MDEF: Difference between revisions
imported>Yongky6749 m (→Soft MDEF) |
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! {{Item List |id=4287 |item=Kapha Card}} | ! {{Item List |id=4287 |item=Kapha Card}} | ||
| +8 || Garment. Only if refined to +5 or lower. | | +8 || Garment. Only if refined to +5 or lower. | ||
|- | |- | ||
! {{Item List |id=4200 |item=Megalith Card}} | ! {{Item List |id=4200 |item=Megalith Card}} | ||
| +7 || Footgear. Only if refined to +5 or lower. | | +7 || Footgear. Only if refined to +5 or lower. | ||
|- | |- | ||
! {{Item List |id=4150 |item=Rideword Card}} | ! {{Item List |id=4150 |item=Rideword Card}} | ||
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! {{Item List |id=4211 |item=Vocal Card}} | ! {{Item List |id=4211 |item=Vocal Card}} | ||
| +3 || Garment. | | +3 || Garment. | ||
|} | |} | ||
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SoftMDEF = floor(Lvl ÷ 4) + floor (VIT ÷ 10) + floor(INT ÷ 5) | SoftMDEF = floor(Lvl ÷ 4) + floor (VIT ÷ 10) + floor(INT ÷ 5) | ||
</pre> | </pre> | ||
== Bypassing MDEF == | == Bypassing MDEF == | ||
The equipment below are known to bypass MDEF. | The equipment below are known to bypass MDEF. | ||
=== Cards === | === Cards === | ||
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! {{Item List |id=4374 |item=Vesper Card}} | ! {{Item List |id=4374 |item=Vesper Card}} | ||
| Bypass 30% of hard magic defense of Boss monsters when performing a magical attack. | | Bypass 30% of hard magic defense of Boss monsters when performing a magical attack. | ||
|} | |} | ||
Latest revision as of 13:39, 13 October 2020
Magic Defense is the total magical defense that is factored upon magic damage, which is generally based on MATK as whole or partially. However, there are exceptions.
The descriptions used here refer to Hard and Soft MDEF. These names are used for clarity. The vast majority of players do not use these terms in general conversation, and instead refer Armor Mdef (hard) and INT Mdef (soft). Hard MDEF works as a relative reduction, whereas Soft MDEF is a subtractive reduction.
Hard MDEF
Hard m. defense, also known as "armor" or "equipment" m. defense reduces, incoming magic damage multiplicatively.
- Damage after Hard MDEF =
Damage × [(1000 + HardMDEF) ÷ (1000 + HardMDEF × 10)]
For example, a player with a Hard MDEF of 60 will have incoming m. damage reduced by about ⅓, and a player with a Hard MDEF of 125 will have incoming damage reduced by half.
Hard m. defense has a base value of 0, and is increased by equipment, some skills, and items.
Additive Bonuses
Item/Skill | Max Modifier | Additional notes | ||
---|---|---|---|---|
|
+3 | Shield. Only if refined to +5 or lower. | ||
|
+3 | Footgear. May reflect magic back to the caster. | ||
|
+1 | Armor. Gives immunity to Frozen. | ||
|
+3 | Armor. Mage class only. May reflect magic back to the caster. | ||
|
+5 | Headgear. Only if refined to +5 or lower. | ||
|
+5 | Armor. Only if refined to +5 or lower. | ||
|
+8 | Garment. Only if refined to +5 or lower. | ||
|
+7 | Footgear. Only if refined to +5 or lower. | ||
|
+1 | Headgear. Acolyte class only. | ||
|
+10 | Shield. | ||
|
+2 | Armor. | ||
|
+5 | Shield. Only if refined to +9 or higher. | ||
|
-50 | Armor. Doubles Max HP. | ||
|
+3 | Garment. |
Soft MDEF
Soft magic defense, also known as "INT" magic defense, reduces incoming magic damage directly.
SoftMDEF = INT + VIT ÷ 5 + DEX ÷ 5 + BaseLv ÷ 4 TotalSoftMDEF = [(SoftMDEF + BonusA) × (1 + BonusB ÷ 100)]
- BonusA is the sum of additive bonuses.
- BonusB is the sum of multiplicative bonuses.
Monsters use a different SoftMDEF formula.
SoftMDEF = floor(Lvl ÷ 4) + floor (VIT ÷ 10) + floor(INT ÷ 5)
Bypassing MDEF
The equipment below are known to bypass MDEF.
Cards
Card | Notes | ||
---|---|---|---|
|
Bypass 100% of hard magic defense of normal monsters when performing a magical attack. | ||
|
When compounded to a Rod, Int +1 and ignores 2% of the MDEF of enemies. | ||
|
Bypass 30% of hard magic defense of Boss monsters when performing a magical attack. |
See Also
Game Mechanics | ||
---|---|---|
General | Levels • Experience • Attacks • Skills • Elements • Drop System • Monsters • Items • Status Effects | |
Stats | Primary Stats | STR • AGI • VIT • INT • DEX • LUK |
Substats | ATK • MATK • DEF • MDEF • HIT • CRIT • FLEE • ASPD | |
HP / SP | Max HP • Max SP • HP Recovery • SP Recovery • Healing Items • Restoration Calculation | |
Quasi-Stats | Attack Range • Cast Time • Perfect Dodge • Perfect Hit • Weight Limit • Movement Speed |