Stats

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Revision as of 09:36, 8 January 2025 by Schuuuubiiii (talk | contribs) (Created page with "=='''Statistiken'''== '''Das gesamte Statistiksystem wurde überarbeitet. Mit der höheren Level-Obergrenze wurde auch die Obergrenze für maximale Statistiken auf 130 angehoben. Die Erhöhung der verfügbaren Statistikpunkte ermöglicht die Erstellung echter Hybridklassen. Unten finden Sie eine kurze Beschreibung jeder Statistik mit einem Vergleich zu den Mechaniken vor der Erneuerung, falls zutreffend.''' {| class="wikitable mw-collapsible" style="width: 100%;backgroun...")
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Statistiken

Das gesamte Statistiksystem wurde überarbeitet. Mit der höheren Level-Obergrenze wurde auch die Obergrenze für maximale Statistiken auf 130 angehoben. Die Erhöhung der verfügbaren Statistikpunkte ermöglicht die Erstellung echter Hybridklassen. Unten finden Sie eine kurze Beschreibung jeder Statistik mit einem Vergleich zu den Mechaniken vor der Erneuerung, falls zutreffend.

STR: AGI:
  • Bei Nahkampfwaffen erhöht jeder Punkt in STR StatusATK um +1 und WeaponATK um 0,5 %.
  • Bei Fernkampfwaffen erhöht jeder 5 Punkt in STR StatusATK um +1.
  • Jeder Punkt STR fügt außerdem +30 Gewichtslimit hinzu. * Der Bonus-ATK pro 10 STR für Nahkampfwaffen wird nicht mehr angewendet.
  • Jeder Punkt in AGI fügt +1 Flee hinzu und erhöht ASPD.
  • Zusätzlich fügen alle 5 Punkte in AGI 1 SoftDEF hinzu.
VIT: INT:
  • Jeder Punkt in VIT fügt +1 % MaxHP, +2 % HP-Heilungsgegenstandseffektivität und +1 % Widerstand gegen mehrere Statuseffekte hinzu.
  • Alle 2 Punkte in VIT fügen +1 SoftDEF hinzu.
  • Alle 5 Punkte in VIT fügen +1 SoftMDEF und +1 HP-Wiederherstellungsrate hinzu.
  • Jeder Punkt in INT fügt +1,5 StatusMATK, +1 % MaxSP, 1 % SP-Heilungsgegenstandseffektivität hinzu und verringert die Zauberzeit.
  • Alle 2 Punkte INT fügen +1 SoftMDEF hinzu und alle 6 Punkte INT fügen +1 SP-Wiederherstellungsrate hinzu.
  • Die 5er- und 7er-Boni für minMATK und maxMATK werden nicht mehr angewendet.
DEX: LUK:
  • Bei Fernkampfwaffen erhöht jeder Punkt in DEX StatusATK um +1 und WeaponATK um 0,5 %.
  • Bei Nahkampfwaffen erhöht jeder 5 Punkt in DEX StatusATK um +1.
  • Jeder Punkt in DEX fügt außerdem +1 HIT hinzu, verringert die Zauberzeit und erhöht ASPD.
  • Alle 5 Punkte in DEX fügen +1 StatusMATK und +1 SoftMDEF hinzu.
  • Der Bonus-ATK pro 10 DEX für Fernkampfwaffen wird nicht mehr angewendet.
  • Jeder Punkt in LUK fügt +0,3 % kritische Trefferquote sowie Widerstand gegen mehrere Statuseffekte hinzu.
  • Alle 3 Punkte in LUK fügen +1 StatusATK, +1 StatusMATK und +1 HIT hinzu.
  • Alle 5 Punkte in LUK fügen +1 Flucht und +1 % Anti-Kritische-Rate hinzu.
  • Alle 10 Punkte in LUK fügen +1 Perfektes Ausweichen hinzu.

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%.