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Qualität des Beitrags: Beteiligte Poster: Strongitharm - Holiday - Abderita Forum: Stardust-Foren Forenbeschreibung: Ragnarök online aus dem Unterforum: Builds Antworten: 4 Forum gestartet am: Samstag 31.03.2007 Sprache: englisch Link zum Originaltopic: How Stats Work... Letzte Antwort: vor 15 Jahren, 11 Monaten, 26 Tagen, 14 Stunden, 46 Minuten
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Re: How Stats Work...
Strongitharm - 30.04.2008, 21:55How Stats Work...
I'm putting this here so it is with the builds, as I think it is an important consideration into any build... I seriously suggest using a stat calc to get some idea what your build can look like at different levels to work out whether you will hit a bad levelling patch at some point when your stats are not enough to power your skills (for instance). It is easy to do when you get enough AGI to dodge monsters, without the STR to kill them, or visa versa...(Another bit of advice is to plan you final build for level 96-98, not 99... particularly prime stats - don't plan to only reach for final STR for a warrior at level 99... you want that STR to get you to 99 :) )
Note : {} means round down the result - for example : {STR/10} STR 79 would give a result of 7, and STR 80 of 8.
STR : affects damage and weight you can carry.
Weight : +30 max weight / base STR (no bonus from equipment or job points)
Damage : +1 per point of STR (this shows up on the ATK stat)
Bonus Damage : +{STR/10}*{STR/10} (or {STR/10}^2 if you prefer).
The bonus damage does not show up on the ATK listed in the status window, but DOES seem to count toward ATK for skills that use ATK - like GC, Asura etc...
Therefore for melee builds you always want to have the total STR in multiples of 10 for the final build.
INT : affects SP total, SP recovery, MAtk, and MDEF
SP : Every point of INT is a 1% SP bonus.
SP Recovery : Is calculated base on total SP & INT.
SPRec = 1 + {SPMax/100} + {INT/6}
There are additional bonuses if INT gets to 120+
MAtk : There are two MAtk figures - minimum damage, and maximum damage.
MinMAtk = INT + {INT/7}^2
MaxMAtk = INT + {INT/5}^2
MEDF : Every point of INT reduces magical damage by approximately 1 point.
This means that for low INT chars who don't need MAtk (and even high int chars, like spirit monks, who don't using MAtk based attacks) that you want to try to have INT divisible by 6 for most efficient SP recovery - although remeber you also get more for every 100 SP too...
High MAtk chars want to have INT in mulitples of 5, most will go for 115 or 120 at least by the end.
DEX : affects Hit and skill casting time, and slightly affects damage.
Every point of DEX adds 1 to your Hit stat. So does every base level,
Casting Time is reduced by 1/150 for each point of DEX. DEX does not reduce the skill delay after you finish casting before you can use another skill...
ATK : +1 damage for every 5 DEX i.e. +{DEX/5}
Archers etc... People using DEX based missile attacks, Archers, Gunnies, etc... Reverse the damage calculations - big bonus every 10 DEX, small donus every 5 STR.
DEX also has an effect on the minimum damage you do when you hit (I believe this to be every point of DEX adds 1 to the minimum... Additionally it has a small effect on Aspd (attack speed) as well, 1/4tr of the effect of AGI. Suffice to say that more DEX is useful for almost everyone, and except for those using it to power their attacks it does not really have to be rounded off at all at any fixed point, there is a slight bonus to having multiples of 5, but it is very slight.
AGI : affects flee and Aspd.
Flee is simple : AGI + Base Level + Equipment Bonuses.
Aspd is complex, and dependent on both character job and weapon used. Use a Stat Calc if you really care about maximising Aspd efficiently.
For most builds you either want a lot of AGI or little to none. A little bit of flee is not much use once you reach higher level monsters. There are no significant numbers to remeber about AGI.
VIT : affects defense, HP, and HP recovery.
HP : Every point of VIT is a 1% bonus to maximum HP.
HP Recovery : Goes up by 1 for every 5 VIT, and by 1 for every 500 HP.
Defence : Every point of VIT reduces the damage you take from every physical by approximately 1 point - there is a complex equation, involving some random numbers in this, but as a rough guide this is good enough.
VIT is marginally more efficient in 5s but really is useful to everyone - by higher levels a point of VIT can be worth 10s or even 100s of HP.
LUK : affect CRIT and Perfect Flee chance.
CRIT : 1 + {LUK/3} this is approximately the %age chance of getting a crit.
#The true number might actually be 1 + {LUK x 3/10}, but the displayed Crit value is 1 + {LUK/3}... Hence my saying approximately...
Perfect Flee : 1 + {LUK/10}
-----
A Few Words on the Status Window :
Atk : x + y
The first number is the Atk of weapon + stat bonus (but not the hidden bonus for every 10 STR)
The second number is the bonus from the enchantment on the weapon (the number of plusses you have). This damage bonus is added at a different stage of the calculation - so it ignores defence of the monster (though you still need to hit, unlike the Very Strong weapon bonus, which does not appear in the status window...).
Def : x + y
The first number comes from your armour and an enchantment on the armour. It used to represent the %age of damage blocked by armour, but no longer does... The game was rebalanced, but the Status window calculation was not changed...
You actually percentage of damage reduction is
Armour points + Card points(ie cornutus or ambernite card) + 2/3rds of plusses
So Chain Mail has 8 Defence, Plate Mail has 10 defence - +3 Chain Mail has 8 + 2/3x3 = 10 defence also.
The second number is the VIT based part of defence, and is approximately the amount of damage taken off each attack as a flat rate rather than a percentage.
Matk : x ~ y
First number is minimum damage you will do from a magic attack.
Second number is maximum damage you will do.
(Obviously these are mulitplied by element, skills etc... modifiers...)
Flee : x + y
The first number is you ability to dodge blows.
The second number is your lucky dodge chance of being missed due to LUK.
----
Hitting & Fleeing
You can never flee 100%, the best you can have is 95%.
For every additional monster past the first you lose 10 flee, this is why mobs can kill AGI chars very fast sometimes... (If you are attacked by 5 monsters they all hit you as if your flee was 40 points lower...)
You can hit 100%.
----
A table of the Damage and Maximum MAtk for given STR/DEX/INT.
The '+' columns indicate when a binus is given - note the bonuses are not cumulative, the bonus ithe total bonus at than point!)
Code: Stat
S/I/D Atk + Matk +
1 1 1
2 2 2
3 3 3
4 4 4
5 5 6 1
6 6 7
7 7 8
8 8 9
9 9 10
10 11 1 14 4
11 12 15
12 13 16
13 14 17
14 15 18
15 16 24 9
16 17 25
17 18 26
18 19 27
19 20 28
20 24 4 36 16
21 25 37
22 26 38
23 27 39
24 28 40
25 29 50 25
26 30 51
27 31 52
28 32 53
29 33 54
30 39 9 66 36
31 40 67
32 41 68
33 42 69
34 43 70
35 44 84 49
36 45 85
37 46 86
38 47 87
39 48 88
40 56 16 104 64
41 57 105
42 58 106
43 59 107
44 60 108
45 61 126 81
46 62 127
47 63 128
48 64 129
49 65 130
50 75 25 150 100
51 76 151
52 77 152
53 78 153
54 79 154
55 80 176 121
56 81 177
57 82 178
58 83 179
59 84 180
60 96 36 204 144
61 97 205
62 98 206
63 99 207
64 100 208
65 101 234 169
66 102 235
67 103 236
68 104 237
69 105 238
70 119 49 266 196
71 120 267
72 121 268
73 122 269
74 123 270
75 124 300 225
76 125 301
77 126 302
78 127 303
79 128 304
80 144 64 336 256
81 145 337
82 146 338
83 147 339
84 148 340
85 149 374 289
86 150 375
87 151 376
88 152 377
89 153 378
90 171 81 414 324
91 172 415
92 173 416
93 174 417
94 175 418
95 176 456 361
96 177 457
97 178 458
98 179 459
99 180 460
100 200 100 500 400
111 201 501
102 202 502
103 203 503
104 204 504
105 205 546 441
106 206 547
107 207 548
108 208 549
109 209 550
110 231 121 594 484
111 232 595
112 233 596
113 234 597
114 235 598
115 236 644 529
116 237 645
117 238 646
118 239 647
119 240 648
120 264 144 696 576
121 265 697
122 266 698
123 267 699
124 268 700
125 269 750 625
126 270 751
127 271 752
128 272 753
129 273 754
130 299 169 806 676
131 300 807
132 301 808
133 302 809
134 303 810
135 304 864 729
136 305 865
137 306 866
138 307 867
139 308 868
140 336 196 924 784
141 337 925
142 338 926
143 339 927
144 340 928
145 341 986 841
146 342 987
147 343 988
148 344 989
149 345 990
150 375 225 1050 900
Re: How Stats Work...
Holiday - 30.04.2008, 22:14
Thanks Tim, very details and it's so good for me because i really need all these information. But I need to read many times for fully understanding :P Thanks again <3
Re: How Stats Work...
Abderita - 01.05.2008, 08:23
Thanks Tim, it is a good thread to be pinned on top of the builds :D
I don't plan my chars so exact to the last remaining statpoint cause equip often changes and I don't do that much maths as u guys XD. But this information is good to have.
Up to now I used the rodatazone simgaming for most of my information about the game:
http://rodatazone.simgaming.net/index.php
(btw Tim, could you please tell me what this warning on the site will tell me? Will it be closed next time? Then I would love to copy some of the information given there)
Re: How Stats Work...
Strongitharm - 01.05.2008, 11:48
rodatazone seems to have lost the database backend. Static text is still there, with broken headers etc.
I'm assuming this is because the maintenance has completely run out on the site. But there is always a chance it may get fixed. Most of the information above is from that site filtered via my memory...
Mit folgendem Code, können Sie den Beitrag ganz bequem auf ihrer Homepage verlinken
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