- Get link
- X
- Other Apps
- Get link
- X
- Other Apps
Character Stats:
ini adalah macam macam status yang terlihat di tampilan layar
MaxHP - HP / nyawamu, jumlahnya sama dengan yang terlihat
MaxMP - MP / Magic poin, 100 MP terlihat sebagai 1 MP Bar. Bagian kecil tidak terlihat, tapi ada.
(jika kamu punya 150 MP kamu akan melihat 1 bar, jika kamu menggunakan 100 MP untuk konsumsi skill maka hanya berkurang 1 bar, tapi kamu akan punya setengah bar tersisa)
ATK - Kerusakan fisik meningkat saat ATK semakin tinggi.
MATK - Kerusakan sihir meningkat MATK semakin tinggi.
(Kerusakan skill biasanya berupa bilangan berlipat ganda berdasarkan ATK / MATK. 1 Poin mungkin terlihat seperti tidak ada apa-apa, tapi itu menghitung berkali-kali saat menghitung kerusakan)
DEF - Kerusakan fisik berkurang karena DEF semakin tinggi.
MDEF - Kerusakan sihir berkurang karena MDEF menjadi lebih tinggi.
(Skala DEF dan MDEF anti-eksponensial terhadap ATK dan MATK. Jadi efek pengurangan kerusakan paling efektif bila perbedaannya kecil dan semakin lemah seiring perbedaannya meningkat.)
HIT - Tingkat akurasi meningkat saat HIT semakin tinggi..
FLEE -Tingkat Dodge meningkat seiring FLEE semakin tinggi.
(HIT dan FLEE memiliki hubungan yang mirip dengan ATK / MATK dan DEF / MDEF.)
ASPD - Interval serangan dikurangi karena ASPD menjadi lebih tinggi. Kecepatan serangan dipercepat saat ASPD melebihi poin tertentu.
(Pada 1000 titik intervall menjadi 0. Mulai dari 1.100 titik kecepatan gerak meningkat.)
CSPD - Mengisi waktu dan waktu Cast berkurang saat CSPD semakin tinggi. Tidak mempengaruhi beberapa keterampilan.(MP Charge tidak terpengaruh oleh hal ini Skala Kecepatan Pemain seperti Kecepatan Serangan, namun pengaruhnya juga berubah dengan Waktu Cast dasar dari setiap skill. Cast Cast yang lebih lama menerima pengurangan Waktu Cast yang lebih besar daripada Cast Times yang lebih pendek.)
Stat Points:
These are the stats that you can spend your stat points on. The effect depends on your weapon type.
Every Stat starts with 1 point. The amount of HP gained from VIT scales with your level and other stats will also grow slightly when you level up.
STR - Increases critical damage and ASPD slightly, and on most weapons also ATK.
INT - Increases MATK and MDEF. There is also a minor increase in MaxMP. On magic weapons it also affects ATK.
VIT - Increases DEF and MaxHP. The effect is the same on all weapons.
DEX - Increases CSPD and HIT. Many weapons also gain ATK. There is also an increase in MATK.
AGI - Increases ASPD and FLEE. Some weapons also gain ATK. There is also an increase in CSPD.
Personal Stats:
You can choose 1 of them at Lv40, like the other stats it starts with 1 Point.
CRT - Increases Critical rate.
MNT - Increases Ailment Resistance.
LUK - Increases Drop rate from monsters.
TEC - Increases the Success Rate of crafting and synthesis and Difficulty Level. MaxMP is also increased by 1 each point.
Equipment Stats:
These stats are found on eqipment and potions. They add or multiply to your base stats.
%based stats are calculated before +based stats. All stats are cumulative.
+X damage stats are applied to the base damage before the damage calculation (which includes defence, element and other modifiers),
+Y% damage stats are applied after the damage calculation.
STR +X - Increases your stats by the same values that X points spent on STR would do.
STR +Y% - Increases the the stat values that you get from your stat points spent on STR by Y%.
The same applies to INT, VIT, DEX and AGI.
ATK +X - Increases your ATK by X.
ATK +Y% - Increases your ATK by Y%
The same applies to DEF, MDEF, ASPD, CSPD, MaxHP and MaxMP. HIT and FLEE are named Accuracy and Dodge.
Natural HP Regen +Y% - Increases the amount of HP regenerated outside of battle by Y%. (It also affects battle regeneration if you have the skill.)
The same applies to Natural MP Regen.
Critical Rate +X - Increases your critical hit rate (a %number) by X.
Critical Rate +Y% - Increases your critical hit rate by Y%.
The base value is 25, It can be increased by CRT.
Critical Damage +X - Increases damage of critical hits (a %number) by X.
Critical Damage +Y% - Increases damage dealt by critical hits by Y%.
The base value is 150. It can be increased by STR.
Unsheathe Attack +X - Increases damage of unsheathe attacks (a %number) by X.
Unsheathe Attack +Y% - Increases damage dealt by unsheathe attacks by Y%.
Unsheathe Attacks are 1st attack, Charging Slash and the next attack when Guard or Evasion is activated during an attack
The base value is 100. It can be increased by stats and skills.
If a Dagger is equipped, Evasion will trigger an Evasion Attack instead. (it still counts as Unsheathe Attack)
Short Range Damage +Y% - Increases damage dealt by short range attacks by Y%.
The same applies to Long Range. Short Range is 7m and below, Long Range is 8m and above.
Range is only applied to direct attacks - Magic Arrows, Lances, Wall, Blast and Storm are indirect attacks and ignore Range multipliers.
Physical Pierce +Y% - Decreases monsters DEF by Y%.
The same applies to Magic Pierce.
Damage to <Element> +Y% - Increases damage dealt to monsters of that element by Y%.
A plain <Element> means it does 25% more damage against it's weaker Element.
Fire>Earth>Wind>Water>Fire and Light<>Dark.
Neutral element also exists, but is only affected by <Damage to Neutral>
<Element> Resistance +Y% - Decreases damage taken by attacks of that element by Y%.
This also includes the Neutral element. Doesn't matter if it's physical or magic damage.
Physical Resistance +Y% - Decreases damage taken by physical attacks by Y%.
The same applies to Magic Resistance. Elements do not matter.
Evasion Rate +Y% - Increases your Evasion Rate (a %number) by Y.
Avoid taking damage by sidestepping, also triggers Unsheathe Attack.
Evasion only works against your target, but not against other enemies, dash attacks and magic damage.
The base value is 0. It is increased by Light Armor, stats and skills.
Light Armor increases Evasion Rate by +10, Heavy Armor has the opposite effect.
Guard Rate +Y% - Increases your Guard Rate (a %number) by Y.
Reduce damage taken according to Guard Power.
Guard works against all enemies, but not for Fractional and Fatal Damage.
The base value is 0. It is increased by Heavy Armor, stats and skills.
Heavy Armor increases Guard Rate by +10, Light Armor has the opposite effect.
Guard Power +Y% - Increases Guard Power by Y%.
The base value is 0, Heavy Armor sets it to 25.
When a Shield is equipped, the Shield's Guard Power is applied instead.
Ailment Resistance +Y% - Increases the success rate of Ailment Resistance by Y%.
Drop Rate +Y% - Increases the success rate of Item Drop by Y%.
Motion Speed +Y% - Increases the animation speed of your attacks by Y%. (Does not affect the countdown of cast/charge times.)
Additional Melee +Y% - 20% chance to deal additional damage based on Y% of your atk when using normal attacks.
The same applies for Additional Magic +Y%. The damage is categorized as physical/magic skill damage.
Melee Barrier +X - Once every 30 seconds, reduce physical damage taken by X.
The same applies to Magic Barrier +X and Fractional Barrier +Y%.
If the Barrier value is greater than the damage, the damage taken is set to 1.
Reflect +Y% - Reflects Y% of damage taken on the attacker.
Guard Break +Y% - When you attack and the monster activate Guard, you have Y% chance to negate that effect.
Not to be confused with the Status Ailment "Armor Break" which reduces DEF/MDEF
Anticipate +Y% - When you attack and the monster activates Evasion, you have Y% chance to negate that effect.
Status Ailments:
Slow - move at half speed
Stop - unable to move
Freeze - Motion Speed is reduced by half
Paralysis - ASPD is reduced by half
Sleep - unable to move or act, but natural regeneration activates, the effect ends when taking damage
Blind - Accuracy is reduced by half
Lethargy - damage dealt is reduced by 25%
Fatigue - Stability is reduced by half
Weaken - MP cost of all skills increases by 1
Fear - any attack or skill can be randomly cancelled, but mp is consumed normally
Armor Break - DEF/MDEF is reduced by half
Dizzy - Guard and Evasion Rates are reduced by half
Ignite - deals fractional damage 4 times, but it has an upper limit based on MATK and INT
Poison - deals fractional damage on every action, but it has an upper limit based on ATK and DEX
If monsters inflict these ailments on you, the damage is based on your current HP.
Flinch - cancels and stops all actions for 1s, also makes target flinch
Tumble - cancels and stops all actions for 2s, also makes target fall down
Stun - cancels and stops all actions for 3s, also freezes target in motion
Bosses are resistant to Status Ailments, so some of them have weaker effects compared to normal monsters.
All status ailments (except Flinch, Tumble AND Stun) last 10 seconds and Armor Break lasts 5 seconds.
Comments
Post a Comment