STATS
STATS
GM's what are the stats to this game like i no streght improves my damage but what does the rest do im confuse, i want to get better defence what stat do i improve on ???????????? cheers
Well I don't really know if stats matter ATM.
Are you new to rpgs? I'm going to assume its the same as RO so I'll copy paste this for him =p
Stats
In RO, there are six attributes that determine your stats:
Strength (STR)
increases physical attack damage and carrying capacity.
Agility (AGI)
increases flee (dodge) rate and attack speed.
Vitality (VIT)
decreases damage taken, increases maximum HP and the rate at which HP is regenerated while at rest.
Intelligence (INT)
increases magic damage, magic defense, max SP, and SP regeneration rate.
Dexterity (DEX)
increases hit rate and cast speed, and increases damage dealt with bow and arrows.
Luck (LUK)
increases critical hit and perfect dodge probability.
Are you new to rpgs? I'm going to assume its the same as RO so I'll copy paste this for him =p
Stats
In RO, there are six attributes that determine your stats:
Strength (STR)
increases physical attack damage and carrying capacity.
Agility (AGI)
increases flee (dodge) rate and attack speed.
Vitality (VIT)
decreases damage taken, increases maximum HP and the rate at which HP is regenerated while at rest.
Intelligence (INT)
increases magic damage, magic defense, max SP, and SP regeneration rate.
Dexterity (DEX)
increases hit rate and cast speed, and increases damage dealt with bow and arrows.
Luck (LUK)
increases critical hit and perfect dodge probability.
OK, here's what stats do. And yes, they do this without classes. Proof is right here (I stink at math you do it ha) and I've tested when I kept adding stats. I got all the cheesy guides at first that just said every 10 you get + something but this is the right one. Good luck figuring it all out *points and laughs*
Strength
- Base Damage is increased by 1 every point for melee.
- You receive a bonus of (Str/10^)2 for melee weapons. The product is rounded down.
- Adds +1 damage for missle weapons every 5 points.
- Adds 30 weight per point of BASE Str (not bonuses) and only the left hand Str only.
Agility
- Flee is increased by 1 per point.
- Your attack speed is increased per point. However, the formula is complex as it depends on your class, Agi, Dex, and Weapon. The general rule is 3 Agi roughly equals 1 point, however this isn't true inall cases. Agility does give more attack speed than dex overall.
Vitality
- Max HP is increased 1% from its total base per point.
- 0.8% weapon damage reduction per point.
- Healing items effect are increased by 2% per point.
- Every 5 point of Vit increases your HP regeneration by 1 (roughly, it also depends on your max HP now).
- There is a bonus damage reduction of [VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)).
- There is a hidden MDef bonus every 2 Vit (equal to what 1 Int gives you).
- As you add Vit, your chance to be afflicted by Poison, Stun, Silenced and/or Cursed is reduced (as is your duration for most status effects).
Intelligence
- Adds 1 base MAtk per point.
- Adds 1% to your max SP per point from your base SP.
- Every 6 Int increases your SP recovery by 1 and over 120 Int it is every 2 Int.
- Adds a bonus to MinMAtk of (Int/7)^2 total where (Int/7) is rounded down.
- Adds a bonus to MaxMatk of (Int/5)^2 total where (Int/5) is rounded down.
- Every point reduces damage from MAtk based skill by 1.
- Increasing Int reduces the chance of being afflicted by Blind, Sleep, and a few others.
Dexterity
- Every point adds 1 to your Hit.
- Dex also helps in your attack speed along with Agi (again complex and depends on many variables). Agility gives more attack speed than dex overall.
- Adds 1 base damage for missle weapons.
- Adds a bonus of (Dex/10)^2 total (ie, at 50 Dex, 25 points total) for missile weapons where dex/10 is rounded down.
- Adds 1 point to base damage for melee every 5 dex.
- +1 minimum damage per point for melee weapons. If Dex exceeds the Atk value of the melee weapon, use the Atk of the melee weapon for the min value. Min and Max Atk are equal when this happens.
- Reduces spell casting time by a percentage calculated as Dex/1.5.
- Adds 0.1% chance to Blacksmiths succeeding in their refining rates.
Luck
- Adds 1 base damage per 5 points to both missle and melee weapons.
- Adds 1 point of Crit every 3 points. All characters have 1 base Crit to start with.
- Adds 1 Lucky Dodge every 10 points (it is the number that follows your flee count).
- Adds 0.1% chance to Blacksmiths succeeding in their refining rates.
- Luk aso effects your chance of being afflicted by some status alignments (such as Petrify) but it is much lower to that of Vit or Int in most cases.
CONCERNING LUCK: I believe it may not work critical wise. Also, this is not based on eAthena this is based on kRO (original RO).
Strength
- Base Damage is increased by 1 every point for melee.
- You receive a bonus of (Str/10^)2 for melee weapons. The product is rounded down.
- Adds +1 damage for missle weapons every 5 points.
- Adds 30 weight per point of BASE Str (not bonuses) and only the left hand Str only.
Agility
- Flee is increased by 1 per point.
- Your attack speed is increased per point. However, the formula is complex as it depends on your class, Agi, Dex, and Weapon. The general rule is 3 Agi roughly equals 1 point, however this isn't true inall cases. Agility does give more attack speed than dex overall.
Vitality
- Max HP is increased 1% from its total base per point.
- 0.8% weapon damage reduction per point.
- Healing items effect are increased by 2% per point.
- Every 5 point of Vit increases your HP regeneration by 1 (roughly, it also depends on your max HP now).
- There is a bonus damage reduction of [VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)).
- There is a hidden MDef bonus every 2 Vit (equal to what 1 Int gives you).
- As you add Vit, your chance to be afflicted by Poison, Stun, Silenced and/or Cursed is reduced (as is your duration for most status effects).
Intelligence
- Adds 1 base MAtk per point.
- Adds 1% to your max SP per point from your base SP.
- Every 6 Int increases your SP recovery by 1 and over 120 Int it is every 2 Int.
- Adds a bonus to MinMAtk of (Int/7)^2 total where (Int/7) is rounded down.
- Adds a bonus to MaxMatk of (Int/5)^2 total where (Int/5) is rounded down.
- Every point reduces damage from MAtk based skill by 1.
- Increasing Int reduces the chance of being afflicted by Blind, Sleep, and a few others.
Dexterity
- Every point adds 1 to your Hit.
- Dex also helps in your attack speed along with Agi (again complex and depends on many variables). Agility gives more attack speed than dex overall.
- Adds 1 base damage for missle weapons.
- Adds a bonus of (Dex/10)^2 total (ie, at 50 Dex, 25 points total) for missile weapons where dex/10 is rounded down.
- Adds 1 point to base damage for melee every 5 dex.
- +1 minimum damage per point for melee weapons. If Dex exceeds the Atk value of the melee weapon, use the Atk of the melee weapon for the min value. Min and Max Atk are equal when this happens.
- Reduces spell casting time by a percentage calculated as Dex/1.5.
- Adds 0.1% chance to Blacksmiths succeeding in their refining rates.
Luck
- Adds 1 base damage per 5 points to both missle and melee weapons.
- Adds 1 point of Crit every 3 points. All characters have 1 base Crit to start with.
- Adds 1 Lucky Dodge every 10 points (it is the number that follows your flee count).
- Adds 0.1% chance to Blacksmiths succeeding in their refining rates.
- Luk aso effects your chance of being afflicted by some status alignments (such as Petrify) but it is much lower to that of Vit or Int in most cases.
CONCERNING LUCK: I believe it may not work critical wise. Also, this is not based on eAthena this is based on kRO (original RO).
With the new server, these will be your character's stats You can see the stat and skill lists here. http://themanaworld.org/wiki/index.php?StatSystem.
The stats themselves are a skill group, which level the same way as the rest of the skills. These stats are not used in battle, they are used to calculate the stats used in battle, which are called derived stats.
STATS
* Strength - Calculates the derived stat, Attack Power
* Vitality - Calculates the derived stat, Hit points
* Fortitude - Calculates the derived stat, Defense
* Mentality - Calculates the derived stat, Magic Power
* Awareness - Calculates the derived stat, Magic Defense
* Mana - Calcluates the derived stat, Mana points
* Dexterity - Calulates the derived stats, accuracy% and evasion%
The skills follow growth according to the skill improvement formula.
* Strength - 1 exp when you attack
* Vitality - 1 exp every 10 damage you take
* Fortitude - 1 exp every time you are hit
* Mentality - 1 exp every time you cast a spell
* Awareness - 1 exp every time you take spell-based damage
* Mana - 1 exp every MP you spend
* Dexterity - 1 exp every time you hit with an attack or dodge
MP will generally be lower than HP, as a spell normally takes anywhere from 3-12 MP to cast.
DERIVED STATS
* Attack Power = 10 + strength + equipped weapon skill + equipment bonuses
- Is applied against the target's armor when calculating the damage dealt by
an attack.
* Armor = fortitude + equipment bonuses
- Is applied to soak the damage taken from a physical attack.
* Magic Power = 10 + mentality + elemental magic skill + equipment bonuses
- Is applied to deal damage when casting a spell, to calculate the stick time
of a spell, or to decide the chance of a spell inflicting status.
* Magic Armor = awareness + equipment bonuses
- Soaks damage from magical attacks.
* Accuracy% = 50 + dexterity + accuracy
- applied against the target's evasion to decide the chances of a successful
hit.
* Evasion% = dexterity/2 + dodge + (parry skill + equipped weapon skill)/4
- applied against the target's accuracy to determine the chances of a
successful dodge. (Very close dodges are considered parries)
* Reflex% = dexterity/4 + counter
- determines the rate of counterattack after blocking.
* Hit Points = 50 + (20 * vitality)
- determines the total HP value of the character.
* Magic Points = 20 + (10 * mana)
- determines the total MP value of the character.
* Speed = dexterity + running skill
- determines the rate of recovery for the charge bar when it is depleted.
(charged attacks take a consistent amount of time regardless).
The stats themselves are a skill group, which level the same way as the rest of the skills. These stats are not used in battle, they are used to calculate the stats used in battle, which are called derived stats.
STATS
* Strength - Calculates the derived stat, Attack Power
* Vitality - Calculates the derived stat, Hit points
* Fortitude - Calculates the derived stat, Defense
* Mentality - Calculates the derived stat, Magic Power
* Awareness - Calculates the derived stat, Magic Defense
* Mana - Calcluates the derived stat, Mana points
* Dexterity - Calulates the derived stats, accuracy% and evasion%
The skills follow growth according to the skill improvement formula.
* Strength - 1 exp when you attack
* Vitality - 1 exp every 10 damage you take
* Fortitude - 1 exp every time you are hit
* Mentality - 1 exp every time you cast a spell
* Awareness - 1 exp every time you take spell-based damage
* Mana - 1 exp every MP you spend
* Dexterity - 1 exp every time you hit with an attack or dodge
MP will generally be lower than HP, as a spell normally takes anywhere from 3-12 MP to cast.
DERIVED STATS
* Attack Power = 10 + strength + equipped weapon skill + equipment bonuses
- Is applied against the target's armor when calculating the damage dealt by
an attack.
* Armor = fortitude + equipment bonuses
- Is applied to soak the damage taken from a physical attack.
* Magic Power = 10 + mentality + elemental magic skill + equipment bonuses
- Is applied to deal damage when casting a spell, to calculate the stick time
of a spell, or to decide the chance of a spell inflicting status.
* Magic Armor = awareness + equipment bonuses
- Soaks damage from magical attacks.
* Accuracy% = 50 + dexterity + accuracy
- applied against the target's evasion to decide the chances of a successful
hit.
* Evasion% = dexterity/2 + dodge + (parry skill + equipped weapon skill)/4
- applied against the target's accuracy to determine the chances of a
successful dodge. (Very close dodges are considered parries)
* Reflex% = dexterity/4 + counter
- determines the rate of counterattack after blocking.
* Hit Points = 50 + (20 * vitality)
- determines the total HP value of the character.
* Magic Points = 20 + (10 * mana)
- determines the total MP value of the character.
* Speed = dexterity + running skill
- determines the rate of recovery for the charge bar when it is depleted.
(charged attacks take a consistent amount of time regardless).
The Mana World System Coordinator.
View the Systems
So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
View the Systems
So what does the systems coordinator actually do? My job is to take your ideas for TMW and build them into working aspects of gameplay that can be implemented by the artists and programmers. If there's anything you think we can do better or differently, let me know.
Re: STATS
Please stop necroing threads from 2005.
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- former TMW Pixel artist
- NOT a game master
Please do not send me any inquiries regarding player accounts on TMW.
You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.