Post by Kadin on Sept 30, 2006 2:03:45 GMT -5
Obviously, this will be way better than Jason's post, I will show you ppl the real power of carding weapons. But first let's start off w/ the basics.
Statistics demystified
At every 1 Base Level you gain a number of "Status Points." These points are used to upgrade your main Stats (Str/Vit/Agi/Dex/Luk/Int). The number of points gained at each Base Level can be calculated using [Baselvl / 5] + 2. (May differ for 3-1).
The requirement cost to upgrade a Stat will rise as the Stat rises. The cost to increase a Stat can be calculated as [Base of stat-1/10] + 2. For example: If you have 29+3 Vit, then it would cost [29/10]+2 = 2+2 = 4 Status Points to upgrade it to 30+3.
STR - Strength. This statistic increases your attack strength (ATK) and your weight capacity by 30 weight.
AGI - Agility. This statistic increases your attack speed (ASPD) and dodge rate (FLEE). While not every point in Agility VISIBLY raises your attack speed, decimals do count, so you have in fact still received an increase. It simply will not show the decimals in your statistics. AGI increases ASPD by around 0.2 ASPD, making 5 AGI = ROUGHLY 1 ASPD.
VIT - Vitality. This statistic increases your vitality defense, maximum HP by 1%, and every 5 VIT contributes to HP Recovery rate. Healing items' efficiency is increased by 2% per VIT.
NOTE- The difference between VIT defense and EQUIP defense- Equip defense causes a 0.8 PERCENT damage reduction, while vitality defense counts for 0.8 damage reduced (not percent). Refined equipment adds 0.8 per refine, not 1, which seems misleading (a +5 refine will add 4 equipment defense).
INT - Intelligence. This statistic increases your magic attack and defense power (MATK & MDEF).
DEX - Dexterity. This statistic increases accuracy (HIT rate) and stabilizes the damage done by a weapon (less high/low fluctuation between hits). This statistic also lowers the casting time required for most skills and spells. Last but not least, it increases the success rate in forging weapons (Blacksmith, NOT refine NPCs). Every 12DEX, you get an attack speed (ASPD) bonus.
LUK - Luck. This statistic increases your critical attack rate (CRIT) and Lucky Flee rate, as well as increasing the success rate in forging weapons (Blacksmith, NOT refine NPCs). Every 5 LUK nets you 1 ATK. It does NOT affect item drop rates. Formula for Perfect Flee would be LUK/10. Perfect Flee is a % chance to dodge any attack, excluding magic and active skills.
Hidden bonuses
STR Bonus:
You receive an extra ATK bonus at every 10 STR, so try to end on a multiple of ten for this statistic. Bonus STR = (Str/10)^2.
Example:
Str 80 = (80/10)^2 = 64
Total ATK = 80 + 64 = 144
AGI Bonus:
None to my knowledge. Here's a little on FLEE:
Randomly evades monsters in accordance with HIT/FLEE table to a total of 95% chance of dodging. However, Flee will drop when targetted by 4 monsters, dropping approximately 25~30% of your flee per additional monster. Flee penalty will be locked when 7 monsters are attacking you at the same time.
VIT Bonus:
High VIT will make you resistant to status attacks. With 100 VIT, you are immune to most.
For monsters, there is a bonus to damage reduction of rnd(0,[VIT/20]^2-1).
For players, there is a bonus to damage reduction of [VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)).
A little info on VIT DEFENSE:
Reduces damage by the amount of VITDEF you have, after reducing the damage by DEF. VITDEF will penalize when more than 3 monsters start attacking you. For every monster attacking you, your VITDEF will be reduced by 5. Unlike Flee, VITDEF doesn't lock and CAN be reduced to 0.
DEX Bonus:
For every 5 DEX, you'll have a one point bonus ATK for a close-range attack.
For every 10 DEX, you'll have a one point bonus ATK for a long-range attack.
INT Bonus:
For every 5 points, you get one more maximum MATK
For every 6 Points, you get a SP recovery bonus
For every 7 points, you get one more minimum MATK
---------------------------------------------------------------------------------------
The basic principle here is that different cards don't stack, while like cards do. Meaning a Double Bloody Boned Jur, rather than being 155% damage (100%+20%+20%+15%), is instead 161%. Why? Because like cards stack. So when the cards are placed in a weapon, like cards stack up as if they were one card. The 2 hydra cards in this example, instead of being 20% each, act like a total 40%. The original attack damage is multiplied by the first stack (+40%, or 140%), then the second stack (+15%, or 115%), and so on, untill no card stacks remain. Under this theory, the actual damage modification taking place is written better as 100%*140%*115%, which equals 161%.
-Combination Table-
S = Size Modifier (+15%)
R = Race Modifier (+20%)
E = Element Modifier (+20%)
-1 Slot-
1S, 115% damage
1R or 1E, 120% damage
-2 Slots-
2S, 130% damage
1S/1R or 1S/1E, 138% damage
2R or 2E, 140% damage
1R/1E, 144% damage
-3 Slots-
3S, 145% damage
2S/1R or 2S/1E, 156% damage
3R or 3E, 160% damage
1S/2R or 1S/2E, 161% damage
1S/1R/1E, 165.6% damage
2R/1E or 1R/2E, 168% damage
-4 Slots-
4S, 160% damage
3S/1R or 3S/1E, 174% damage
4R or 4E, 180% damage
2S/2R or 2S/2E, 182% damage
1S/3R or 1S/3E, 184% damage
2S/1R/1E, 187.2% damage
3R/1E or 1R/3E, 192% damage
1S/2R/1E or 1S/1R/2E, 193.2% damage
2R/2E, 196% damage
Although you don't have to use these weapons, I highly suggest them for Dmg Mods:
Daggers
4s - Main Gauche
3s - Gladius
2s - Damascus
Swords
4s - Blade
3s - Saber
2s - Haedonggum
Two-Handed Swords
4s - Katana
3s - Bastard Sword
2s - Two-Handed Sword
Bows
4s - Composite Bow
3s - Crossbow
2s - Gakkung
Spears
4s - Pike
3s - Trident
2s - Partizan
Axes
4s - Battle Axe
3s - Buster
2s - Two-Handed Axe
Maces
4s - Mace
3s - Chain
2s - N/A
Fists
4s - Waghnak
3s - Hora/Studded Knuckles
2s - Finger
Instruments
4s - Violin
3s - Lute
2s - Gumoongoh
Whips
4s - Rope
3s - Wire Whip
2s - N/A
Books
4s - N/A
3s - Book
2s - Bible
Katars
4s - Various Jur (Not implemented)
3s - Jur
2s - Katar
Rods
4s - Rod
3s - Staff
2s - Arc Wand
I hope this was usefull ^^;;
EDIT: If you need help making an MvP weapon for a certain MvP just PM me in game and I'll help you out. :]
Statistics demystified
At every 1 Base Level you gain a number of "Status Points." These points are used to upgrade your main Stats (Str/Vit/Agi/Dex/Luk/Int). The number of points gained at each Base Level can be calculated using [Baselvl / 5] + 2. (May differ for 3-1).
The requirement cost to upgrade a Stat will rise as the Stat rises. The cost to increase a Stat can be calculated as [Base of stat-1/10] + 2. For example: If you have 29+3 Vit, then it would cost [29/10]+2 = 2+2 = 4 Status Points to upgrade it to 30+3.
STR - Strength. This statistic increases your attack strength (ATK) and your weight capacity by 30 weight.
AGI - Agility. This statistic increases your attack speed (ASPD) and dodge rate (FLEE). While not every point in Agility VISIBLY raises your attack speed, decimals do count, so you have in fact still received an increase. It simply will not show the decimals in your statistics. AGI increases ASPD by around 0.2 ASPD, making 5 AGI = ROUGHLY 1 ASPD.
VIT - Vitality. This statistic increases your vitality defense, maximum HP by 1%, and every 5 VIT contributes to HP Recovery rate. Healing items' efficiency is increased by 2% per VIT.
NOTE- The difference between VIT defense and EQUIP defense- Equip defense causes a 0.8 PERCENT damage reduction, while vitality defense counts for 0.8 damage reduced (not percent). Refined equipment adds 0.8 per refine, not 1, which seems misleading (a +5 refine will add 4 equipment defense).
INT - Intelligence. This statistic increases your magic attack and defense power (MATK & MDEF).
DEX - Dexterity. This statistic increases accuracy (HIT rate) and stabilizes the damage done by a weapon (less high/low fluctuation between hits). This statistic also lowers the casting time required for most skills and spells. Last but not least, it increases the success rate in forging weapons (Blacksmith, NOT refine NPCs). Every 12DEX, you get an attack speed (ASPD) bonus.
LUK - Luck. This statistic increases your critical attack rate (CRIT) and Lucky Flee rate, as well as increasing the success rate in forging weapons (Blacksmith, NOT refine NPCs). Every 5 LUK nets you 1 ATK. It does NOT affect item drop rates. Formula for Perfect Flee would be LUK/10. Perfect Flee is a % chance to dodge any attack, excluding magic and active skills.
Hidden bonuses
STR Bonus:
You receive an extra ATK bonus at every 10 STR, so try to end on a multiple of ten for this statistic. Bonus STR = (Str/10)^2.
Example:
Str 80 = (80/10)^2 = 64
Total ATK = 80 + 64 = 144
AGI Bonus:
None to my knowledge. Here's a little on FLEE:
Randomly evades monsters in accordance with HIT/FLEE table to a total of 95% chance of dodging. However, Flee will drop when targetted by 4 monsters, dropping approximately 25~30% of your flee per additional monster. Flee penalty will be locked when 7 monsters are attacking you at the same time.
VIT Bonus:
High VIT will make you resistant to status attacks. With 100 VIT, you are immune to most.
For monsters, there is a bonus to damage reduction of rnd(0,[VIT/20]^2-1).
For players, there is a bonus to damage reduction of [VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)).
A little info on VIT DEFENSE:
Reduces damage by the amount of VITDEF you have, after reducing the damage by DEF. VITDEF will penalize when more than 3 monsters start attacking you. For every monster attacking you, your VITDEF will be reduced by 5. Unlike Flee, VITDEF doesn't lock and CAN be reduced to 0.
DEX Bonus:
For every 5 DEX, you'll have a one point bonus ATK for a close-range attack.
For every 10 DEX, you'll have a one point bonus ATK for a long-range attack.
INT Bonus:
For every 5 points, you get one more maximum MATK
For every 6 Points, you get a SP recovery bonus
For every 7 points, you get one more minimum MATK
---------------------------------------------------------------------------------------
The basic principle here is that different cards don't stack, while like cards do. Meaning a Double Bloody Boned Jur, rather than being 155% damage (100%+20%+20%+15%), is instead 161%. Why? Because like cards stack. So when the cards are placed in a weapon, like cards stack up as if they were one card. The 2 hydra cards in this example, instead of being 20% each, act like a total 40%. The original attack damage is multiplied by the first stack (+40%, or 140%), then the second stack (+15%, or 115%), and so on, untill no card stacks remain. Under this theory, the actual damage modification taking place is written better as 100%*140%*115%, which equals 161%.
-Combination Table-
S = Size Modifier (+15%)
R = Race Modifier (+20%)
E = Element Modifier (+20%)
-1 Slot-
1S, 115% damage
1R or 1E, 120% damage
-2 Slots-
2S, 130% damage
1S/1R or 1S/1E, 138% damage
2R or 2E, 140% damage
1R/1E, 144% damage
-3 Slots-
3S, 145% damage
2S/1R or 2S/1E, 156% damage
3R or 3E, 160% damage
1S/2R or 1S/2E, 161% damage
1S/1R/1E, 165.6% damage
2R/1E or 1R/2E, 168% damage
-4 Slots-
4S, 160% damage
3S/1R or 3S/1E, 174% damage
4R or 4E, 180% damage
2S/2R or 2S/2E, 182% damage
1S/3R or 1S/3E, 184% damage
2S/1R/1E, 187.2% damage
3R/1E or 1R/3E, 192% damage
1S/2R/1E or 1S/1R/2E, 193.2% damage
2R/2E, 196% damage
Although you don't have to use these weapons, I highly suggest them for Dmg Mods:
Daggers
4s - Main Gauche
3s - Gladius
2s - Damascus
Swords
4s - Blade
3s - Saber
2s - Haedonggum
Two-Handed Swords
4s - Katana
3s - Bastard Sword
2s - Two-Handed Sword
Bows
4s - Composite Bow
3s - Crossbow
2s - Gakkung
Spears
4s - Pike
3s - Trident
2s - Partizan
Axes
4s - Battle Axe
3s - Buster
2s - Two-Handed Axe
Maces
4s - Mace
3s - Chain
2s - N/A
Fists
4s - Waghnak
3s - Hora/Studded Knuckles
2s - Finger
Instruments
4s - Violin
3s - Lute
2s - Gumoongoh
Whips
4s - Rope
3s - Wire Whip
2s - N/A
Books
4s - N/A
3s - Book
2s - Bible
Katars
4s - Various Jur (Not implemented)
3s - Jur
2s - Katar
Rods
4s - Rod
3s - Staff
2s - Arc Wand
I hope this was usefull ^^;;
EDIT: If you need help making an MvP weapon for a certain MvP just PM me in game and I'll help you out. :]