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Difference between revisions of "Status"
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− | | Smash || Melee || Bash || [[Bludgeon]], [[Knuckle]], [[Gauntlets]], [[Boxing Glove]], [[Tonfa]], [[Staff]], [[Rod]], [[Pole]], [[Cross]], [[Rosary]], [[Totem]] || Melee bash type attack. | + | | Smash || Melee || Bash || [[Bludgeon]], [[Knuckle]], [[Gauntlets]], [[Boxing Glove]], [[Tonfa]], [[Staff]], [[Rod]], [[Pole]], [[Cross]], [[Rosary]], [[Totem]] || 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. |
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− | | 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, | + | | 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, 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. |
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− | | Projectile || Ranged || Slash || [[Auto Gun]], [[Revolver]], [[Bowgun]], [[Musket]] || Ranged slash type attack. Most normal attacks of | + | | Projectile || Ranged || Slash || [[Auto Gun]], [[Revolver]], [[Bowgun]], [[Musket]] || 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. |
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− | | Explosion || Ranged || Bash || [[Hand Cannon]] || Ranged bash type attack. | + | | 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. |
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− | | Null || - || - || Only certain skills || | + | | 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. |
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[[Category:Game System]] | [[Category:Game System]] |
Revision as of 14:36, 31 July 2015
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Some info is missing, please help to provide it if you can. |
Status attributes, often called "stats" for short, affect all aspects of your character, including, but not limited to, appearance and general combat effectiveness.
Contents
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 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 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.
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.
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. 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 | 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 | 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. |