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|'''MATK''' | |'''MATK''' | ||
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| style="width: 50%;" |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. | | style="width: 50%; text-align:left;" |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. | ||
| style="width: 50%;" | 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. | | style="width: 50%; text-align:left;" | 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''' | |'''DEF/MDEF''' | ||
|'''SoftDEF/MDEF''' | |'''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. | | style="width: 50%; text-align:left;" |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 | | style="width: 50%; text-align:left;" |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; thus offering balance in PvP. | 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; thus offering balance in PvP. | ||
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|'''Critical''' | |'''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. | | style="width: 50%; text-align:left;" | 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. | | style="width: 50%; text-align:left;" |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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