Difference between revisions of "Stats"

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[[File:Stats.png|thumb]]
[[File:Stats.png|thumb|Ymirheim Stats]]
[[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]].
'''Stats''' are main [[character]] [[attributes]] that can be increased by spending status points obtained by [[Experience|leveling up]].


They are not being used in combat directly but instead they affect many other [[attributes]].
They are not being used in combat directly but instead they affect many other [[attributes]].


There are six stats available:
Unlike the original version of the game, there are six stats available on Ymirheim:
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! Abbreviation !! Title !! Description
! Abbreviation !! Title !! Description
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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'''.


One status point allows you to increase any stat by one.
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 ==
== Affect on other attributes ==
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* Ranged Critical Hit Rate: <code>RangedCriticalHitRatePerLuck = Luck / 3.0</code>
* Ranged Critical Hit Rate: <code>RangedCriticalHitRatePerLuck = Luck / 3.0</code>
* Magic Critical Hit Rate: <code>MagicCriticalHitRatePerLuck = Luck / 3.0</code>
* Magic Critical Hit Rate: <code>MagicCriticalHitRatePerLuck = Luck / 3.0</code>
== 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 ==
== Other use ==
Some equipment pieces may require specific values of some stat to be able to equip the item.
Also, some skills may use total values of some stats in their calculations.
 
 


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


== Reverting spent status points ==
== Reverting spent status points ==
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[[Category:Glossary]]
[[Category:Glossary]]
[[pt:Estatísticas]]
[[ru:Характеристики]]

Latest revision as of 00:01, 4 October 2023

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 defence, and mana capacity.
CON Concentration Increases physical ranged attack, accuracy, and balance.
DEX Dexterity Increases evasion rate, attack speed, and casting speed.
VIT Vitality Increases maximum amount of health, and physical defence.
LUK Luck Increases critical hit rate, evasion rate, and crafting success rate.

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 = Strength / 2.0

Intelligence

Intelligence directly affects:

  • Magic Attack: MagicAttackPerIntelligence = Intelligence * 3.0
  • Mana: ManaMultiplierPerIntelligence = 1 + (Intelligence * 0.03)
  • Mana Recovery: ManaRecoveryPerIntelligence = Intelligence / 48.0
  • Magic Defense: MagicDefensePerIntelligence = Intelligence

Concentration

Concentration directly affects:

  • 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 Attack: MeleeAttackPerBaseConcentration = Concentration / 2.0
  • Ranged Attack: RangedAttackPerConcentration = Concentration * 2.0
  • Magic Attack: MagicAttackPerBaseConcentration = Concentration / 2.0
  • Melee Hit Rate: MeleeHitRatePerConcentration = Concentration
  • Ranged Hit Rate: RangedHitRatePerConcentration = Concentration
  • Magic Hit Rate: MagicHitRatePerConcentration = Concentration

Dexterity

Dexterity directly affects:

  • Magic Defense: MagicDefencePerBaseDexterity = Dexterity / 4.0
  • Melee Evasion Rate: MeleeEvasionRatePerDexterity = Dexterity
  • Ranged Evasion Rate: RangedEvasionRatePerDexterity = Dexterity
  • Magic Evasion Rate: MagicEvasionRatePerDexterity = Dexterity
  • Attack Speed: AttackSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 5.0
  • Cooldown Speed: CooldownSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 40.0
  • Casting Speed: CastingSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 3.0

Vitality

Vitality directly affects:

  • Health: HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)
  • Health Recovery: HealthRecoveryPerVitality = Vitality / 15.0
  • Defense: DefensePerVitality = (Vitality / 2.0) + Math.Max(Vitality * 0.03, (Math.Pow(Vitality, 2) / 150.0) - 1)

Luck

Luck directly affects:

  • Melee Critical Hit Rate: MeleeCriticalHitRatePerLuck = Luck / 3.0
  • Ranged Critical Hit Rate: RangedCriticalHitRatePerLuck = Luck / 3.0
  • Magic Critical Hit Rate: MagicCriticalHitRatePerLuck = Luck / 3.0

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