![]() Property Damage is subject to enemy's defensive properties and will be reduced or amplified based on them. Increases the likelihood of landing attacks and skills.ĭecreases the chance of having attacks and skills blocked.Īdds a flat amount of additional elemental damage to your attacks, skills and damage over time debuffs. Skills that don't use AoE Attack Ratio will inform the number of targets it is applied to. Attack Speed isn't limited to a cap but is subject to latency.ĭetermines how many enemies can be hit at once when using skills and basic melee attacks based on their AoE Defense Ratio. Efficiency per point decreases exponentially. Reduces the time delay interval from basic attacks. Increases magic damage dealt when landing a critical hit. Increases physical damage dealt when landing a critical hit. Critical Rate is applied to both physical and magical attacks. Increases the likelihood of critical hit when dealing damage, boosting the damage dealt by 1.5x. Improves the damage from magic attacks and skills. The variant Sub Physical Attack is used for Scout classes and offhand attacks instead. Improves the physical damage delivered through primary weapon and physical skills. However, this will prevent the character from being able to purchase items or collect loot and will have their Movement Speed drastically reduced.ĭetermines amount of HP recovered when using healing skills. It's possible to go over the Weight Capacity limit. Item weight can vary from 0 to 1 000 per unit. Cast Time Reduction is capped at 0.1 (10%).ĭetermines how much items you can carry in your inventory. Movement Speed buffs don't stack and only the highest value will be taken.Ī multiplier applied to cast time skills, used to reduce their charging time. The resource used by playable characters to cast skills.ĭetermines how much HP is recovered after the regeneration timer resets.ĭetermines how much SP is recovered after the regeneration timer resets.Ī resource used for extra mobility actions, reducing your Movement Speed and disabling their use when it reaches 0.ĭetermines the speed at which you move. Playable character's HP are different and will become incapable of combat instead. Monsters will be defeated when their HP is depleted, granting rewards for the feat. They will determine the success rate of each combat layer and how much damage is applied.ĭetermines how much damage a unit can take. Sub-stats are the real parameters used in combat. However their distribution is determined by the base class only. Just like main stats, sub-stats are also obtained by leveling up. It is possible to reassigned free allocation points by using Stat Point Reset Potions. ![]() ![]() These can be allocated at will permanently. Main stat points can also be obtained by praying at different Statues of Goddess Zemyna and finishing specific quests. Main Stat Ratio = (Base Class Stat Ratio + Advancement A Stat Ratio + Advancement B Stat Ratio + Advancement C Stat Ratio) / (1 + Number of Class Advancements)Īt level 118, the stat gain from this combination will be +75 STR, +51 CON, +110 DEX At level 200, the stat gain from this combination will be +127 STR, +86 CON and +187 DEX Whenever a character advances into a new class it will have all main stats readjusted to the new average. Main stats are automatically assigned based on the character class combination stat rate average and base level, being updated upon leveling up. Summoned units damage = ((stat / (level + 1)) * 100)%. Percentage based sub-stats are only applied to the base stat value and won't interact with any stat obtained by external means.īase Physical Defense and base Magic Defense +5%. Every main stat will provide a specific set of sub-stats for every point obtained and an additional bonus for every 10 points stacked. These kinds of stats have little to no direct application in combat and is primarily used as a sub-stat generator. ![]() The first type of stat seen in game is known as main stats. Officially, stats are split into main stats and sub-stats. Stats can be obtained by leveling up, by completing collections, through equipment and boss cards. These characteristics have a visible value number that are compared to enemy units when calculating damage, evasion, block and area of effect. The basic combat properties are known as stats.
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