Welcome to the DFO World Wiki. With many major updates since the release of DFO, many items are missing. Visit Item Database Project to learn more.
Please remember to click "show preview" before saving the page.
Thanks for the updated logo snafuPop!

Status

From DFO World Wiki
(Redirected from Physical Defense)
Jump to: navigation, search
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.