Tag: 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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Tactical Points

Tactical Points

Abbreviation: Tactical Points

Note: Tactical Points displays on a scale of 0 to 3000. 1000 Tactical Points is required to initiate a weapon skill.

A percentage indicating a character’s ability to perform Weapon Skills. The Tactical Point bar ranges from 0 to 3000, and a Weapon Skill may be used as long as a character has 1000 Tactical Points or above. Usage of a Weapon Skill will typically deplete the user’s Tactical Points fully, although a few jobs can occasionally circumvent this and retain some Tactical Points following a Weapon Skill using the Conserve TP ability. TP is also used for the majority of the Dancer Job Class Abilities with more powerful abilities requiring a greater amount of TP. This can be avoided with the use of Trance, the Dancer One Hour Ability, or by using Jigs, which have no innate cost at the price of having no combat purpose.

Tactical Points are generally produced from successful melee attacks that hit for at least 1 damage point. The amount of TP gained per hit is primarily dependent on the delay of the attacker. TP is also gained any time you take damage from a melee or magical attack. Damage Over Time spells, such as Dia and Poison, will only give Tactical Points if the initial cast does direct damage, not for the damage dealt by the status effect. Resting causes a character to lose Tactical Points at a rate of 100 Tactical Points per healing tick, unless the character has Signet inside of aConquest area or Sigil inside a Campaign area.

Many items, job traits, job abilities, and status effects exist that manipulate TP. The Icarus Wing is a popular medicine that immediately produces 1000% base Tactical Points for the user, allowing for an immediate Weapon Skill, but can only be used sparingly. Store TP is a trait that passively increases your rate of Tactical Points gain, whereas Subtle Blow passively decreases the rate of Tactical Points gain for enemies that you attack. Conserve TP is a job trait that will randomly activate to reduce the Tactical Points consumed by a weapon skill. Meditate produces a variable amount of gradual Tactical Points, and Reverse Flourish produces immediate TP based on stocked Finishing Moves. Regain is a generic collective term for status effects that passively and gradually bestows TP over time. Plague status gradually decreases the afflicted’s TP as one of its detrimental effects. There are also means to directly reduce or drain an opponent’s TP, such as the Dark Knight spell Absorb-TP, and the enemy abilities Feather Tickle and Carnal Nightmare.

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Attributes

Attributes

An attribute is a number we use to influence the chance to succeed in a test. Attributes are also called statistics, characteristics or abilities.

Higher numbers are better. Attribute scores are determined randomly using your unique Minecraft ID number.

Your base attribute scores are also adjusted by your character’s race and class. Some of the points will be obtained through equipment. Attributes can be increased by spending experience points gained during the game, or as part of the process of “leveling up”.

Advantages and disadvantages

An advantage is a positive enhancement to your character. In contrast, a disadvantage is an adverse effect. They are useful or problematic characteristics that are not common to all characters.

Character points

Character points are numbers used while developing your character.

We use a points based system. You purchase attributes and skills. This improves game balance and flexibility. These points are known as character points.

You are allotted a number of points for character creation. A character’s attributes, skills, or abilities can then be bought for a certain number of points. More powerful abilities will require more character points. Character points can be earned and spent to improve attributes or to buy new ones. You can earn points in many ways and formats.

ABILITIES

An ability represents a unique use of your character’s skill set.

Abilities are both passive and active. Abilities are granted as the player levels up.

Skills

A skill represents the abilities of a character. Skills are known by various names including abilities or talents.

We allow players to spend character points to level up skills. Different skills have different costs.

Choosing a profession provides a bank of general and guild specific skills which could be invested in via lessons earned through online play.

Initially there are around 30 such skills with approximately 20 abilities in each covering a wide range from combat, crafting, mining, gathering, taming, fishing or smelting.

Traits

A trait represents a broad area of expertise of a character.

We have a more fine grained system of statistics. A single trait can be represented by a group of skills.

Derived statistics

We make use of derived statistics. An example is the the speed at which your character can move. Derived statistics are often used during combat. Examples are hit points, Armor Class and attack speed.

Derived statistics are modified by the character’s race and class. Some spells and magical items raise or lower these statistics temporarily.

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