Stats

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Stats

Seluruh sistem stat telah dirombak. Dengan batas level yang lebih tinggi, batas maksimal stat juga dinaikkan hingga 130. Peningkatan poin stat yang tersedia memungkinkan terciptanya class hybrid sejati. Berikut penjelasan singkat tiap stat beserta perbandingannya dengan mekanik pre-Renewal, jika berlaku.

STR: AGI:
  • Untuk senjata melee, setiap poin STR menambah StatusATK +1 dan WeaponATK 0.5%.
  • Untuk senjata ranged, setiap 5 poin STR menambah StatusATK +1.
  • Setiap poin STR juga menambah +30 Weight Limit.
  • Bonus ATK per 10 STR untuk senjata melee tidak lagi berlaku.
  • Setiap poin AGI menambah +1 Flee dan meningkatkan ASPD.
  • Selain itu, setiap 5 poin AGI menambah 1 SoftDEF.
VIT: INT:
  • Setiap poin VIT menambah +1% MaxHP, +2% efektivitas Item Healing HP, dan +1% resistensi terhadap beberapa efek status.
  • Setiap 2 poin VIT menambah +1 SoftDEF.
  • Setiap 5 poin VIT menambah +1 SoftMDEF dan +1 HP Recovery Rate.
  • Setiap poin INT menambah +1.5 StatusMATK, +1% MaxSP, 1% efektivitas Item Healing SP, dan mengurangi cast time.
  • Setiap 2 poin INT menambah +1 SoftMDEF dan setiap 6 poin INT menambah +1 SP Recovery Rate.
  • Bonus kelipatan 5 dan 7 untuk minMATK dan maxMATK tidak lagi berlaku.
DEX: LUK:
  • Untuk senjata ranged, setiap poin DEX menambah StatusATK +1 dan WeaponATK 0.5%.
  • Untuk senjata melee, setiap 5 poin DEX menambah StatusATK +1.
  • Setiap poin DEX juga menambah +1 HIT, mengurangi cast time, dan meningkatkan ASPD.
  • Setiap 5 poin DEX menambah +1 StatusMATK dan +1 SoftMDEF.
  • Bonus ATK per 10 DEX untuk senjata ranged tidak lagi berlaku.
  • Setiap poin LUK menambah +0.3% Critical Hit Rate, serta resistensi terhadap beberapa efek status.
  • Setiap 3 poin LUK menambah +1 StatusATK, +1 StatusMATK, dan +1 HIT.
  • Setiap 5 poin LUK menambah +1 Flee dan +1% Anti-Critical Rate.
  • Setiap 10 poin LUK menambah +1 Perfect Dodge.

Substats

Selain Stats, beberapa Substat juga mengalami perubahan drastis. Sebagian besar dari ini menentukan perbedaan utama antara Mekanik Pre-Renewal dan Renewal.

ATK MATK
  • Di Renewal, Attack Power(ATK) terbagi menjadi dua, StatusATK dan WeaponATK. Intinya, keduanya berkontribusi pada damage akhir (StatusATK dikalikan dua).
  • Namun, saat diperkuat oleh bonus ras/ukuran/elemen (seperti Hydra Card atau Skeleton Worker Card), hanya WeaponATK yang diperkuat.
  • Hal ini membuat orang tidak lagi mengandalkan senjata awal 4 slot (seperti Quad-Racial Composite Bow), dan sebagai gantinya berusaha mendapatkan senjata level lebih tinggi dengan ATK dan tingkat Refine lebih tinggi untuk menghasilkan damage yang lebih baik.
  • Seperti ATK, Magical Attack Power(MATK) juga terbagi menjadi dua, StatusMATK dan WeaponMATK.
  • Dengan hadirnya update ini, banyak senjata sekarang memiliki angka MATK tetap (mis. 280 MATK dari Staff of Destruction; 105 MATK dari Bazerald).
  • Dalam kasus MATK, WeaponMATK menyumbang persentase lebih besar dari damage akhir, karena faktor variansi yang berkaitan dengan level senjata.
DEF/MDEF Cast Time
  • Sistem Defense(DEF) dan Magical Defense(MDEF) dirombak dalam Renewal Update.
  • HardDEF/MDEF tidak lagi dibatasi pada sistem 1-100 poin, dengan 100 berarti imun penuh. Sebaliknya, efek HardDEF/MDEF sekarang berkurang secara eksponensial seiring naiknya angka (yaitu semakin tinggi angkanya, semakin kecil efek yang ditambahkan tiap poin); dan dalam kasus DEF, angkanya sering jauh melewati 100.
  • Sebagai contoh, 200 HardDEF memberikan sekitar 25% pengurangan damage, dan 400 HardDEF memberikan sekitar 40% pengurangan damage.
  • Untuk MDEF, 20 HardMDEF memberikan sekitar 15% pengurangan damage, dan 40 HardMDEF memberikan sekitar 25% pengurangan damage.
  • Dengan perubahan ini, banyak armor mengalami kenaikan angka DEF secara signifikan (mis. 85 DEF dari Meteo Plate Armor; 16 DEF dari Naght Sieger's Flame Manteau; 120 DEF dari Sacred Mission) untuk menyesuaikan sistem perhitungan DEF yang baru.
  • 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.
  • 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).
  • 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.
  • 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.
  • Variable Cast time can be completely eliminated if (DEX x 2 + INT) = 530.
SoftDEF/MDEF Critical
  • Which is mostly based on VIT and INT respectively, did not go through a lot of change from Pre-Renewal.
  • They reduce damage subtractively, removing flat amounts from the final damage after the HardDEF/MDEF reductions are applied.
  • 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.
  • 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.

Traits

 

Six new stats related to attribute status are 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.
  • 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%.