Stats: Difference between revisions

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| STR || Strength || Increases physical melee attack and maximum weight capacity.
| STR || Strength || Increases physical melee attack and maximum weight capacity.
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| INT || Intelligence || Increases magical power, magic defence, and mana capacity.
| INT || Intelligence || Increases magical power, magic resistance, and mana capacity.
|-
|-
| CON || Concentration || Increases physical ranged attack, accuracy, and balance.
| CON || Concentration || Increases physical ranged attack, accuracy, and balance.
|-
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| DEX || Dexterity || Increases evasion rate, attack speed, and casting speed.
| DEX || Dexterity || Increases evasion, attack speed, and casting speed.
|-
|-
| VIT || Vitality  || Increases maximum amount of health, and physical defence.
| VIT || Vitality  || Increases maximum amount of health, and physical defense.
|-
|-
| LUK|| Luck  || Increases critical hit rate, evasion rate, and crafting success rate.
| LUK|| Luck  || Increases critical hit chance, evasion, and crafting success chance.
|}
|}


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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 / 2.0</code>
* 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>


=== Intelligence ===
=== Intelligence ===
Intelligence directly affects:
Intelligence directly affects:
* Magic Attack: <code>MagicAttackPerIntelligence = Intelligence * 3.0</code>
* 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>ManaRecoveryPerIntelligence = Intelligence / 48.0</code>
* Mana Recovery Rate: <code>ManaRecoveryRatePerIntelligence = Intelligence / 48.0</code>
* Magic Defense: <code>MagicDefensePerIntelligence = Intelligence</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>


=== Concentration ===
=== Concentration ===
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 = Concentration / 2.0</code>
** Magic Balance: <code>MagicBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0</code>
* Ranged Attack: <code>RangedAttackPerConcentration = Concentration * 2.0</code>
* Attack:
* Magic Attack: <code>MagicAttackPerBaseConcentration = Concentration / 2.0</code>
** Melee Attack: <code>MeleeAttackPerBaseConcentration = BaseConcentration / 2.0</code>
* Melee Hit Rate: <code>MeleeHitRatePerConcentration = Concentration</code>
** Ranged Attack: <code>RangedAttackPerConcentration = Concentration * 2.0</code>
* Ranged Hit Rate: <code>RangedHitRatePerConcentration = Concentration</code>
** Magical Power: <code>MagicalPowerPerBaseConcentration = BaseConcentration / 2.0</code>
* Magic Hit Rate: <code>MagicHitRatePerConcentration = Concentration</code>
* 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>


=== Dexterity ===
=== Dexterity ===
Dexterity directly affects:
Dexterity directly affects:
* Magic Defense: <code>MagicDefencePerBaseDexterity = Dexterity / 4.0</code>
* Magic Resistance: <code>MagicResistancePerBaseDexterity = BaseDexterity / 4.0</code>
* Melee Evasion Rate: <code>MeleeEvasionRatePerDexterity = Dexterity</code>
* Evasion:
* Ranged Evasion Rate: <code>RangedEvasionRatePerDexterity = Dexterity</code>
** Melee Evasion: <code>MeleeEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2</code>
* Magic Evasion Rate: <code>MagicEvasionRatePerDexterity = Dexterity</code>
** Ranged Evasion: <code>RangedEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2</code>
* Attack Speed: <code>AttackSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 5.0</code>
** Magic Evasion: <code>MagicEvasionPerDexterity = Math.Pow(Dexterity, 0.8) * 2</code>
* Cooldown Speed: <code>CooldownSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 40.0</code>
* Speed:
* Casting Speed: <code>CastingSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 3.0</code>
** 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>


=== Vitality ===
=== Vitality ===
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>HealthRecoveryPerVitality = Vitality / 15.0</code>
* Health Recovery Rate: <code>HealthRecoveryRatePerVitality = Vitality / 15.0</code>
* Defense: <code>DefensePerVitality = (Vitality / 2.0) + Math.Max(Vitality * 0.03, (Math.Pow(Vitality, 2) / 150.0) - 1)</code>
* 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>


=== Luck ===
=== Luck ===
Luck directly affects:
Luck directly affects:
* Melee Critical Hit Rate: <code>MeleeCriticalHitRatePerLuck = Luck / 3.0</code>
* Lucky Dodge Chance: <code>LuckyDodgeChancePerLuck = Luck / 10.0</code>
* Ranged Critical Hit Rate: <code>RangedCriticalHitRatePerLuck = Luck / 3.0</code>
* Critical Hit Chance:
* Magic Critical Hit Rate: <code>MagicCriticalHitRatePerLuck = Luck / 3.0</code>
** 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>


== The Hit Rate Formula ==
== The Hit Rate Formula ==

Revision as of 10:31, 23 June 2024

Ymirheim Stats
Stats in the original game

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

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

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
  • Attack:
    • Melee Attack: MeleeAttackPerBaseConcentration = BaseConcentration / 2.0
    • Ranged Attack: RangedAttackPerConcentration = Concentration * 2.0
    • Magical Power: MagicalPowerPerBaseConcentration = BaseConcentration / 2.0
  • 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
  • Resistances:
    • Sleep Resistance: SleepResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0
    • Blind Resistance: BlindResistancePerConcentration = Math.Pow(Concentration, 1.5) / 35.0

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
  • Speed:
    • Attack Speed: AttackSpeedPerDexterity = Dexterity * 1.75
    • Cooldown Speed: CooldownSpeedPerDexterity = Dexterity * 0.25
    • Casting Speed: CastingSpeedPerDexterity = Dexterity * 3.0
  • Resistances:
    • Root Resistance: RootResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0
    • Slow Resistance: SlowResistancePerDexterity = Math.Pow(Dexterity, 1.5) / 35.0

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

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
  • 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
  • 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

The Hit Rate Formula

The hit rate formula is 85% + (AttackerHitRate - TargetEvasionRate) / 2

The hit rate can go lower than 85%.

The Cast Time Formula

The cast time formula is BaseCastTime / (1 + (CastSpeed / 100))

Stats Gain Per Level

  • Melee Hit Rate per character level: 0.5
  • Ranged Hit Rate per character level: 0.5
  • Magic Hit Rate per character level: 0.5
  • Melee Evasion Rate: per character level: 0.5
  • Ranged Evasion Rate: per character level: 0.5
  • Magic Evasion Rate: per character level: 0.5

Other use

Also, some skills may use total values of some stats in their calculations.



Reverting spent status points

ru:Характеристики