow),而是会努力获取更高等级、更高ATK和精炼等级的武器来造成更好的伤害。
  • 与ATK一样,魔法攻击力(MATK)也被分为两种:StatusMATK和WeaponMATK。
  • 随着这次更新的引入,许多武器现在拥有固定MATK数值(例如Staff of Destruction提供280 MATK;Bazerald提供105 MATK)。
  • 在MATK的情况下,WeaponMATK占最终伤害的较大比例,这是由于与武器等级相关的浮动因素。
DEF/MDEF Cast Time
  • 防御(DEF)和魔法防御(MDEF)系统在Renewal更新中被重做。
  • HardDEF/MDEF不再局限于1-100点系统,其中100为完全免疫。相反,HardDEF/MDEF的效果现在随着数值增加而呈指数级递减(即数值越高,每一点增加的效果越少);而在DEF的情况下,数值往往远超100。
  • 例如,200 HardDEF提供约25%的伤害减免,400 HardDEF提供约40%的伤害减免。
  • 至于MDEF,20 HardMDEF提供约15%的伤害减免,40 HardMDEF提供约25%的伤害减免。
  • 随着这一变化,许多盔甲的DEF数值被显著提高(例如Meteo Plate Armor提供85 DEF;Naght Sieger's Flame Manteau提供16 DEF;Sacred Mission提供120 DEF)以匹配新的DEF计算系统。
  • Renewal更新中发生的最重大变化之一是施法时间。它现在被分为固定施法时间和可变施法时间。
  • 固定施法时间部分不受属性影响,只能通过特殊方式减少(例如Arch Bishop的Sacrament或Temporal DEX Boots)。
  • 并非所有技能都有固定施法时间,但固定施法时间的加入使得像Acid Demonstration和Asura Strike这样的技能无法瞬间施放。
  • 另一方面,可变施法时间与Pre-Renewal中的施法时间类似。主要区别在于它不再仅由DEX减少,还由INT减少。
  • 如果(DEX x 2 + INT) = 530,可变施法时间可以完全消除。
SoftDEF/MDEF Critical
  • 这主要分别基于VIT和INT,与Pre-Renewal相比没有太大变化。
  • 它们以减法方式减少伤害,在应用HardDEF/MDEF减免后,从最终伤害中减去固定数值。
  • 暴击在Renewal中略有改动。暴击仍然无视FLEE,但不再无视DEF。相反,默认情况下它会造成40%的额外伤害。
  • 此外,更多物品提供暴击伤害加成,这意味着通过合适的装备和卡片组合,每次暴击有可能造成200%的常规伤害,甚至更高。

特性

新增了六项与属性状态相关的新属性。

  • 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.
Power (POW) Stamina (STA)

Trait that increases status physical attack and Power Attack (P.ATK)

  • Status physical attack increases by 5 per 1 point.
  • P.ATK increases by 1 per 3 points.
Trait that increases physical resistance (RES)
  • RES increases by 1 per 1 point.
  • RES increases by 5 per 3 points.
Wisdom (WIS) Spell (SPL)
Trait that increases magic resistance (MRES)
  • 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)
  • Status Magic Attack increases by 5 per 1 point.
  • S.MATK increases by 1 per 3 points.
Concentration (CON) Creative (CRT)
Trait that increases accuracy (HIT), evasion (FLEE), Power Attack (P.ATK) and Spell Magic Attack (S.MATK)
  • 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)
  • H.PLUS increases by 1 per 1 point.
  • C.RATE increases by 1 per 3 points.


Power Atk (P.ATK) Spell Matk (S.MATK)
Final status physical attack and final equipment attack increases by %. Final status magic attack and final equipment magic attack increases by %.
Resist (Res) Magic Resist (Mres)
Before calculating physical defense, it reduces normal physical damage taken by %.
Note: Resist Penetration effects are limited to 50%.
Before calculating the magic defense, it reduces the normal magic damage received by %.
Note: Magic Resist Penetration effects are limited to 50%.
Heal Plus (H.Plus) Critical Damage Rate (C.Rate)
Increases the final heal recovery by %.

This increase is applied after normal heal recovery increasing effects.

Increases the critical damage base percent by %.
  • At 0 C.RATE, your critical damage is 140%.
  • At 10 C.RATE, your critical damage increases from 140% to 150%.