Post by Vulpes Mundi on May 2, 2005 1:47:07 GMT -8
Basically I'm making this thread so everybody gets a clear idea of what stat bonuses do. This will help with stat builds, knowing a good place to round off stats at for maximum effective bonuses.
[glow=BF00FF,3,10000]Base level[/glow]- best target: none
- 1 base level = +1 Hit, +1 Flee, +x HP, +y SP (HP and SP varies depending on class modifiers)
[glow=BF00FF,3,10000]Str[/glow]- best target: multiple of 10
- 1 Str = +30 weight capacity (only base Str effects weight capacity, bonuses have no effect)
- Base min/max Atk for melee weapon users as (floor Str / 10)^2 + Str
[glow=BF00FF,3,10000]Agi[/glow]- best target: none
- 1 Agi = +1 Flee
- Agi effects ASpd on a curving scale (calculation unknown)
[glow=BF00FF,3,10000]Vit[/glow]- best target: multiple of 5 or 10
- 1 Vit = 1 Vit Def, +x HP (HP varies depending on class modifiers)
- Every 2 total Vit gives a hidden bonus of +1 to Int-type MDef
- Increases HP regen rate as (floor Vit / 5)
[glow=BF00FF,3,10000]Int[/glow]- best target: varies
- 1 Int = +1 Int-type MDef, +y SP (SP varies depending on class modifiers)
- Base minimum MAtk as (floor Int / 7)^2 + Int
- Base maximum MAtk as (floor Int / 5)^2 + Int
- Increases SP regen rate as (floor Int / 6)
[glow=BF00FF,3,10000]Dex[/glow]- best target: multiple of 5 or 10, depending on your weapon type
- 1 Dex = +1 Hit
- 1 Dex = -2/3% cast time (thus 3 Dex = -2% cast time)
- Every 1 total Dex gives a hidden bonus of +1 minimum Atk for users of melee weapons
- Every 5 total Dex gives a hidden bonus of +1 maximum Atk for users of melee weapons
- Base min/max Atk for bow/instrument/whip weapon users as (floor Dex / 10)^2 + Dex
- Dex effects ASpd on a curving scale (calculation unknown)
[glow=BF00FF,3,10000]Luk[/glow]- best target: multiple of 5
- 1 Luk = +0.3 critical rate (thus 10 Luk = +3 critical rate)
- 1 Luk = +0.1 lucky dodge (thus 10 Luk = +1 lucky dodge)
- Every 5 total Luk gives a hidden bonus of +1 min/max Atk for users of all weapons
* Note: the game does consider fractions in terms of crit and lucky dodge
[glow=BF00FF,3,10000]HP[/glow]- best target: multiple of 200
- Increases HP regen rate as (floor HP / 200)
[glow=BF00FF,3,10000]SP[/glow]- best target: multiple of 100
- Increases SP regen rate as (floor SP / 100)
[glow=BF00FF,3,10000]Weapon Atk[/glow]- best target: none
- 1 weapon Atk = +1 maximum Atk
- 1 weapon upgrade, level 1 = +2 super Atk
- 1 weapon overupgrade, level 1 = +2 super Atk and a hidden +3 maximum Atk bonus, affecting crit variance
- 1 weapon upgrade, level 2 = +3 super Atk
- 1 weapon overupgrade, level 2 = +3 super Atk and a hidden +5 maximum Atk bonus, affecting crit variance
- 1 weapon upgrade, level 3 = +5 super Atk
- 1 weapon overupgrade, level 3 = +5 super Atk and a hidden +8 maximum Atk bonus, affecting crit variance
- 1 weapon upgrade, level 4 = +7 super Atk
- 1 weapon overupgrade, level 4 = +7 super Atk and a hidden +14 maximum Atk bonus, affecting crit variance
[glow=BF00FF,3,10000]Armor Def[/glow]- best target: upgrades in combined multiples of 3
- 1 natural armor Def = +1 real armor Def
- 1 upgraded armor Def = +2/3 real armor Def (thus 3 upgrades = +2 Def)
*Note: 1 real armor Def = -1% physical damage
[glow=BF00FF,3,10000]Vit Def[/glow]- best target: unknown
- 1 Vit Def = a curving scale calculation of real Vit Def performed on each hit (calculation unknown)
*Note: 1 real Vit Def = -1 physical damage
[glow=BF00FF,3,10000]Armor MDef[/glow]- best target: none
- 1 armor MDef = +1 real armor MDef
*Note: 1 real armor MDef = -1% magical damage
*Note: Armor upgrades do not effect MDef
[glow=BF00FF,3,10000]Int-type MDef[/glow]- best target: none
- 1 Int-type MDef = +1 real Int-type MDef
*Note: 1 real Int-type MDef = -1 magical damage
*Notes...
If the final HP/SP regen rate calculation equals 0, then regen rate will be +1.
For example: if you have 3 Vit and 150 HP, that will equal 0 regen and thus you'll have 1 regen instead.
Minimum Atk refers to the minimum damage calculation.
Maximum Atk refers to the maximum damage calculation.
Super Atk refers to upgrade Atk that ignores both size penalties and defenses.
The game calculates minimum and maximum damage differently.
Total minimum Atk is a calculation of your character's base Atk including all Str, Dex, Luk, and etc. bonuses.
Total maximum Atk is the cumulative score of minimum Atk + maximum Atk + weapon Atk + bonuses.
Also note that minimum Atk can never exceed maximum Atk (duh).
I believe weapon proficiencies only add to maximum Atk (uncomfirmed).
And finally, your personal Atk gained from Str, Dex, and Luk bonuses is not effected by size penalties (only natural weapon Atk is effected by size penalties).
[glow=BF00FF,3,10000]Base level[/glow]- best target: none
- 1 base level = +1 Hit, +1 Flee, +x HP, +y SP (HP and SP varies depending on class modifiers)
[glow=BF00FF,3,10000]Str[/glow]- best target: multiple of 10
- 1 Str = +30 weight capacity (only base Str effects weight capacity, bonuses have no effect)
- Base min/max Atk for melee weapon users as (floor Str / 10)^2 + Str
[glow=BF00FF,3,10000]Agi[/glow]- best target: none
- 1 Agi = +1 Flee
- Agi effects ASpd on a curving scale (calculation unknown)
[glow=BF00FF,3,10000]Vit[/glow]- best target: multiple of 5 or 10
- 1 Vit = 1 Vit Def, +x HP (HP varies depending on class modifiers)
- Every 2 total Vit gives a hidden bonus of +1 to Int-type MDef
- Increases HP regen rate as (floor Vit / 5)
[glow=BF00FF,3,10000]Int[/glow]- best target: varies
- 1 Int = +1 Int-type MDef, +y SP (SP varies depending on class modifiers)
- Base minimum MAtk as (floor Int / 7)^2 + Int
- Base maximum MAtk as (floor Int / 5)^2 + Int
- Increases SP regen rate as (floor Int / 6)
[glow=BF00FF,3,10000]Dex[/glow]- best target: multiple of 5 or 10, depending on your weapon type
- 1 Dex = +1 Hit
- 1 Dex = -2/3% cast time (thus 3 Dex = -2% cast time)
- Every 1 total Dex gives a hidden bonus of +1 minimum Atk for users of melee weapons
- Every 5 total Dex gives a hidden bonus of +1 maximum Atk for users of melee weapons
- Base min/max Atk for bow/instrument/whip weapon users as (floor Dex / 10)^2 + Dex
- Dex effects ASpd on a curving scale (calculation unknown)
[glow=BF00FF,3,10000]Luk[/glow]- best target: multiple of 5
- 1 Luk = +0.3 critical rate (thus 10 Luk = +3 critical rate)
- 1 Luk = +0.1 lucky dodge (thus 10 Luk = +1 lucky dodge)
- Every 5 total Luk gives a hidden bonus of +1 min/max Atk for users of all weapons
* Note: the game does consider fractions in terms of crit and lucky dodge
[glow=BF00FF,3,10000]HP[/glow]- best target: multiple of 200
- Increases HP regen rate as (floor HP / 200)
[glow=BF00FF,3,10000]SP[/glow]- best target: multiple of 100
- Increases SP regen rate as (floor SP / 100)
[glow=BF00FF,3,10000]Weapon Atk[/glow]- best target: none
- 1 weapon Atk = +1 maximum Atk
- 1 weapon upgrade, level 1 = +2 super Atk
- 1 weapon overupgrade, level 1 = +2 super Atk and a hidden +3 maximum Atk bonus, affecting crit variance
- 1 weapon upgrade, level 2 = +3 super Atk
- 1 weapon overupgrade, level 2 = +3 super Atk and a hidden +5 maximum Atk bonus, affecting crit variance
- 1 weapon upgrade, level 3 = +5 super Atk
- 1 weapon overupgrade, level 3 = +5 super Atk and a hidden +8 maximum Atk bonus, affecting crit variance
- 1 weapon upgrade, level 4 = +7 super Atk
- 1 weapon overupgrade, level 4 = +7 super Atk and a hidden +14 maximum Atk bonus, affecting crit variance
[glow=BF00FF,3,10000]Armor Def[/glow]- best target: upgrades in combined multiples of 3
- 1 natural armor Def = +1 real armor Def
- 1 upgraded armor Def = +2/3 real armor Def (thus 3 upgrades = +2 Def)
*Note: 1 real armor Def = -1% physical damage
[glow=BF00FF,3,10000]Vit Def[/glow]- best target: unknown
- 1 Vit Def = a curving scale calculation of real Vit Def performed on each hit (calculation unknown)
*Note: 1 real Vit Def = -1 physical damage
[glow=BF00FF,3,10000]Armor MDef[/glow]- best target: none
- 1 armor MDef = +1 real armor MDef
*Note: 1 real armor MDef = -1% magical damage
*Note: Armor upgrades do not effect MDef
[glow=BF00FF,3,10000]Int-type MDef[/glow]- best target: none
- 1 Int-type MDef = +1 real Int-type MDef
*Note: 1 real Int-type MDef = -1 magical damage
*Notes...
If the final HP/SP regen rate calculation equals 0, then regen rate will be +1.
For example: if you have 3 Vit and 150 HP, that will equal 0 regen and thus you'll have 1 regen instead.
Minimum Atk refers to the minimum damage calculation.
Maximum Atk refers to the maximum damage calculation.
Super Atk refers to upgrade Atk that ignores both size penalties and defenses.
The game calculates minimum and maximum damage differently.
Total minimum Atk is a calculation of your character's base Atk including all Str, Dex, Luk, and etc. bonuses.
Total maximum Atk is the cumulative score of minimum Atk + maximum Atk + weapon Atk + bonuses.
Also note that minimum Atk can never exceed maximum Atk (duh).
I believe weapon proficiencies only add to maximum Atk (uncomfirmed).
And finally, your personal Atk gained from Str, Dex, and Luk bonuses is not effected by size penalties (only natural weapon Atk is effected by size penalties).