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Status

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Revision as of 23:36, 16 June 2015 by Arrol (talk | contribs)
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Template:Outdated Status attributes, often called "stats" for short, affect all aspects of your character, including, but not limited to, appearance and general combat effectiveness.

Base Stats

HP

Current number of Hit Points out of your maximum. Determines your health.

MP

Current number of mana points out of your maximum. Skills operate using MP.

Strength

Increases the amount of Physical damage you deliver. One of the factor used in determining the fixed physical damage skills.

Intelligence

Increases the amount of Magical damage you deliver, every point of intelligence adds 1.56 magical damage. One of the factor used in determining the fixed magical damage skills, and the success rate of triggering status effects. Intelligence also affects other things such as Summon HP, Status Effect damage (Poison/Blood ticks), and the like.

Vitality

Vitality increases: MAX HP, HP Recovery, and Physical Defense.

  • MAX HP will increase by 100% for every 250 Vitality stat.
  • HP Recovery will increase by 100% for every 250 Vitality stat.
  • Physical Defense will increase by 5 for every 1 Vitality stat.

Spirit

Spirit increases: MAX MP, MP Recovery, and Magical Defense.

  • MAX MP will increase by 100% for every 250 Spirit stat.
  • MP Recovery will increase by 100% for every 250 Spirit stat.
  • Magic Defense will increase by 5 for every 1 Spirit stat.

Physical

Physical Power

The numerical amount of physical damage you do to an enemy with a Physical Defense stat of 0. See Weapons for general attack comparisons, separated by class.

Calculated as follows

(Base Weapon Physical Power) * (1 + STR / 250) + (Physical Piercing Damage)

Physical Critical Hit Rate

The chance of landing a critical hit with a physical attack, is unrelated to Magical Critical.

Base Physical Attack

Increases the damage done by fixed damage physical skills by 1% per 10 points.

Magical

Magical Power

The numerical amount of magical damage you do to an enemy with a Magical Defense stat of 0. See Weapons for general attack comparisons, separated by class.

Calculated as follows

(Base Weapon Magical Power) * (1 + INT / 250) + (Magical Piercing Damage)

Magical Critical Hit Rate

The chance of landing a critical hit with a magical attack, is unrelated to Physical Critical.

Base Magical Attack

Increases the damage done by fixed damage magical skills by 1% per 10 points.

Speed

Movement Speed

The speed your character moves while walking. This base speed can be improved through equipments and avatars, as well as some buff skills.

Attack Speed

The speed your character moves during normal attacks. Certain skill attacks are unrelated to this speed. Other skills' speed are based on a percentage of this speed.

Casting Speed

Speed of Magical Skill casting. The faster the Casting Speed is, the less time it takes to Cast skills.

See Weapons for general speed comparisons, separated by class.

Damage Avoidance

Physical Defense

The physical damage reduction percentage you experience when you are hit by an enemy of an equal level.

Magical Defense

The magical damage reduction percentage you experience when you are hit by an enemy of an equal level.

Evasion

Percent chance of evading an attack.

Elemental Resistance

Decreases the corresponding elemental damage received. Each 15 points deducts 10% of total damage. Attaining 150 points will deduct the corresponding elemental damage to 1. See also Elemental Attribute

Other

Hit Rate

Increased chance of landing a hit on an enemy. The higher the number, the less likely that an attack will miss.

MP per Min.

Amount of MP that regenerates in one minute. The higher the number, the faster your MP regenerates. Normally increases upon level up and is often increased by certain Armor masteries.

HP per Min.

Amount of HP that regenerates in one minute. The higher the number, the faster your HP regenerates. Often hard to stack since only gear, Avatars, and Titles provide HP Regen bonuses.

Elemental Attack

Increases Elemental Damage of certain element. The more Elemental Damage you have, the more of an increase in damage from that Element when using Elemental-based Skills.

Exorcism Parameter

Special resistance needed to prevent stat loss in the Otherverse dungeons. Affects Max HP, Max MP, and Physical/Magical Attack. See Otherverse for more details.

Max Inventory Weight

All characters can only carry a certain weight, a number which can be modified by equips or titles.

Fatigue Points

Total of 156 fatigue points are given per weekday and 176 per day on the weekend. Entering a dungeon automatically consumes one point. As the player progress through the map, each map consumes one point. Returning to a previously visited map doesn't consume a point, and having 0 fatigue points in the middle of dungeon doesn't consume a point anymore either. Thus, it is recommended to run full maps for a dungeon should you face 0 fatigue point in the middle. Fatigue points are fully replenished at 6:00 AM server time (9:00 AM Eastern time), along with coins. Any fatigue points left unused will contribute to Growing Fatigue Points on the next day, up to a maximum of 117, though higher leveled characters have a higher cap. These give double experience for as long as they last.

Skill Points

Skill points are used for buying skill from your respective class trainer. The current number of skill points possessed is the blue number underneath the MP bar.

Life Tokens

This indicates how many Life Tokens you have remaining. If you die in a dungeon, you can expend a Life Token to re-spawn in the dungeon without having to start it over. Once used, the hit counts on revived player is reset to zero. The player's HP and MP are fully restored, and all opponents on the screen are forcefully knocked down. Coins are given at the same time as Blitz points should the player used up any of the daily supplemented coins. Number of coins given per day varies from server to server.

Physical Attack Attribute

  • Attack attribute varies on the type of weapon and skill used.
  • Mainly, there are bash and slash attack categorized by either melee or ranged.
  • The detailed explanation is listed below:
Attack Type Attribute Weapons Detail
Smash Melee Bash Bludgeon, Knuckle, Gauntlets, Boxing Glove, Tonfa, Staff, Rod, Pole, Cross, Rosary, Totem Melee bash type attack. Most weapons tend to possess this attribute. Some golems have resistance against this type, being able to nullify a hit. All tentacle monsters have damage reduction against this attack.
Slice Melee Slash Katana, Short Sword, Zanbato, Lightsabre, Claw, Spear, Battle Axe, Scythe Melee slash type attack. Most normal attacks of slayer tend to have this attribute. Golems have damage reduction against this attack, and reduced stun time. Able to chop down objects such as grasses and corals. Some monsters trigger their self-destruct sequence once being hit.
Projectile Ranged Slash Auto Gun, Revolver, Bowgun, Musket Ranged slash type attack. Most normal attacks of gunner tend to have attribute. Has the same damage property as Slice attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks.
Explosion Ranged Bash Hand Cannon Ranged bash type attack. Has the same damage property as Smash attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks.
Null - - Only certain skills Attack that doesn't belong in any 4 above. No stuck, or damage reduction due to resistance. Damage from poison or bleeding falls under this category.