Statistiche

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Statistiche

L'intero sistema delle statistiche è stato rivisto. Con l'aumento del livello massimo, anche il limite massimo delle statistiche è stato aumentato fino a 130. L'aumento dei punti statistica disponibili permette di creare vere classi ibride. Di seguito una breve descrizione di ogni statistica con confronto con le meccaniche pre-Renewal, se applicabile.

STR: AGI:
  • Per le armi da mischia, ogni punto in STR aumenta StatusATK di +1 e WeaponATK dello 0.5%.
  • Per le armi a distanza, ogni 5 punti in STR aumentano StatusATK di +1.
  • Ogni punto di STR aggiunge anche +30 Weight Limit.
  • Il bonus ATK ogni 10 STR per le armi da mischia non viene più applicato.
  • Ogni punto in AGI aggiunge +1 Flee e aumenta ASPD.
  • Inoltre, ogni 5 punti in AGI aggiungono 1 SoftDEF.
VIT: INT:
  • Ogni punto in VIT aggiunge +1% MaxHP, +2% di efficacia degli HP Healing Item, e +1% di resistenza a diversi status effect.
  • Ogni 2 punti in VIT aggiungono +1 SoftDEF.
  • Ogni 5 punti in VIT aggiungono +1 SoftMDEF e +1 HP Recovery Rate.
  • Ogni punto in INT aggiunge +1.5 StatusMATK, +1% MaxSP, 1% di efficacia degli SP Healing Item, e diminuisce il cast time.
  • Ogni 2 punti di INT aggiungono +1 SoftMDEF e ogni 6 punti in INT aggiungono +1 SP Recovery Rate.
  • Il bonus dei multipli di 5 e 7 per minMATK e maxMATK non viene più applicato.
DEX: LUK:
  • Per le armi a distanza, ogni punto in DEX aumenta StatusATK di +1 e WeaponATK dello 0.5%.
  • Per le armi da mischia, ogni 5 punti in DEX aumentano StatusATK di +1.
  • Ogni punto in DEX aggiunge anche +1 HIT, diminuisce il cast time, e aumenta ASPD.
  • Ogni 5 punti in DEX aggiungono +1 StatusMATK e +1 SoftMDEF.
  • Il bonus ATK ogni 10 DEX per le armi a distanza non viene più applicato.
  • Ogni punto in LUK aggiunge +0.3% di Critical Hit Rate, oltre a resistenza a diversi status effect.
  • Ogni 3 punti in LUK aggiungono +1 StatusATK, +1 StatusMATK, e +1 HIT.
  • Ogni 5 punti in LUK aggiungono +1 Flee e +1% di Anti-Critical Rate.
  • Ogni 10 punti in LUK aggiungono +1 Perfect Dodge.

Substats

Aside from Stats, several Substats were also drastically changed. Most of these define the main difference between Pre-Renewal and Renewal Mechanics.

ATK MATK
  • 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).
  • However, when amplified by racial/size/elemental bonuses (such as Hydra Card or Skeleton Worker Card), only the WeaponATK is amplified.
  • 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.
  • As with ATK, Magical Attack Power(MATK) is also divided into two, StatusMATK and 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).
  • In MATK's case, WeaponMATK makes up the greater percentage of the final damage, due to the variance factor which relates to weapon level.
DEF/MDEF Cast Time
  • The Defense(DEF) and Magical Defense(MDEF) system was revamped in the Renewal Update.
  • 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.
  • For example, 200 HardDEF gives about 25% damage reduction, and 400 HardDEF gives about 40% damage reduction.
  • As for MDEF, 20 HardMDEF gives about 15% damage reduction, and 40 HardMDEF gives about 25% damage reduction.
  • 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.
  • 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%.