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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.png HP

Current number of Hit Points out of your maximum. Determines your health. Running out of HP will cause your character to die. Some skills cost HP to work.

MP.png MP

Current number of mana points out of your maximum. Most skills cost MP to work.

Strength.png Strength

Increases the amount of Physical damage you deliver. Every 250 points increases your physical damage by 100%. Also affects the damage of statuses such as bleed, electrocution, petrify, burning, and poison. Does not affect piercing damage.

Intelligence.png Intelligence

Increases the amount of Magical damage you deliver. Every 250 points increases your magical damage by 100%. Also affects the damage of statuses such as bleed, electrocution, petrify, burning, and poison. Does not affect piercing damage.

Vitality.png 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.png 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 Atk..png Physical Atk.

The numerical amount of physical damage you deal to an enemy with a Physical Defense stat of 0 when using skills that are percent based. See Weapons for general attack comparisons, separated by class.

Calculated as follows:

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

Physical Critical Chance.png Physical Critical Chance

The chance of landing a critical hit with a physical attack, is unrelated to Magical Critical Chance. A critical hit deals 50% more damage.

Magical

Magical Atk..png Magical Atk.

The numerical amount of magical damage you deal to an enemy with a Magical Defense stat of 0 when using skills that are percent based. See Weapons for general attack comparisons, separated by class.

Calculated as follows:

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

Magical Critical Chance.png Magical Critical Chance

The chance of landing a critical hit with a magical attack, is unrelated to Physical Critical Chance. A critical hit deals 50% more damage.

Independent Atk..png Independent Atk.

Increases the damage inflicted by both magical and physical skills that deal absolute damage. Increases as you level up and can be found on gear as base attack. Damage dealt is affected by either INT or STR depending on the damage type of the skill in question.

Speed

Movement Speed.png Movement Speed

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

Attack Speed.png Attack Speed

The speed your character attacks. Certain skill attacks are unrelated to this speed. Other skills' speed are based on a percentage of this speed. Does not affect casting.

See Weapons for general speed comparisons, separated by class.

Casting Speed.png Casting Speed

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

Damage Avoidance

Physical Defense.png Physical Defense

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

Magical Defense.png Magical Defense

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

Evasion Rate.png Evasion Rate

Percent chance of evading an attack. Evaded attack deal no damage.

Fire Resistance.pngWater Resistance.pngLight Resistance.pngShadow Resistance.png 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

Exorcism Parameter.png Exorcism Parameter

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

Hit Rate.png Hit Rate

Increased chance of landing a hit on an enemy. The higher the number, the less likely that an attack will miss. Enemies on higher difficulties will have increased evasion requiring more hit rate to avoid missing.

HP Recovery Rate.png HP Recovery Rate

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.

MP Recovery Rate.png MP Recovery Rate

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.

Immobility.png Immobility

Increases Immobility Duration (also known as hitstun: the duration that targets stay Immobilized upon being attacked) when attacking enemies.

Hit Recovery.png Hit Recovery

Decreases Immobility Duration when hit by enemies.

Fire Damage Boost.pngWater Damage Boost.pngLight Damage Boost.pngShadow Damage Boost.png Elemental Damage Boost

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. Each 2.22 points of Elemental Damage Boost increases damage by 1% for the element, or 222 points for 100% damage increase.

Max Inventory Weight

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

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 room 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 prevent you from proceeding. 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 9:00 AM (UTC), 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.

Special Dungeons cost 8 FP for entry, but do not consume additional FP after. Thus, it is advantageous to fully clear Special Dungeons for the maximum amount of experience for fatigue spent.

Fatigue points can also be expanded with NeoPremium Basic and Plus but in order to get it, play have to pay it with Cera. NeoPremium basic adds 78 more Fatigue points, +20 Fatigue points in the weekends = 254 total Fatigue Points with NeoPremium Basic + weekends. But NeoPremium Plus adds 117 more Fatigue points +20 Fatigue points in the weekends = 293 total Fatigue points with NeoPremium Plus + weekends. If you buy both of them, NeoPremium Plus comes first, once the Plus is over, you are now starting to use the NeoPremium Basic.

Skill Points

Skill points are used for learning and increasing the level of skills. You gain a specific amount of skill points each time you level up. The number of skill points you currently have can be found on the bottom right below your MP as well as at the top of the skills page. Skills cost varying amounts of skill points.

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 Fatigue points should the player used up any of the daily supplemented coins. Number of coins given per day varies from server to server. You will always use your daily Life Tokens before any from other sources. Some dungeons impose limitations on Life Token usage such as limiting the number of tokens a player can use, limiting the number of tokens a party can use in total, or outright preventing any tokens at all from being used. Some items or skills can be used in place of life tokens and will be consumed first.

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, Wand Melee bash type attack. Many 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, Dagger, Twin Swords, Long Lance, Halberd Melee slash type attack. Most normal attacks of slayer tend to have this attribute. Golems have damage reduction against this attack, as well as reduced hit-stun time. Able to cut objects such as grass and coral. Some monsters trigger their self-destruct sequence once being hit with this damage type.
Projectile Ranged Slash Auto Gun, Revolver, Bowgun, Musket, Chakra Ranged slash type attack. Most normal attacks of gunners tend to have this attribute. Possesses 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. Possesses 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 Damage type that doesn't fall in any of the four categories above. No "Stuck" (miss), or damage reduction due to resistance. Damage from status effects such as poison or bleeding fall under this category.