Stats

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Primary Stats

Stats are the six fundamental character statistics that make (or break) a character. Stats start out with a base value of 1 and can be raised as far as 99 (up to 80 on baby classes). Base stats are increased by spending stat points, higher stats costing more to raise (particularly for base stats beyond 100). Stat points are gained with base level increases, the amount increasing with higher levels.

STR

Strength: This stat affects the "melee" physical power of the character, allowing it to deal damage even if no weapons are equipped if a sufficient amount of STR is invested. The STR value is also multiplied to the Weapon ATK value for even more damage increase.

When using "melee-type" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every point of STR provides:

When using "ranged-type" weapons such as Bows, Instruments and Whips, every 5 points of STR provide:

Every point of STR provides:

STR specific:

AGI

Agility: This stat affects the speed of the character in many aspects, allowing it to attack faster and dodge attacks more often.

Every point of AGI provides:

Every 5 points of AGI provide:

The actual ASPD calculation depends on AGI, DEX, ASPD Potions and skills, the type of equipped weapon, and current job class. It can take between 1 and 20 AGI to increase ASPD by 1. More details can be found in the entry for ASPD discussion.

AGI specific:

VIT

Vitality: This stat affects the endurance, HP, and restorative power of the character, allowing it to last longer against monsters and to regain more life with healing items.

Every point of VIT provides:

  • Max HP +1%
  • Healing Items effectiveness +2% (HP)
  • Resistance vs. the following Status Effects:
    • Stun: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Deadly Poison: -1% chance from being inflicted, decreases duration (exact value unknown)

Every 2 points of VIT provide:

Every 5 points of VIT provide:

Every 200 of Max HP provides 1 more HP regenerated during natural HP Recovery.

VIT specific:

INT

Effects of INT and DEX on the Cast Time for a normal spell

Intelligence: This stat affects the mental power of the character, allowing to deal magic damage even if no weapons are equipped if a sufficient amount of INT is invested.

Every point of INT provides:

Every 2 points of INT provide:

Every 6 points of INT provide:

When INT reaches 120 or higher:

  • SP Recovery rate +4 (going from 119 to 120 INT gives +5 regeneration)

Every 100 of Max SP provides 1 more SP regenerated during natural SP Recovery.

INT specific:

DEX

Dexterity: This stat affects the accuracy (HIT) of the character in many aspects, allowing it to land hits easier, among other things. It is also the primary stat for "ranged" physical power, and the primary stat for decreasing cast time.

When using "ranged-type" weapons such as Bows, Instruments and Whips, every point of DEX provides:

When using "melee-type" weapons such as Axes, Books, Daggers, Katars, Knuckles, Maces, Spears or when Bare Handed, every 5 points of DEX provide:

Every point of DEX provides:

Every 5 points of DEX provide:

DEX specific:

LUK

Luck: This stat affects the fortune of the character in some aspects, allowing it to deal Critical hits more often, luckily dodging enemy attacks more often, among several other small bonuses.

Every point of LUK provides:

  • Blacksmiths: Forging success rate +0.1%
  • Alchemists: Brewing success rate +0.1%
  • Cooking success rate +0.1%
  • Resistance vs. the following Status Effects:
    • Blind: slightly decreases chance from being inflicted
    • Curse: -1% chance from being inflicted
    • Frozen: slightly decreases from being inflicted
    • Poison: slightly decreases chance from being inflicted (exact value unknown)
    • Silence: slightly decreases from being inflicted
    • Sleep: slightly decreases from being inflicted
    • Stone Curse: slightly decreases chance from being inflicted
    • Stun: slightly decreases chance from being inflicted, -0.01 seconds duration

Every 3 points of LUK provide:

Every 5 points of LUK provide:

Every 10 points of LUK provide:

LUK specific:

Substats

There are also secondary stats which are determined by the primary stats, along with gears and skills.

ATK

Main article: ATK

Attack: The physical attack rating for both ranged and melee weapons. It is listed as A + B in the Status Window, where A represents the Status ATK and B represents the sum of Weapon ATK (base weapon damage and its base bonus damage from refinement) and Equip ATK (bonus damage from equipment and buffs). Only B is affected by Element. The Status Window does not show the total ATK used for the Attack damage calculation.

MATK

Main Article: MATK

Magic Attack: The magic attack rating. It is listed as A + B in the Status Window, where A represents the Status MATK and B represents the Weapon MATK (equipped weapon and its refinement rate) and Equip MATK (equipment and buffs). The MATK as whole is affected by Element. The Status Window does not show the total MATK used for the damage calculation.

DEF

Main article: DEF

Defense: The defense rating against physical damage. It is shown as A + B in the Status Window, where A represents the Soft DEF and B represents the Hard DEF. Hard DEF cuts damage relatively, whereas Soft DEF is an absolute reduction with that number.

MDEF

Main article: MDEF

Magic Defense: The defense rating against magic damage. It is shown as A + B in the Status Window, where A represents the Soft MDEF and B represents the Hard MDEF. Hard MDEF cuts damage relatively, whereas Soft MDEF is an absolute reduction with that number.

  • Note: Each point of Hard MDEF also provides 1% resistance to Frozen and Stone Curse statuses.

HIT

Hit rate: The accuracy rating, which is calculated as 175 + BaseLv + DEX + Floor(LUK ÷ 3) + Bonus.

  • The chance to land a hit is calculated as [AttackerHit - DefenderFlee]%.
  • When dealing with the monsters, the chance is calculated as [100 + PlayerHit - HitRequiredFor100%]%.
    • HitRequiredFor100% is the value from the monster's table which shows the player's Hit rate required for making 100% chance of landing hits against monster. This value is calculated as 200 + Level + AGI.
  • Note: The chance cannot be below 5% (Except in WoE).

CRIT

Critical Hit Rate: The Critical Hit rating, which increases damage by 40%. Offensive skills do not take CRIT into account. Critical Hit also ignores Flee rate but not Perfect Dodge nor DEF. Critical Hit Rate is doubled when wielding a Katar type weapon.

  • The CRIT rate displayed in the Status Window is accurate. To reach that value take your current LUK and divide it by 3, then add 1 (everyone irregardless of stats gets 1 CRIT), and then add CRIT rate bonuses from equips/cards. Example: (74 / 3) + 1 + 5 = 25 (rounded down).
  • Critical hit can proc physical autocasts, so 100+ crit for autocast builds is a viable way to make up for a low DEX build.
  • Critical damage always goes with the highest weapon level variance. Weapons under the safe refine level will always have the same exact damage. Refinement bonus variance, on the other hand, will vary.
  • Critical damage modifiers goes right after the original CRIT damage, it goes like Final Critical Damage = Highest Weapon Level Variance Damage × 1.4 × Critical Damage Modifier %.

FLEE

Main article: FLEE
For the Monk skill, see Flee (Skill)

Flee rate: The dodge rating. It is shown as A + B in the Status Window, where A is calculated as 100 + BaseLv + AGI + Floor(LUK ÷ 5) + Bonus and B represents the Perfect Dodge, which is a direct percentage of dodging any regular hit, including Critical Hits.

  • The chance to dodge a hit is calculated as [100 − (AttackerHit − DefenderFlee)]%.
  • When dealing with monsters, the chance is calculated as [95 + PlayerFlee - FleeRequiredFor100%]%.
    • FleeRequiredFor100% is the value from the monster's table which shows the player's Flee rate required for making 95% chance of dodging the monster's attacks. This value is calculated as 170 + Level + DEX.
  • Note: The chance cannot be above 95% (Except in WoE). Also, there is a huge penalty to Flee rate when attacked by over enemies at same time.

ASPD

Main article: ASPD

Attack Speed: The hit/second rating. It depends on the player's class, equipped Weapon Type, Speed Modifiers, AGI and DEX. ASPD increases hits/second exponentially. It has a limit of 190 for non-3rd classes and 193 for 3rd classes. See the ASPD page for the ASPD formula.

HP

Main article: Max HP

Hit Points or Health Points. It is how much life points the character has or the amount of damage the character can sustain before dying. Max HP is mainly derived from the class of the character, VIT and any equipment that may affect HP.

SP

Main article: Max SP

Spell Points, Spell Power or even Mana. It is how much mental points the character has for performing skills. Max SP is mainly derived from the class of the character, INT and any equipment that may affect SP.

Quasi-Stats

The following are values which, while not directly visible in the Status Window, are directly measurable and can have just as big an impact on gameplay.

Attack Range

Attack Range is the maximum distance an attack or skill can be made from the player. For most weapons, the attack range is 3 cells. However, If the player attempts to attack while outside of Melee range, the client will move to 1 cell away. Bows get a base range of 5 cells and some special weapons have longer range (Such as the Long Mace). Additionally, all skills have an Attack Range too.

A monster's attack is considered Melee if the attacker is below 4 cells away from the target when attacking. A monster's attack is considered Ranged if the attacker is above 4 cells away from the target. While, a player's attack depends on the weapon or the skill used.

Cast Time

Main article: Skills#Cast Time

Many skills, and not just magic skills have a Cast Time. This is indicated by the green "progress bar" above the character's head. Cast Time is split into two parts, "Variable Cast Time" and "Fixed Cast Time". The variable portion is directly affected by DEX and INT (at half the amount of DEX).

Perfect Dodge

Main article: Perfect Dodge

Perfect Dodge allows the player to dodge a physical attack by a chance in percentage corresponding to the second value from the Flee rate. The LUK stat affects the Perfect Dodge value of a character directly.

Perfect Hit

Main article: Perfect Hit

Perfect Hit allows the player's physical attack to always hit by a chance in % corresponding to the Perfect Hit value, basically ignoring accuracy check. This value is not shown on Status Window.

Weight Limit

Main article: Weight Limit

The weight limit is how much a character can carry. The STR stat affects the Weight Limit value of a character directly.

Movement Speed

Main article: Movement Speed

Movement Speed is the speed the player walks at. It is NOT affected by AGI, only by certain skills and items.

Status Effects Resistance

Main article: Status Effects

Many stats affect the resistance of certain Status Effects, and even immunity to the effect can be achieved.

Leveling Up

  • Before Level 100, going from Level X to X + 1 gives Floor(X ÷ 5) + 3 stat points. (ex. from Level 94 to 95, Floor(94 ÷ 5) + 3 = 21 stat points are gained)
  • After Level 100, going from Level X to X + 1 gives Floor(X ÷ 10) + 13 stat points. (ex. from Level 141 to 142, Floor(141 ÷ 10) + 13 = 27 stat points are gained)
  • Going from Level 1 to 99 gives a total of 1225 stat points.
  • A freshly created character has 48 stat points to invest at Level 1, for a total of 1273 stat points.
  • A newly or transcended Novice has 100 stat points to invest at Level 1, for a total of 1325 stat points.
Level Range Points Gained
1~4 3
5~9 4
10~14 5
15~19 6
20~24 7
25~29 8
30~34 9
35~39 10
40~44 11
45~49 12
50~54 13
55~59 14
60~64 15
65~69 16
70~74 17
Level Range Points Gained
75~79 18
80~84 19
85~89 20
90~94 21
95~99 22
100~109 23
110~119 24
120~129 25

Raising Stats

Stat points required to reach base stat
Reference: Total stat point requirement
  • Raising a stat from X to X + 1 costs Floor[(X − 1) ÷ 10] + 2 points. (for X = 1, 2, 3, ..., 98, 99)
  • Raising a stat from 1 to 99 costs a total of 628 stat points.
  • Raising a stat from 100 to 130 is possible for 3rd class only and cost more stat points.
  • Raising a stat from X to X + 1 costs 4 × Floor[(X − 100) ÷ 5] + 16 points. (for X = 100, 101, ..., 129)
  • Raising a stat from 99 to 130 costs a total of 787 stat points.
  • Raising a stat from 1 to 120 costs a total of 1079 stat points.
  • Raising a stat from 1 to 130 costs a total of 1415 stat points.
Stat Range Raise Cost
1~10 2
11~20 3
21~30 4
31~40 5
41~50 6
51~60 7
61~70 8
71~80 9
Stat Range Raise Cost
81~90 10
91~99 11
100~104 16
105~109 20
110~114 24
115~120 28
121~125 32
126~130 36

Stat Reset

See our Stats & Skill Reset System article for information on resetting both stats and skills.

Notes

Base Stats vs. Total Stats

Base stats mean the stats alone without the bonus part (which is indicated by +X part in the Status Window). Total stats include both base and any bonus stats the character may have.

Warning: any investment in primary stats cannot be reversed except through a stat reset.