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{{Missing Info}}
 
'''Status''' attributes, often called "stats" for short, affect all aspects of your character, including, but not limited to, appearance and general combat effectiveness.
 
'''Status''' attributes, often called "stats" for short, affect all aspects of your character, including, but not limited to, appearance and general combat effectiveness.
  
==HP==
+
==Base Stats==
Current number of hit points out of your maximum.
 
  
==MP==
+
===[[File:HP.png]] HP===
Current number of mana points out of your maximum.
+
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.
  
==Strength==
+
===[[File:MP.png]] MP===
Increases the amount of physical damage you deliver. One of the factor used in determining the fixed physical damage skills.
+
Current number of mana points out of your maximum. Most skills cost MP to work.
  
==Intelligence==
+
===[[File:Strength.png]] Strength===
Increases the amount of magical damage you deliver. One of the factor used in determining the fixed magical damage skills, and the success rate of triggering status effect.
+
Increases the amount of Physical damage you deliver. Every 250 points increases your physical damage by 100%.
  
==Vitality==
+
===[[File:Intelligence.png]] Intelligence===
Decreases the amount of physical damage you take from an enemy.
+
Increases the amount of Magical damage you deliver. Every 250 points increases your magical damage by 100%.
  
==Spirituality==  
+
===[[File:Vitality.png]] Vitality===
Decreases the amount of magical damage you take from an enemy.
+
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.  
  
==Physical Attack==
+
===[[File:Spirit.png]] Spirit===
The numerical amount of physical damage you do to an enemy with a Physical Defense stat of 0.
+
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 Defense==
+
==Physical==
 +
 
 +
===[[File: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:<br>
 +
('''Skill Atk.''') x ('''Base Physical Atk.''') x ('''Strength''') x ('''Atk. Enhancement Options''') x (1-'''Phys. Def.''')<ref>[https://namu.wiki/w/%EB%8D%98%EC%A0%84%20%EC%95%A4%20%ED%8C%8C%EC%9D%B4%ED%84%B0/%EB%8C%80%EB%AF%B8%EC%A7%80%20%EA%B3%84%EC%82%B0%20%EA%B3%B5%EC%8B%9D#s-3 Damage Formula]</ref>
 +
 
 +
===[[File: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==
 +
 
 +
===[[File: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:<br>
 +
('''Skill Atk.''') x ('''Base Magical Atk.''') x ('''Intelligence''') x ('''Atk. Enhancement Options''') x (1-'''Mag. Def.''')
 +
 
 +
===[[File: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.
 +
 
 +
==[[File:Independent Atk..png]] Independent Atk.==
 +
Increases the damage inflicted by both magical and physical skills that deal fixed damage. Increases as you level up and can be found on gear as Independent Atk. Damage dealt is affected by either INT or STR depending on the damage type of the skill in question. Unlike Magical and Physical Atk., the independent Atk. of a weapon remains the same regardless of weapon type. (I.E. A level 100 Epic Short Sword with 100% superior quality will have the same Independent Atk. as a level 100 Musket of the same quality.)
 +
 
 +
Calculated as follows:<br>
 +
('''Skill Atk.''') x ('''Base Independent Atk.''') x ('''Strength or Intelligence'''<small>''(Depending on the skill)''</small>) x ('''Atk. Enhancement Options''') x (1-'''Phys. or Mag. Def.'''<small>''(Depending on the skill)''</small>)
 +
 
 +
==Elemental Damage==
 +
===[[File:Fire Damage Boost.png]][[File:Water Damage Boost.png]][[File:Light Damage Boost.png]][[File:Shadow 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.
 +
 
 +
Calculated as follows:<br>
 +
1 + ('''your Element Damage''' +11 - '''Enemy's Elemental Resistance''')/'''222'''<ref>[https://namu.wiki/w/%EB%8D%98%EC%A0%84%20%EC%95%A4%20%ED%8C%8C%EC%9D%B4%ED%84%B0/%EB%8C%80%EB%AF%B8%EC%A7%80%20%EA%B3%84%EC%82%B0%20%EA%B3%B5%EC%8B%9D#s-4.6 Elemental Damage Formula]</ref>
 +
 
 +
To learn more, go to the [[Elements]] page.
 +
 
 +
==Speed==
 +
 
 +
===[[File: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. Can only go up to 200% Movement Speed.
 +
 
 +
===[[File:Movement Speed.png]] Town Movement Speed===
 +
The speed your character moves while walking in town. This base speed can be improved through rare avatar sets and certain special avatars.
 +
 
 +
===[[File: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. Can only go up to 200% Attack Speed.
 +
Does not affect casting.
 +
 
 +
See [[Weapons]] for general speed comparisons, separated by class.
 +
 
 +
===[[File:Casting Speed.png]] Casting Speed===
 +
Speed of Magical Skill casting. The faster the Casting Speed is, the less time it takes to Cast skills. Can only go up to 200% Attack Speed.
 +
Does not affect attacking speed.
 +
 
 +
==Damage Avoidance==
 +
===[[File:Physical Defense.png]] Physical Defense===
 
The physical damage reduction percentage you experience when you are hit by an enemy of an equal level.
 
The physical damage reduction percentage you experience when you are hit by an enemy of an equal level.
  
==Magical Attack==
+
===[[File:Magical Defense.png]] Magical Defense===
The numerical amount of magical damage you do to an enemy with a Magical Defense stat of 0.
+
The magical damage reduction percentage you experience when you are hit by an enemy of an equal level.
 +
 
 +
===[[File:Evasion Rate.png]] Evasion Rate===
 +
Percent chance of evading an attack. Evaded attack deal no damage. Can only go up to 75% Evasion Rate.
 +
 
 +
===[[File:Fire Resistance.png]][[File:Water Resistance.png]][[File:Light Resistance.png]][[File:Shadow Resistance.png]] Elemental Resistance===
 +
Decreases the corresponding elemental damage received. Up to 100 Elemental Resistance can be applied. See also [[Elemental Attribute]]
 +
 
 +
===Abnormal Status Tolerance===
 +
Decreases the corresponding Abnormal Status damage received or reduces the chances to receive certain statuses. To learn more, see [[Status Effects]].
 +
 
 +
===Decrease Phys. Dmg.===
 +
Decreases incoming Physical Damage by a percentage.
 +
 
 +
===Decrease Mag. Dmg.===
 +
Decreases incoming Magical Damage by a percentage.
 +
 
 +
==Additional Statuses==
 +
 
 +
===[[File:Adventurer Fame.png]] Adventurer Fame ===
 +
A special parameter succeeding the defunct Exorcism status, Adventurer Fame measures the value of your items based on their performance, cost, and various other aspects such as:
 +
* Weapons | Equipment Sets | Accessories | Special Equipment | Reinforcement | Amplification | Refinement | Enchantment | Product of Wisdom/Corruption Modification | Legion/Raid Equipment Fusion | Black Purgatory Option Conversion | Equipment Growth System | Seon Equipment Upgrade. <br>
 +
* Avatars | Emblems | Titles + Enchantment | Auras | Explorer Club Insignia | Creatures | Artifacts | Talismans | Runes. | Subtraits
 +
* The Consumables that used to increase Exorcism will now increase Fame.
 +
* Past and present Dungeons that originally needed a certain amount of Exorcism to enter, will also be replaced by Adventurer Fame with their own minimum requirements.
 +
 
 +
===[[File: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.
 +
 
 +
=== Hit Stun===
 +
Increases Hitstun on enemies that you attack. The higher the number, the more likely the enemy will be stunned longer.
 +
 
 +
===[[File:HP Recovery Rate.png]] HP Recovery===
 +
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.
 +
 
 +
===[[File:MP Recovery Rate.png]] MP Recovery===
 +
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.
 +
 
 +
===[[File:Immobility.png]] Immobility===
 +
Increases Immobility Duration (also known as hitstun: the duration that targets stay Immobilized upon being attacked) when attacking enemies.
 +
 
 +
===[[File:Hit Recovery.png]] Hit Recovery===
 +
Decreases Recoil when hit by enemies (I.E. reducing the duration that targets stay immobilized upon being attacked).
 +
 
 +
===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===
 +
'''[[Fatigue]]''', while not a stat does directly affect the character in gameplay. You have a total of 156 Fatigue points per weekday and 176 per on weekends. These points points are consumed by playing dungeons. If all 156 or 176 Fatigue points are consumed, the player is unable to enter any dungeons, regardless of which character they play. If a Neo Premium Contract Plus+ is purchased, you'll receive 273 Fatigue Points during weekdays and 293 on weekends respectively.
 +
 
 +
===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.
 +
 
 +
==Equipment Bonuses==
 +
These stats can only be found on outside sources such as certain equipment, avatars, pets, enchantments and titles.
 +
 
 +
===Atk. Increase===
 +
Increases Physical/Magical/Independent damage.
 +
 
 +
===Atk. Amp.===
 +
Intensifies Physical/Magical/Independent damage.
 +
 
 +
===Buff Power===
 +
Increases the performance of Buff skills applied to party members. Only applicable to [[Buffer]] classes.
 +
 
 +
===Buff Power Amp.===
 +
Intensifies Buff Power.
 +
 
 +
===Overall Damage Increase===
 +
Increases Overall Damage.
  
==Magical Defense==
+
===Convert Abnormal Status Dmg.===
The magical damage reduction percentage you experience when you are hit by an enemy of an equal level.
+
Converts a percentage of outgoing damage into '''{{IconLink|Bleeding}}'''/'''{{IconLink|Poison}}'''/'''{{IconLink|Burn}}'''/'''{{IconLink|Shock}}''' Abnormal Status damage.
 +
 
 +
===Final Cooldown Reduction===
 +
The actual value applied, with cooldown reduction and cooldown recovery calculated.<br>
 +
Can't exceed 70%.
 +
 
 +
*'''Cooldown Reduction'''
 +
Decreases skill cooldown.<br>
 +
Not applicable to options that decrease the cooldown of a specific skill or skills within a certain Level range.<br>
 +
- Applicable to options that exclude Awakening skills.<br>
 +
Not to be confused with Cooldown Recovery.
 +
 
 +
*'''Cooldown Recovery'''
 +
Increases skill cooldown recovery.<br>
 +
Not applicable to options that decrease the cooldown of a specific skill or skills within a certain Level range.<br>
 +
- Applicable to options that exclude Awakening skills.<br>
 +
Not to be confused with Cooldown Reduction.
 +
 
 +
===[[File: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.
 +
 
 +
==Other==
 +
===Damage===
 +
Increases your attack damage by a percentage.
 +
Only your highest Additional Damage sources can be applied at one time.
 +
All Bonus Damage sources can apply at the same time.
 +
Applicable for level 100 and below.
 +
Not to be confused with Overall Damage Increase.
 +
 
 +
===Critical Damage===
 +
Increases your Critical Damage by a percentage.
 +
Only your highest Additional Critical Damage sources can be applied at one time.
 +
All Bonus Critical Damage sources can apply at the same time.
 +
Applicable for level 100 and below.
 +
 
 +
===Bonus Damage===
 +
Increases your Bonus Damage by a percentage.
 +
Additional Elemental Damage is also included in this area.
 +
Applicable for level 100 and below.
 +
 
 +
===All Atk.===
 +
Increases your overall Atk. by a percentage.
 +
Applicable for level 100 and below.
 +
 
 +
===Physical Atk.===
 +
Increases your Physical Atk. by a percentage.
 +
Applicable for level 100 and below.
  
==Elemental Resistance==
+
===Magic Atk.===
Decreases the corresponding elemental damage received.
+
Increases your Magic Atk. by a percentage.
Each 15 points deducts 10% of total damage. Attaining 150 points will deduct the corresponding elemental damage to 1.  
+
Applicable for level 100 and below.
  
==Noob-O-Meter==
+
===Independent Atk.===  
Percentage of penalty received. Noob-O-Meter percentage directly impact the amount of experience reward from a quest. The penalty applies when one forms a party with a player 7 levels or higher than himself. <br>The player will '''not''' receive Noob-O-Meter in the following cases:
+
Increases your Independent Atk. by a percentage.
*Forming a party with players within mentor/disciple([[Member]]) group.
+
Applicable for level 100 and below.
*Forming a party with players in the same guild.
 
*Forming a party with anyone for Tower of Death.
 
*Forming a party with anyone in the same premium internet cafe.
 
  
Noob-O-Meter penalty can be '''reduced''' by:
+
===Strength===
*Leveling up
+
Increases your Skill Atk. by a percentage.
*Running a dungeon. (Effective even if the player dies)
+
Applicable for level 100 and below.
*Amount of penalty reduction depends on the penalty the player possess; it's not dependent on level of a character.
 
**The higher the penalty, the higher the reduction; The lower the penalty, the lower the deduction.
 
*All the above methods are more effective if the player solo a dungeon.
 
  
==Fatigue Points==  
+
===Intelligence===
Total of 156 fatigue points are given per day.
+
Increases your Skill Atk. by a percentage.
Entering a dungeon automatically consumes one point. As the player progress through the map, each map consumes one point.
+
Applicable for level 100 and below.
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, along with coins.
 
  
==Life Tokens==
+
===Damage over Time===
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 knocks 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.  
+
Applies continuous damage over time by a percentage.  
 +
Duration set is based on the source in question.
 +
Applicable for level 100 and below.
  
 +
==Outdated==
 +
===[[File:Exorcism Parameter.png]] Exorcism===
 +
A special parameter that could be acquired from certain potions and virtually every equipment except for Titles, Pets or Shields. Originally used as a means to enter the defunct [[Otherverse]] and [[Ancient Dungeon]]s, Exorcism was expanded to special dungeons and Raids throughout the game. How much Exorcism you had would affect the survivability and overall stats of your character. For example, entering a dungeon with below the minimum required Exorcism stat would greatly increase incoming damage and reduce your outgoing damage.
  
 +
As of the Season 6, Act 18. Update, the Exorcism stat has been replaced with the Adventurer Fame system.
  
==Status Effects==
+
===Damage Value===
{| border="0" cellpadding="2" cellspacing="1" style="background-color: #aaaaaa;"
+
Increases overall incoming damage.
|- style="background-color: #ffffff;" align="center"
+
As of the Season 8, Act 3. Update, this stat has been succeeded by the Atk. Increase stat.
! style="width:30;"|
 
! style="width:100pt;" | Status
 
! style="width:450pt;" | Effect
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE1.png]] || Electrocution|| Spark of electricity is shown. The player will receive additional damage from attacks with lightening attribute. Shocked damage depends on intelligence of the attacker, which inflicts damage that ignores defense stat.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE2.png]] || Bleeding || Player is covered with crimson color. Receives fixed damage for certain period. Moving will inflict 1.5x fixed damage, however the monsters do not receive 1.5x even if they move. Fixed damage varies on the intelligence of attacker. Ignores the defense stat.
 
  
''Total damage = bleeding damage of skill * (1 + (INT * 0.004))''
+
===Skill Atk.===
|- style="background-color: #ffffff;" align="center"
+
Increases your Skill Atk. by a percentage.
| [[Image:StatusE3.png]] || Burn || Receives fixed damage with fire attribute for certain period. Damage is also inflicted on any near-by target around the player, regardless of ally or foe.
+
As of the Season 8, Act 3. Update, this stat has been succeeded by the Overall Damage Increase stat.
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE4.png]] || Poison || Receives fixed damage for certain period. The damage ignores the defense stat, but poison resistance stat deducts the fixed damage.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE5.png]] || Blind || Limits the view point of the player for certain period. Player hit rate is reduced while Blinded.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE6.png]] || Stunned || A player becomes immobilized, unable to do anything for certain period. Should the player gets stunned while in mid-air or downed, the effect is shown after the player stands up.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE7.png]] || Petrified || A player becomes immobilized. Can't be downed or launched in this status. Receives damage if a player is unable to break out of this status within time limit.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE8.png]] || Frozen || A player becomes immobilized. Can't be downed or launched in this status. Receiving any attack with fire attribute can immediately nullify this effect.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE9.png]] || Sleeping || A player sleeps on the ground. Unable to do anything, counts as a downed status. Receiving a single damage will immediately nullify this effect.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE10.png]] || Confused || !? sign appears on the top of player's head. Up, down and left, right directional keys are reversed briefly.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE11.png]] || Immobility || A player becomes immobilized. Able to attack, but unable to jump. Back step is possible.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE12.png]] || Super Armor || A red line covers a player. Ignores all knock back or downed attack briefly. Throw move and counter attack ignores super armor effect.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE13.png]] || Haste || Increases moving and attack speed of the player. Speed varies on the level of haste effect.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE14.png]] || Slow || Decreases moving and attack speed of the player. Speed varies on the level of haste effect.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE15.png]] || Blessed || Increases fixed number of all stat briefly.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE16.png]] || Cursed || Decreases fixed number of all stat briefly.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE17.png]] || Invisibility || A player becomes dematerialized. No attack can be landed on the player. The player can't take a fairy in this status.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE19.png]] || Defense Destruction || A player's defense stat becomes 0. Only occurs for certain equipments in certain situation.
 
|- style="background-color: #ffffff;" align="center"
 
| [[Image:StatusE18.png]] || Weapon Destruction || A player's attack stat becomes 0. Only occurs for certain equipments in certain situation.
 
|}
 
  
 
==Physical Attack Attribute==
 
==Physical Attack Attribute==
Line 118: Line 256:
 
! style="width:100pt;" | Type
 
! style="width:100pt;" | Type
 
! style="width:100pt;" | Attribute
 
! style="width:100pt;" | Attribute
! style="width:450pt;" | Weapons
+
! style="width:300pt;" | Weapons
! style="width:450pt;" | Detail
+
! style="width:600pt;" | Detail
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| Smash || Melee || Bash || Blunt, Knuckle, Gauntlet, Boxing Glove, Tonpa, Staff, Rod, Stick, Cross, Beads, Totem, Axe || 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.
+
| 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.
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| Slice || Melee || Slash || Blade, Short Sword, Large Sword, Beam Saber, Claw, Spear || 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.
+
| Slice || Melee || Slash || [[Katana]], [[Short Sword]], [[Zanbato]], [[Lightsabre]], [[Claw]], [[Spear]], [[Battle Axe]], [[Scythe]], [[Dagger]], [[Twin Swords]], [[Long Lance]], [[Halberd]], [[Beam Spear]], [[Kodachi]], [[Odachi]], [[Square Sword]], [[Core Blade]] || 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.
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| Projectile || Ranged || Slash || Autogun, Revolver, Bowgun, Musket || Ranged slash type attack. Most normal attacks of gunner tend to have attribute. Including property of slice attack, it triggers certain monsters to auto-shield themselves.
+
| Projectile || Ranged || Slash || [[Auto Gun]], [[Revolver]], [[Bowgun]], [[Musket]], [[Chakra]], [[Javelin]], [[Agent|Handgun]], [[Secret Agent|Surpressed Handgun]], [[Hitman|Sub Machine Gun]] || 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.
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| Explosion || Ranged || Bash || Hand Cannon || Ranged bash type attack. Including property of smash attack, it triggers certain monsters to auto-shield themselves.
+
| Explosion || Ranged || Bash || [[Hand Cannon]], [[Trouble Shooter|Shotgun]], [[Specialist (Subclass)|Core Pistol]] || 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.
 
|- style="background-color: #ffffff;" align="center"
 
|- style="background-color: #ffffff;" align="center"
| 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.  
+
| 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.  
 
|}
 
|}
 
[[Category:Game System]]
 
[[Category:Game System]]

Latest revision as of 10:54, 12 September 2024

Missing info.png Seria says: "Nothing should be as mysterious as I am!"

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.

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%.

Intelligence.png Intelligence

Increases the amount of Magical damage you deliver. Every 250 points increases your magical damage by 100%.

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:
(Skill Atk.) x (Base Physical Atk.) x (Strength) x (Atk. Enhancement Options) x (1-Phys. Def.)[1]

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:
(Skill Atk.) x (Base Magical Atk.) x (Intelligence) x (Atk. Enhancement Options) x (1-Mag. Def.)

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 fixed damage. Increases as you level up and can be found on gear as Independent Atk. Damage dealt is affected by either INT or STR depending on the damage type of the skill in question. Unlike Magical and Physical Atk., the independent Atk. of a weapon remains the same regardless of weapon type. (I.E. A level 100 Epic Short Sword with 100% superior quality will have the same Independent Atk. as a level 100 Musket of the same quality.)

Calculated as follows:
(Skill Atk.) x (Base Independent Atk.) x (Strength or Intelligence(Depending on the skill)) x (Atk. Enhancement Options) x (1-Phys. or Mag. Def.(Depending on the skill))

Elemental Damage

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.

Calculated as follows:
1 + (your Element Damage +11 - Enemy's Elemental Resistance)/222[2]

To learn more, go to the Elements page.

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. Can only go up to 200% Movement Speed.

Movement Speed.png Town Movement Speed

The speed your character moves while walking in town. This base speed can be improved through rare avatar sets and certain special avatars.

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. Can only go up to 200% Attack 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. Can only go up to 200% Attack Speed. Does not affect attacking speed.

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. Can only go up to 75% Evasion Rate.

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

Decreases the corresponding elemental damage received. Up to 100 Elemental Resistance can be applied. See also Elemental Attribute

Abnormal Status Tolerance

Decreases the corresponding Abnormal Status damage received or reduces the chances to receive certain statuses. To learn more, see Status Effects.

Decrease Phys. Dmg.

Decreases incoming Physical Damage by a percentage.

Decrease Mag. Dmg.

Decreases incoming Magical Damage by a percentage.

Additional Statuses

Adventurer Fame.png Adventurer Fame

A special parameter succeeding the defunct Exorcism status, Adventurer Fame measures the value of your items based on their performance, cost, and various other aspects such as:

  • Weapons | Equipment Sets | Accessories | Special Equipment | Reinforcement | Amplification | Refinement | Enchantment | Product of Wisdom/Corruption Modification | Legion/Raid Equipment Fusion | Black Purgatory Option Conversion | Equipment Growth System | Seon Equipment Upgrade.
  • Avatars | Emblems | Titles + Enchantment | Auras | Explorer Club Insignia | Creatures | Artifacts | Talismans | Runes. | Subtraits
  • The Consumables that used to increase Exorcism will now increase Fame.
  • Past and present Dungeons that originally needed a certain amount of Exorcism to enter, will also be replaced by Adventurer Fame with their own minimum requirements.

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.

Hit Stun

Increases Hitstun on enemies that you attack. The higher the number, the more likely the enemy will be stunned longer.

HP Recovery Rate.png HP Recovery

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

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 Recoil when hit by enemies (I.E. reducing the duration that targets stay immobilized upon being attacked).

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

Fatigue, while not a stat does directly affect the character in gameplay. You have a total of 156 Fatigue points per weekday and 176 per on weekends. These points points are consumed by playing dungeons. If all 156 or 176 Fatigue points are consumed, the player is unable to enter any dungeons, regardless of which character they play. If a Neo Premium Contract Plus+ is purchased, you'll receive 273 Fatigue Points during weekdays and 293 on weekends respectively.

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.

Equipment Bonuses

These stats can only be found on outside sources such as certain equipment, avatars, pets, enchantments and titles.

Atk. Increase

Increases Physical/Magical/Independent damage.

Atk. Amp.

Intensifies Physical/Magical/Independent damage.

Buff Power

Increases the performance of Buff skills applied to party members. Only applicable to Buffer classes.

Buff Power Amp.

Intensifies Buff Power.

Overall Damage Increase

Increases Overall Damage.

Convert Abnormal Status Dmg.

Converts a percentage of outgoing damage into Bleeding (Status).png Bleeding/Poison (Status).png Poison/Burn (Status).png Burn/Electrocution (Status).png Shock Abnormal Status damage.

Final Cooldown Reduction

The actual value applied, with cooldown reduction and cooldown recovery calculated.
Can't exceed 70%.

  • Cooldown Reduction

Decreases skill cooldown.
Not applicable to options that decrease the cooldown of a specific skill or skills within a certain Level range.
- Applicable to options that exclude Awakening skills.
Not to be confused with Cooldown Recovery.

  • Cooldown Recovery

Increases skill cooldown recovery.
Not applicable to options that decrease the cooldown of a specific skill or skills within a certain Level range.
- Applicable to options that exclude Awakening skills.
Not to be confused with Cooldown Reduction.

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.

Other

Damage

Increases your attack damage by a percentage. Only your highest Additional Damage sources can be applied at one time. All Bonus Damage sources can apply at the same time. Applicable for level 100 and below. Not to be confused with Overall Damage Increase.

Critical Damage

Increases your Critical Damage by a percentage. Only your highest Additional Critical Damage sources can be applied at one time. All Bonus Critical Damage sources can apply at the same time. Applicable for level 100 and below.

Bonus Damage

Increases your Bonus Damage by a percentage. Additional Elemental Damage is also included in this area. Applicable for level 100 and below.

All Atk.

Increases your overall Atk. by a percentage. Applicable for level 100 and below.

Physical Atk.

Increases your Physical Atk. by a percentage. Applicable for level 100 and below.

Magic Atk.

Increases your Magic Atk. by a percentage. Applicable for level 100 and below.

Independent Atk.

Increases your Independent Atk. by a percentage. Applicable for level 100 and below.

Strength

Increases your Skill Atk. by a percentage. Applicable for level 100 and below.

Intelligence

Increases your Skill Atk. by a percentage. Applicable for level 100 and below.

Damage over Time

Applies continuous damage over time by a percentage. Duration set is based on the source in question. Applicable for level 100 and below.

Outdated

Exorcism.png Exorcism

A special parameter that could be acquired from certain potions and virtually every equipment except for Titles, Pets or Shields. Originally used as a means to enter the defunct Otherverse and Ancient Dungeons, Exorcism was expanded to special dungeons and Raids throughout the game. How much Exorcism you had would affect the survivability and overall stats of your character. For example, entering a dungeon with below the minimum required Exorcism stat would greatly increase incoming damage and reduce your outgoing damage.

As of the Season 6, Act 18. Update, the Exorcism stat has been replaced with the Adventurer Fame system.

Damage Value

Increases overall incoming damage. As of the Season 8, Act 3. Update, this stat has been succeeded by the Atk. Increase stat.

Skill Atk.

Increases your Skill Atk. by a percentage. As of the Season 8, Act 3. Update, this stat has been succeeded by the Overall Damage Increase stat.

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, Beam Spear, Kodachi, Odachi, Square Sword, Core Blade 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, Javelin, Handgun, Surpressed Handgun, Sub Machine Gun 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, Shotgun, Core Pistol 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.