Showing posts with label mechanics. Show all posts
Showing posts with label mechanics. Show all posts

Character Stats

STR (Strength)

primary attribute for increasing melee ATK

 


 

AGI (Agility)

sole attribute for improving speed of all normal melee, range, and magic attacks
sole attribute for increasing block rate
sole attribute for increasing evasion rate
secondary attribute for increasing melee and range ATK

 


 

CON (Constitution)

sole attribute for increasing base hitpoints
sole attribute for increasing resistance to knockdown from normal attacks

 


 

DEX (Dexterity)

primary attribute for increasing range ATK
sole attribute for increasing critical rate
sole attribute for improving accuracy
sole attribute for improving efficiency of traps and constructions (turrets, blades, etc)
shared attribute (with INT) for improving efficiency of healing skills

 


 

INT (Intelligence)

sole attribute for increasing magic ATK
sole attribute for increasing magic RES
shared attribute (with DEX) for improving efficiency of healing skills

 


 

CHA (Charisma)

sole attribute for improving efficiency of summonables (Catherine's dolls, Wicky's golems and pets, ambers, spinelles, etc)

 


 

Footnote

Every point in STR above 50 improves melee ATK by 2% and every point in STR under 50 reduces melee ATK by 2%. Likewise for DEX and ranged attacks. Every point in AGI above 50 improves both melee and ranged ATK by 1%. There is no penalty for AGI under 50. This is applicable to all melee and ranged attacks, regardless of weapon types. The combined effects of STR/DEX and AGI have been revised several times. Currently, in sGE at least, the combined effect is additive, and the crude formula for effective melee ATK for AGI above 50 is

effective ATK = base ATK * [1 + (STR-50)/50 + (AGI-50)/100]

and for AGI under 5 0

effective ATK = base ATK * [1 + (STR-50)/50]

Substitute STR for DEX for ranged ATK.

Hybrid melee-and-range stances, i.e. Heaven or Hell and Avance Garde, are affected by STR, DEX, and AGI differently. The formula for the displayed effective ATK of hybrid melee and range stances, is

effective ATK = base atk * [1 + (STR-50)/50 + (AGI-50)/100] * [1 + (DEX-50)/50 + (AGI-50)/100]

What this means for the hybrid stances is that adding points to either STR or DEX gives the same ATK increment, and that adding points to AGI adds more to ATK than either STR or DEX does. Both of these are true if observed solely from the character stat panel, but the actual performance of these hybrid stances depends on the attack and skill animations. In practice, for both Heaven or Hell and Avance Garde, STR is slightly more effective in raising normal attack damage, DEX is slightly more effective in raising hybrid skill damage, and AGI is a balance of both. (As for which stat point to add for hybrid specialists, the answer remains subjective and dependent on the individual's play style.)

DEX improves accuracy of melee and range stances by (DEX-50)*0.5, i.e. every point in DEX above 50 improves accuracy by 0.5 and every point in DEX under 50 reduces accuracy by 0.5. Melee stances have 100 base accuracy unless stated otherwise, and characters with under 50 DEX will have reduced accuracy for those stances.

DEX improves base stance critical rate at a factor of DEX/50. The formula for effective critical is 5 + (DEX/50)*(stance bonus) + (additional crit from equipment options).

Every point in AGI above 50 speeds normal attacks by 1% and every point in AGI under 50 slows normal attacks by 1%. AGI does not affect skill animation, skill casting, or character movement speed. STR does not affect heavy weapon attack speed.

AGI improves base Block at a factor of (AGI+50)/100. Effective Block is therefore [(AGI+50)/100]*(stance bonus + base shield block) + (additional block from equipment options). Effective Evasion is calculated in a similar way.

INT improves base RES from equipment and stances at a factor of (INT+50)/100. Characters with INT under 50 are penalize accordingly. (Note: the basic RES bonus listed on this site is currently incomplete/inaccurate for some stances, and base armour RES, like base Block, is a hidden attribute not available in-game.)

DEX and INT contribute equal weightage in the calculations for heal amounts of all healing skills.

Knockdown rates from skills are fixed and unaffected by STR and CON.

 


 

Credits to Ginjiwai for additional assistance and information on various entries, including, but not limited to, formulas for RES, Block, Crit, and STR.

 


Statuses

Ailments
Apocalypse prevents usage of skills
Armor Crasher reduces DEF of target to 0
Blind reduces accuracy to 0, prevents consumption of items
Burn prevents usage of skills and normal attacks, reduces maximum HP by 25%
Confusion prevents usage of skills, halts regeneration
Curse takes triple damage for duration of effect
Dispel (SP Burn) reduces maximum SP to 1, prevents usage of skills
Enervation (Lethargy) reduces maximum HP by 30%, reduces ATK, attack speed, and movement speed by 50%, halts regeneration
Expose Weakness receives 20% more damage from ranged attacks, (reduces movement speed by 50% at skill lvl11)
Fear prevents usage of skills and normal attacks
Freeze prevents all actions, reduces eva rate and block rate to 0, reduces lightning resistance to minimum, effect will be lifted if knocked back
Magical Piercing reduces elemental resistances
Mortal Wound reduces ATK, attack speed, and movement speed by 15%, reduces DEF by 50
Panic reduces maximum SP to 1, prevents all actions
Paralyze for 15s duration, prevents all actions, reduces eva rate and block rate to 0
Petrify prevents all actions, increases DEF
Poison for 15s duration, reduces ATK and attack speed by half, reduces mHP by 25%
Premonition of Death reduces DEF, evasion, and block to 0, reduces ATK and attack speed to minimum, reduces all resistances by 75
Provoke decreases DEF and increases ATK of target
Reverse prevents all actions, landbound target is raised into the air
Ritardi reduces attack speed and movement speed
Rolls of Thunder reduces DEF and movement speed
Sandman (Sleep) prevents all actions, effect will be lifted if attacked
Shock reduces movement speed by 50%, reduces DEF to 0
Stun prevents all actions, reduces eva rate and block rate to 0
Web prevents all actions, airborne target is brought down to ground

 

Offensive Buffs (AR improves by 1 at skill lvl11)
Allegretto increases attack speed and critical rate, reduces DEF by 20
Blessedness increases accuracy and adds holy ATK
Cat's Eye increases penetration and accuracy
Concentration increases accuracy and critical rates
Elemental Penetration attacks ignore some elemental resistances on enemies
Enchanted Arm increases atk, reduces elemental resistances
Enhanced Frostbite adds ice ATK, attacks gain chance to [Freeze] enemies
Fury increases attack and movement speed, reduces DEF by 20
Highlander Soul increases ATK and block rate, reduces DEF by 20
Intensify increases ATK
Soul of Grim increases ATK, attack speed, critical rate, reduces DEF
Spirits of Hwoarang increases ATK, reduces cooldown time
Violent Wind Attack reduces DEF by 20, adds lightning ATK, increases attack and movement speed
Westraid increases attack speed, reduces accuracy
Will of Warrior increases atk by 15%, reduces DEF by 20, adds fire ATK, increases block rate

 

Defensive Buffs (DR improves by 1 at skill lvl11)
Complete Protection increases block rate, reduces elemental resistances, prevents usage of skills
Earth Mental Attack increases all resistances by 15, increases DEF, adds mental ATK, reduces movement speed
Energy Shield absorbs damage by consuming SP
Fortify increases maximum HP
Guardian increases block rate, prevents usage of skills
Protection Field increases DEF, prevents usage of skills
Invulnerable negates all damage

 

Other Buffs
Acceleration increases attack and movement speed
Anti-magic Shell increases elemental resistances
Burning Hands adds fire ATK, increases fire resistance
Chilling Touch adds ice ATK, increases ice resistance
Consolidation increases penetration, (improves ATK at skill lvl11)
Daga Venenosa attacks gain chance to [Poison] enemies
Divine Bless improves regeneration rate
Electric Charger adds lightning ATK, increases lightning resistance
Endurance Melody reduces physical damage taken from Human enemies by 20%, increases DEF, reduces ATK, (improves immunity at skill lvl11)
Evasion increases evasion rate, (improves attack speed at skill lvl11)
Ice Plasma adds ice ATK, increases ice resistance, increases ice resistance cap to 85, reduces lightning resistance
Ignore Harm gains chance to negate debuff attacks, increases mental and telekinesis resistances
Intoxication attacks gain chance to [Paralyze] enemies
Invisible disappears from view (can still be seen by Undead type)
Lava Plasma adds fire ATK, increases fire resistance, increases fire resistance cap to 85, reduces ice resistance
Lightning Plasma adds lightning ATK, increases lightning resistance, increases lightning resistance cap to 85, reduces fire resistance
Magic Barrier gains chance to negate magical attacks, increases elemental resistances
Meditation improves regeneration rate
Prompt Action improves skill casting speed, (improves attack speed at skill lvl11)
Rhythm of Spellbreak reduces magical damage taken from Human enemies by 20%, increases mental res, reduces ATK
Ropera increases elemental resistance and DEF, grants chance to ignore magical attacks, (improves accuracy at lvl11)
Shining Ballade increases ATK, attack speed, and movement speed, reduces DEF, (improves penetration at skill lvl11)
Spiritual Shield increases mental and telekinesis resistances