Tag: Character Statistic

Critical Hits

Critical Hits

A Critical Hit is an attack that does more than the usual amount of damage to an enemy.

When an attack scores a critical hit, a different animation is used instead of the normal hit animation.

The higher an attacker’s Dexterity, the greater their Critical Hit Rate against an opponent is. The higher a defender’s Agility, the less likely hey are to have critical hits scored against them.

The minimum critical hit rate from DEX vs. AGI is 5%, the maximum is 20%. Equipment and merits that increase critical hit rate are added on top of this.

The trait Critical Attack Bonus and items can increase the damage dealt by critical hits.

CRITICAL HIT RATE

The percentage chance of Critical Hits that a player (or monster) may get on their target. Items in the game that can increase Critical Hit Rate will raise this set percentage by the noted amount in its description.

Critical Attack Bonus

Items or traits with this effect will increase the damage of all Critical Hits by a percentage. This includes Ranged Attacks, Critical Hits inside of Weapon Skills, and those triggered by the effects of abilities such as Sneak Attack or Mighty Strikes.

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Evasion

Evasion

Stat that is compared to an enemy attacker’s accuracy to determine the chance that a character has of avoiding an attack. See Hit Rate for details.

Evasion is directly affected by a character’s evasion skill and AGI. For every two points of AGI a character has, their evasion is raised by one point. See Check for details on how to interpret high evasion and low evasion check messages.

Evasion Skill

A character’s natural evasion skill gained via actual combat experience. Different jobs have different evasion potentials.

Job Ratings

Job Skill Rank Cap at Lv.1 Cap at Lv.49 Cap at Lv.99
Rogue A+ 6 150 424
Ninja A- 6 150 417
Dancer B+ 5 144 404
Monk B+ 5 144 404
Rune Fencer B+ 5 144 404
Samurai B+ 5 144 404
Dragoon B 5 144 398
Puppeteer B 5 144 398
Beastmaster C 5 139 373
Dark Knight C 5 139 373
Paladin C 5 139 373
Warrior C 5 139 373
Blue Mage C- 5 139 368
Bard D 4 133 334
Pirate D 4 133 334
Geomancer D 4 133 334
Red Mage D 4 133 334
Black Mage E 4 124 300
Ranger E 4 124 300
Scholar E 4 124 300
Summoner E 4 124 300
Medic E 4 124 300

See: Combat Skills for more Skill information.

Equipment that enhances Evasion Skill

NOTE: These lists include items that enhance evasion skill. There are more than a hundred items that enhance evasion value, you can find them on the specific equipment slot pages (ie: Legs, Back, etc.). You can also check Evasion to find all items that enhance evasion instead of evasion skill.

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Defense

Defense

The stat that reduces the damage from a melee attack. Damage taken is related to the attacker’s attack value vs. the defender’s Defense value.

A character’s defense is a sum of various factors, including their main job level, their current Vitality score (at a ratio of two points of VIT to one point of defense), all currently equipped gear, food, the trait Defense Bonus, and spell effects such as Protect or Knight’s Minne.

Base defense (Defense before gear/spells/abilities/traits) is calculated using the following formula:

Level ≤ 50
Base Defense = ([VIT/2] + 8 + Level)
50 ≤ Level ≤ 60
Base Defense = ([VIT/2] + 8 + Level + (Level-50))
Level ≥ 60
Base Defense = ([VIT/2] + 8 + Level + 10)

Monster Defense

defense and evasion
  • Mob defense:
  • [f(level,family defense rank) + 8 + (VIT/2) + job traits] * family multiplier
  • Mob evasion: f(level,main job evasion skill rank) + (AGI/2) + job traits
  • Function f:
Rank Level 1-50 Level 51+
A 6+[(Lv-1)*3.0] 153+[(Lv-50)*5.0]?
B 5+[(Lv-1)*2.9] 147+[(Lv-50)*4.9]?
C 5+[(Lv-1)*2.8] 142+[(Lv-50)*4.8]
D 4+[(Lv-1)*2.7] 136+[(Lv-50)*4.7]?
E 4+[(Lv-1)*2.5] 126+[(Lv-50)*4.5]
  • Levels below 1 use the Level 1 calculation.
  • Most mob families have a defense rank of C.
    • Cow have a defense rank of E.
    • Chicken have a defense rank of B.
  • Most mob families have a defense multiplier of 1.0.
    • Pig, Sheep and Spider have a multiplier of ~1.2 (1 + 51/256, to be exact)
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Vitality

Vitality

Abbreviation: VIT

Vitality is a stat that is compared with an attacker’s strength to determine the damage curve and increases physical defense. Tanks, primarily Paladins, raise VIT in order to live longer and make a Medic‘s job easier.

For every two points of Vitality, a character’s defense stat is raised by one point.

Associated with the Element of Earth.

Vitality also increases the potency of cure spells.

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Mana Points

Mana Points

Abbreviation: MP

A numeric representation of a character’s magical energy.

Mana Points are used for casting most types of spells. Each spell requires a certain amount of MP to be used in order to cast it. The player will be unable to use the spell if current MP is insufficient. The maximum amount of MP available is determined by the player’s job class, level, and certain items.

Mana Points can be replenished by healing; the spells Refresh, Aspir, MP Drainkiss, or Magic Hammer; the songs Mage’s Ballad,Mage’s Ballad II or Mage’s Ballad III; Evoker’s Roll; an optional Sanction or Sigil bonus; certain equipment, medicine or food granting a Refresh; or the weapon skills Starlight, Moonlight, Energy Steal, Energy Drain, Mystic Boon and Spirit Taker.

Sleeping in a bed or visiting with a nomad Moogle will also replenish your MP.

The Summoner job has two additional uses for Magic Points. MP is used by Summoners for Avatar Perpetuation Cost; that is, Summoners use MP to maintain their avatars’ presence during battle. When an avatar fights by a Summoner’s side, the Summoner’s MP is drained according to that avatar’s perpetuation cost, after equipment effects and refresh effects are considered. Additionally, Summoner uses MP for Blood Pact Rage and Blood Pact Ward abilities, which are pet commands issued to avatars.

A Wizard may temporarily drop the MP costs of all spells to 0 via the use of his or her One Hour Ability, Manafront. With Manafront active, they are permitted to cast spells for which they would have insufficient MP, and even if their MP is 0.

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Agility

Agility

Abbreviation: AGI

Agility is a stat that is compared with an attacker’s dexterity to determine the likelihood that the enemy’s blow will be a critical.

The higher a defender’s AGI, the less likely they are to have critical hits scored against them.

Agility also has a direct impact on a character’s evasion and ranged accuracyshield, Guard, and parrying stats.

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