Stats: Difference between revisions
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{{AddToGlossary|<translate nowrap><!--T:34--> Stats</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:35--> STR</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:36--> INT</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:37--> CON</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:38--> DEX</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:39--> VIT</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:40--> LUK</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:41--> Strength</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:42--> Intelligence</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:43--> Concentration</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:44--> Dexterity</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:45--> Vitality</translate>}} | |||
{{AddToGlossary|<translate nowrap><!--T:46--> Luck</translate>}} | |||
{{IncompletePage}} | {{IncompletePage}} | ||
<translate> | |||
<!--T:1--> | |||
[[File:Stats.png|thumb|Ymirheim Stats]] | [[File:Stats.png|thumb|Ymirheim Stats]] | ||
[[File:Original RO2 Stats.png|thumb|Stats in the original game]] | [[File:Original RO2 Stats.png|thumb|Stats in the original game]] | ||
'''Stats''' are main [[character]] [[attributes]] that can be increased by spending status points obtained by [[Experience|leveling up]]. | <!--T:2--> | ||
'''Stats''' are main [[Special:MyLanguage/Character|character]] [[Special:MyLanguage/Attributes|attributes]] that can be increased by spending status points obtained by [[Special:MyLanguage/Experience|leveling up]]. | |||
They are not being used in combat directly but instead they affect many other [[attributes]]. | <!--T:3--> | ||
They are not being used in combat directly but instead they affect many other [[Special:MyLanguage/Attributes|attributes]]. | |||
<!--T:4--> | |||
Unlike the original version of the game, there are six stats available on Ymirheim: | Unlike the original version of the game, there are six stats available on Ymirheim: | ||
</translate> | |||
{| class="wikitable" | {| class="wikitable" | ||
! Abbreviation !! Title !! Description | ! <translate><!--T:5--> Abbreviation</translate> !! <translate><!--T:6--> Title</translate> !! <translate><!--T:7--> Description</translate> | ||
|- | |- | ||
| STR || Strength || Increases physical melee attack and maximum weight capacity. | | <translate><!--T:8--> STR || Strength || Increases physical melee attack and maximum weight capacity.</translate> | ||
|- | |- | ||
| INT || Intelligence || Increases magical power, magic | | <translate><!--T:9--> INT || Intelligence || Increases magical power, magic resistance, and mana capacity.</translate> | ||
|- | |- | ||
| CON || Concentration || Increases physical ranged attack, accuracy, and balance. | | <translate><!--T:10--> CON || Concentration || Increases physical ranged attack, accuracy, and balance.</translate> | ||
|- | |- | ||
| DEX || Dexterity || Increases evasion | | <translate><!--T:11--> DEX || Dexterity || Increases evasion, attack speed, and casting speed.</translate> | ||
|- | |- | ||
| VIT || Vitality || Increases maximum amount of health, and physical | | <translate><!--T:12--> VIT || Vitality || Increases maximum amount of health, and physical defense.</translate> | ||
|- | |- | ||
| LUK|| Luck || Increases critical hit | | <translate><!--T:13--> LUK|| Luck || Increases critical hit chance, evasion, and crafting success chance.</translate> | ||
|} | |} | ||
{{AddToGlossary|<translate nowrap><!--T:47--> Status Points</translate>}} | |||
<translate> | |||
== Status Points == <!--T:14--> | |||
<!--T:15--> | |||
Each time you [[Special:MyLanguage/Experience|level up]] your base level, you receive 2 status points. | |||
<!--T:16--> | |||
Additionally, you receive one bonus status point when you reach levels '''15''', '''20''', '''25''', '''30''', '''35''', '''40''', '''45''', '''50''', '''55''', '''60''', '''65''', '''70''', '''75''', '''80''', '''85''', '''90''', '''95''', and '''99'''. | Additionally, you receive one bonus status point when you reach levels '''15''', '''20''', '''25''', '''30''', '''35''', '''40''', '''45''', '''50''', '''55''', '''60''', '''65''', '''70''', '''75''', '''80''', '''85''', '''90''', '''95''', and '''99'''. | ||
<!--T:17--> | |||
One status point allows you to increase any stat by one (up to '''99'''). New characters always start with all stats set to '''1''' with no status points available. | One status point allows you to increase any stat by one (up to '''99'''). New characters always start with all stats set to '''1''' with no status points available. | ||
</translate> | |||
== Affect on other attributes == | <translate> | ||
== Affect on other attributes == <!--T:18--> | |||
</translate> | |||
=== Strength === | <translate> | ||
=== Strength === <!--T:19--> | |||
<!--T:20--> | |||
Strength directly affects: | Strength directly affects: | ||
* Melee Attack: <code>MeleeAttackPerStrength = Strength * 2.0</code> | * Melee Attack: <code>MeleeAttackPerStrength = Strength * 2.0</code> | ||
* Ranged Attack: <code>RangedAttackPerBaseStrength = Strength / | * Ranged Attack: <code>RangedAttackPerBaseStrength = BaseStrength / 2.0</code> | ||
* Weight Capacity: <code>WeightCapacityPerBaseStrength = (BaseStrength - 1) * 300.0</code> | |||
* Resistances: | |||
** Stun Resistance: <code>StunResistancePerStrength = Math.Pow(Strength, 1.5) / 35.0</code> | |||
** Burning Resistance: <code>BurningResistancePerStrength = Math.Pow(Strength, 1.5) / 35.0</code> | |||
</translate> | |||
=== Intelligence === | <translate> | ||
=== Intelligence === <!--T:21--> | |||
<!--T:22--> | |||
Intelligence directly affects: | Intelligence directly affects: | ||
* | * Magical Power: <code>MagicalPowerPerIntelligence = Intelligence * 3.0</code> | ||
* Magic Resistance: <code>MagicResistancePerIntelligence = Intelligence</code> | |||
* Mana: <code>ManaMultiplierPerIntelligence = 1 + (Intelligence * 0.03)</code> | * Mana: <code>ManaMultiplierPerIntelligence = 1 + (Intelligence * 0.03)</code> | ||
* Mana Recovery: <code> | * Mana Recovery Rate: <code>ManaRecoveryRatePerIntelligence = Intelligence / 48.0</code> | ||
* | * Resistances: | ||
** Silence Resistance: <code>SilenceResistancePerIntelligence = Math.Pow(Intelligence, 1.5) / 35.0</code> | |||
** Freeze Resistance: <code>FreezeResistancePerIntelligence = Math.Pow(Intelligence, 1.5) / 35.0</code> | |||
</translate> | |||
<translate> | |||
=== Concentration === <!--T:23--> | |||
<!--T:24--> | |||
Concentration directly affects: | Concentration directly affects: | ||
* Melee Balance: <code>MeleeBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code> | * Balance: | ||
* Ranged Balance: <code>RangedBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code> | ** Melee Balance: <code>MeleeBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code> | ||
* Magic Balance: <code>MagicBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code> | ** Ranged Balance: <code>RangedBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code> | ||
* Melee Attack: <code>MeleeAttackPerBaseConcentration = | ** Magic Balance: <code>MagicBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code> | ||
* Ranged Attack: <code>RangedAttackPerConcentration = Concentration * 2.0</code> | * Attack: | ||
* | ** Melee Attack: <code>MeleeAttackPerBaseConcentration = BaseConcentration / 2.0</code> | ||
* Melee | ** Ranged Attack: <code>RangedAttackPerConcentration = Concentration * 2.0</code> | ||
* Ranged | ** Magical Power: <code>MagicalPowerPerBaseConcentration = BaseConcentration / 2.0</code> | ||
* Magic | * Accuracy: | ||
** Melee Accuracy: <code>MeleeAccuracyPerConcentration = Math.Pow(Concentration, 0.8) * 2.5</code> | |||
** Ranged Accuracy: <code>RangedAccuracyPerConcentration = Math.Pow(Concentration, 0.8) * 2.5</code> | |||
** Magic Accuracy: <code>MagicAccuracyPerConcentration = Math.Pow(Concentration, 0.8) * 2.5</code> | |||
* Resistances: | |||
** Sleep Resistance: <code>SleepResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0</code> | |||
** Blind Resistance: <code>BlindResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0</code> | |||
</translate> | |||
<translate> | |||
=== Dexterity === <!--T:25--> | |||
<!--T:26--> | |||
Dexterity directly affects: | Dexterity directly affects: | ||
* Magic | * Magic Resistance: <code>MagicResistancePerBaseDexterity = BaseDexterity / 4.0</code> | ||
* Melee Evasion | * Evasion: | ||
* Ranged Evasion | ** Melee Evasion: <code>MeleeEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2</code> | ||
* Magic Evasion | ** Ranged Evasion: <code>RangedEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2</code> | ||
* Attack Speed: <code>AttackSpeedPerDexterity = | ** Magic Evasion: <code>MagicEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2</code> | ||
* | * Speed: | ||
* | ** Attack Speed: <code>AttackSpeedPerDexterity = Dexterity * 1.75</code> | ||
** Cooldown Speed: <code>CooldownSpeedPerDexterity = Dexterity * 0.25</code> | |||
** Casting Speed: <code>CastingSpeedPerDexterity = Dexterity * 3.0</code> | |||
* Resistances: | |||
** Root Resistance: <code>RootResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0</code> | |||
** Slow Resistance: <code>SlowResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0</code> | |||
</translate> | |||
=== Vitality === | <translate> | ||
=== Vitality === <!--T:27--> | |||
<!--T:28--> | |||
Vitality directly affects: | Vitality directly affects: | ||
* Health: <code>HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)</code> | * Health: <code>HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)</code> | ||
* Health Recovery: <code> | * Health Recovery Rate: <code>HealthRecoveryRatePerVitality = Vitality / 15.0</code> | ||
* Defense: <code>DefensePerVitality = | * Defense: <code>DefensePerVitality = Vitality</code> | ||
* Resistances: | |||
** Poison Resistance: <code>PoisonResistancePerVitality = Math.Pow(Vitality, 1.5) / 35.0</code> | |||
** Bleeding Resistance: <code>BleedingResistancePerVitality = Math.Pow(Vitality, 1.5) / 35.0</code> | |||
</translate> | |||
=== Luck === | <translate> | ||
=== Luck === <!--T:29--> | |||
<!--T:30--> | |||
Luck directly affects: | Luck directly affects: | ||
* Melee Critical Hit | * Lucky Dodge Chance: <code>LuckyDodgeChancePerLuck = Luck / 10.0</code> | ||
* Ranged Critical Hit | * Critical Hit Chance: | ||
* Magic Critical Hit | ** Melee Critical Hit Chance: <code>MeleeCriticalHitChancePerLuck = Luck / 3.0</code> | ||
** Ranged Critical Hit Chance: <code>RangedCriticalHitChancePerLuck = Luck / 3.0</code> | |||
** Magic Critical Hit Chance: <code>MagicCriticalHitChancePerLuck = Luck / 3.0</code> | |||
* Critical Hit Evasion: | |||
** Melee Critical Hit Evasion: <code>MeleeCriticalHitEvasionPerLuck = Luck / 6.0</code> | |||
** Ranged Critical Hit Evasion: <code>RangedCriticalHitEvasionPerLuck = Luck / 6.0</code> | |||
** Magic Critical Hit Evasion: <code>MagicCriticalHitEvasionPerLuck = Luck / 6.0</code> | |||
* Resistances: | |||
** Poison Resistance: <code>PoisonResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
** Root Resistance: <code>RootResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
** Slow Resistance: <code>SlowResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
** Sleep Resistance: <code>SleepResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
** Stun Resistance: <code>StunResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
** Silence Resistance: <code>SilenceResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
** Blind Resistance: <code>BlindResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
** Bleeding Resistance: <code>BleedingResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
** Burning Resistance: <code>BurningResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
** Freeze Resistance: <code>FreezeResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0</code> | |||
</translate> | |||
== Other use == | <translate> | ||
== Other use == <!--T:31--> | |||
<!--T:32--> | |||
Some items may require certain amount of specific stat to be equipped. | |||
Also, some skills may use total values of some stats in their calculations (see skill descriptions for more information). | |||
</translate> | |||
<translate> | |||
== Reverting spent status points == <!--T:33--> | |||
</translate> | |||
{{IncompleteSection}} | {{IncompleteSection}} | ||
Latest revision as of 07:17, 28 July 2024
You can help by adding to it.
Stats are main character attributes that can be increased by spending status points obtained by leveling up.
They are not being used in combat directly but instead they affect many other attributes.
Unlike the original version of the game, there are six stats available on Ymirheim:
Abbreviation | Title | Description |
---|---|---|
STR | Strength | Increases physical melee attack and maximum weight capacity. |
INT | Intelligence | Increases magical power, magic resistance, and mana capacity. |
CON | Concentration | Increases physical ranged attack, accuracy, and balance. |
DEX | Dexterity | Increases evasion, attack speed, and casting speed. |
VIT | Vitality | Increases maximum amount of health, and physical defense. |
LUK | Luck | Increases critical hit chance, evasion, and crafting success chance. |
Status Points
Each time you level up your base level, you receive 2 status points.
Additionally, you receive one bonus status point when you reach levels 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, and 99.
One status point allows you to increase any stat by one (up to 99). New characters always start with all stats set to 1 with no status points available.
Affect on other attributes
Strength
Strength directly affects:
- Melee Attack:
MeleeAttackPerStrength = Strength * 2.0
- Ranged Attack:
RangedAttackPerBaseStrength = BaseStrength / 2.0
- Weight Capacity:
WeightCapacityPerBaseStrength = (BaseStrength - 1) * 300.0
- Resistances:
- Stun Resistance:
StunResistancePerStrength = Math.Pow(Strength, 1.5) / 35.0
- Burning Resistance:
BurningResistancePerStrength = Math.Pow(Strength, 1.5) / 35.0
- Stun Resistance:
Intelligence
Intelligence directly affects:
- Magical Power:
MagicalPowerPerIntelligence = Intelligence * 3.0
- Magic Resistance:
MagicResistancePerIntelligence = Intelligence
- Mana:
ManaMultiplierPerIntelligence = 1 + (Intelligence * 0.03)
- Mana Recovery Rate:
ManaRecoveryRatePerIntelligence = Intelligence / 48.0
- Resistances:
- Silence Resistance:
SilenceResistancePerIntelligence = Math.Pow(Intelligence, 1.5) / 35.0
- Freeze Resistance:
FreezeResistancePerIntelligence = Math.Pow(Intelligence, 1.5) / 35.0
- Silence Resistance:
Concentration
Concentration directly affects:
- Balance:
- Melee Balance:
MeleeBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
- Ranged Balance:
RangedBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
- Magic Balance:
MagicBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
- Melee Balance:
- Attack:
- Melee Attack:
MeleeAttackPerBaseConcentration = BaseConcentration / 2.0
- Ranged Attack:
RangedAttackPerConcentration = Concentration * 2.0
- Magical Power:
MagicalPowerPerBaseConcentration = BaseConcentration / 2.0
- Melee Attack:
- Accuracy:
- Melee Accuracy:
MeleeAccuracyPerConcentration = Math.Pow(Concentration, 0.8) * 2.5
- Ranged Accuracy:
RangedAccuracyPerConcentration = Math.Pow(Concentration, 0.8) * 2.5
- Magic Accuracy:
MagicAccuracyPerConcentration = Math.Pow(Concentration, 0.8) * 2.5
- Melee Accuracy:
- Resistances:
- Sleep Resistance:
SleepResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0
- Blind Resistance:
BlindResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0
- Sleep Resistance:
Dexterity
Dexterity directly affects:
- Magic Resistance:
MagicResistancePerBaseDexterity = BaseDexterity / 4.0
- Evasion:
- Melee Evasion:
MeleeEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2
- Ranged Evasion:
RangedEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2
- Magic Evasion:
MagicEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2
- Melee Evasion:
- Speed:
- Attack Speed:
AttackSpeedPerDexterity = Dexterity * 1.75
- Cooldown Speed:
CooldownSpeedPerDexterity = Dexterity * 0.25
- Casting Speed:
CastingSpeedPerDexterity = Dexterity * 3.0
- Attack Speed:
- Resistances:
- Root Resistance:
RootResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0
- Slow Resistance:
SlowResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0
- Root Resistance:
Vitality
Vitality directly affects:
- Health:
HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)
- Health Recovery Rate:
HealthRecoveryRatePerVitality = Vitality / 15.0
- Defense:
DefensePerVitality = Vitality
- Resistances:
- Poison Resistance:
PoisonResistancePerVitality = Math.Pow(Vitality, 1.5) / 35.0
- Bleeding Resistance:
BleedingResistancePerVitality = Math.Pow(Vitality, 1.5) / 35.0
- Poison Resistance:
Luck
Luck directly affects:
- Lucky Dodge Chance:
LuckyDodgeChancePerLuck = Luck / 10.0
- Critical Hit Chance:
- Melee Critical Hit Chance:
MeleeCriticalHitChancePerLuck = Luck / 3.0
- Ranged Critical Hit Chance:
RangedCriticalHitChancePerLuck = Luck / 3.0
- Magic Critical Hit Chance:
MagicCriticalHitChancePerLuck = Luck / 3.0
- Melee Critical Hit Chance:
- Critical Hit Evasion:
- Melee Critical Hit Evasion:
MeleeCriticalHitEvasionPerLuck = Luck / 6.0
- Ranged Critical Hit Evasion:
RangedCriticalHitEvasionPerLuck = Luck / 6.0
- Magic Critical Hit Evasion:
MagicCriticalHitEvasionPerLuck = Luck / 6.0
- Melee Critical Hit Evasion:
- Resistances:
- Poison Resistance:
PoisonResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Root Resistance:
RootResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Slow Resistance:
SlowResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Sleep Resistance:
SleepResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Stun Resistance:
StunResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Silence Resistance:
SilenceResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Blind Resistance:
BlindResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Bleeding Resistance:
BleedingResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Burning Resistance:
BurningResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Freeze Resistance:
FreezeResistancePerLuck = Math.Pow(Luck, 1.5) / 100.0
- Poison Resistance:
Other use
Some items may require certain amount of specific stat to be equipped. Also, some skills may use total values of some stats in their calculations (see skill descriptions for more information).
Reverting spent status points
You can help by adding to it.