Staty

Revision as of 16:25, 13 October 2026 by Muhbot (talk | contribs) (Machine translation (deepseek-flash))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Staty

Celý systém statů byl předělán. S vyšším maximálním levelem se zvýšil i maximální strop statů až na 130. Nárůst dostupných statových bodů umožňuje vytvářet skutečně hybridní classy. Níže je krátký popis každého statu s porovnáním s Pre-Renewal mechanikami, pokud je to možné.

STR: AGI:
  • U zbraní na blízko každý bod STR zvyšuje StatusATK o +1 a WeaponATK o 0,5 %.
  • U zbraní na dálku každých 5 bodů STR zvyšuje StatusATK o +1.
  • Každý bod STR také přidává +30 k Weight Limitu.
  • Bonus k ATK za každých 10 STR u zbraní na blízko se už neuplatňuje.
  • Každý bod AGI přidává +1 Flee a zvyšuje ASPD.
  • Navíc každých 5 bodů AGI přidává 1 SoftDEF.
VIT: INT:
  • Každý bod VIT přidává +1 % MaxHP, +2 % k účinnosti léčivých předmětů na HP a +1 % odolnost proti několika status efektům.
  • Každé 2 body VIT přidávají +1 SoftDEF.
  • Každých 5 bodů VIT přidává +1 SoftMDEF a +1 HP Recovery Rate.
  • Každý bod INT přidává +1,5 StatusMATK, +1 % MaxSP, 1 % k účinnosti léčivých předmětů na SP a snižuje dobu sesílání.
  • Každé 2 body INT přidávají +1 SoftMDEF a každých 6 bodů INT přidává +1 SP Recovery Rate.
  • Bonus za násobky 5 a 7 pro minMATK a maxMATK se už neuplatňuje.
DEX: LUK:
  • U zbraní na dálku každý bod DEX zvyšuje StatusATK o +1 a WeaponATK o 0,5 %.
  • U zbraní na blízko každých 5 bodů DEX zvyšuje StatusATK o +1.
  • Každý bod DEX také přidává +1 HIT, snižuje dobu sesílání a zvyšuje ASPD.
  • Každých 5 bodů DEX přidává +1 StatusMATK a +1 SoftMDEF.
  • Bonus k ATK za každých 10 DEX u zbraní na dálku se už neuplatňuje.
  • Každý bod LUK přidává +0,3 % k šanci na kritický zásah a také odolnost proti několika status efektům.
  • Každé 3 body LUK přidávají +1 StatusATK, +1 StatusMATK a +1 HIT.
  • Každých 5 bodů LUK přidává +1 Flee a +1 % Anti-Critical Rate.
  • Každých 10 bodů LUK přidává +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%.