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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ATK
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MATK
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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).
- 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.
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- 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.
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DEF/MDEF
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SoftDEF/MDEF
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- 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.
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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.
- 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.
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Cast Time
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Critical
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- 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.
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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.
- 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.
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