Stats/pt-br: Difference between revisions
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Alguns itens podem exigir uma certa quantidade de estatísticas específicas para serem equipados. Além disso, algumas habilidades podem usar valores totais de algumas estatísticas em seus cálculos (veja as descrições das habilidades para obter mais informações). | Alguns itens podem exigir uma certa quantidade de estatísticas específicas para serem equipados. Além disso, algumas habilidades podem usar valores totais de algumas estatísticas em seus cálculos (veja as descrições das habilidades para obter mais informações). |
Revision as of 21:19, 8 July 2024
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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:
Outros usos
Alguns itens podem exigir uma certa quantidade de estatísticas específicas para serem equipados. Além disso, algumas habilidades podem usar valores totais de algumas estatísticas em seus cálculos (veja as descrições das habilidades para obter mais informações).
Revertendo pontos de status gastos
Você pode ajudar adicionando a ela.