Primary Stats
Stats are the six fundamental character statistics that make (or break) a character. Stats start out with a base value of 1 and can be raised as far as 99. With bonuses, the effective value can pass 100. Base stats are increased by spending stat points, higher stats costing more to raise. Stat points are gained with base level increases, the amount increasing with higher levels.
STR
Strength: This stat directly increases your physical damage (except using Guns, Instruments, Whips, and Bows), allowing you to deal damage even if you don't equip any weapons if you invest sufficient number of STR.
Every 1 STR provides:
- Attack minimum and maximum damage +1
- Every 10 total STR provides additional damage bonus (see table below)
- Weight Limit +30
- Every 5 STR: Ranged attacks damage +1
AGI
Agility: Used to increase your attack speed and chance of dodging.
Every 1 AGI provides:
- Flee (chance to dodge enemy attacks) +1
- ASPD increase - delay between attacks -0.4%
The actual ASPD calculation depends on AGI, DEX, ASPD potions and skills, the type of weapon you are using, and your job. It can take between 4 and 10 AGI to increase ASPD by 1. More details can be found in the entry for ASPD.
VIT
Vitality: Each point of VIT provides the following:
- Maximum HP +1%
- approximately 0.8 VIT-based DEF (50 VIT or less, slightly higher with more VIT)
- Resistance vs. the following Status Effects:
- Bleeding: decreases chance from being inflicted, decreases duration (exact value unknown)
- Curse: dereases duration (exact value unknown)
- Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
- Silence: -1% chance from being inflicted, -1% duration
- Stun: -1% chance from being inflicted, -1% duration
- Effectiveness from healing items +2%
- Every 2 VIT: Soft MDEF +1 (?)
- Every 5 VIT: HP regeneration rate +1
The VIT-based DEF is not particularly useful at late levels (due to calculation being Final Damage = (Initial damage - Armor-based DEF (%) - Any cards that provide damage reduction or resistance - Any other reduction effects) - VIT-based DEF (pure value), but it still doesn't negate the fact it grants you much higher HP and great efficiency from healing items.
- The calculation to see actual HP increased with every 1 VIT is: Total HP = [Base HP * (VIT * 0.01)]
- The calculation to see actual HP regenerated naturally with every 5 VIT is: Total HP Natural Regeneration Rate = [Max HP / 200] + [VIT / 5]
- The calculation to see actual HP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (VIT * 0.02)]
INT
Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF. Every 1 INT provides the following:
- Increase of MATK (See chart below)
- Bonus to minimum MATK every 7 INT
- Bonus to maximum MATK every 5 INT
- INT-based MDEF +1 (approximately)
- Maximum SP +1%.
- SP restoration items effectiveness +1%
- Every 6 INT: natural SP regeneration +1
- Alchemists: brewing success rate +0.05% (half the benefits of DEX of LUK)
- Resistance vs. the following Status Effects:
- Blind: -1% chance from being inflicted, -1/15 second duration
- Sleep: -1% chance from being inflicted
DEX
Dexterity: Decides your accuracy with your weapons. It also increases your ASPD (but requires more stats than AGI to increase ASPD by 1), as well as decreasing cast time of your spells. It also reduces the min-max damage rate, allowing you to do better average damage output, eventually almost always only doing top-end damage should you invest in DEX highly. As noted in STR description, bow, gun, whip and instrument users do not increase their damage through STR; they do it through DEX. DEX also has a close relationship with success rates with creation abilities such as weapon forging as a Blacksmith class or making a potion as an Alchemist class. Also, success rate of ability Steal (Thief's ability) depends on your DEX.
Every 1 DEX provides the following:
- Increased damage of bows, guns, whip and instrument attacks
- +1 minimum and maximum damage, additional bonus at every increments of 10 DEX (see table below)
- Hit (chance to land hit on enemy) +1
- Cast time -1/150 (150 DEX = instant cast)
- Thiefs: Steal success rate +0.01x
- Rogues: divesting success rate +0.2%
- Blacksmiths: forging success rate +0.1%
- Alchemists: brewing success rate +0.1%
- Cooking success rate +0.2%
- Increases minimum damage of attacks
- Level 1 weapons: minimum damage +1
- Level 2 weapons: minimum damage +1.2
- Level 3 weapons: minimum damage +1.4
- Level 4 weapons: minimum damage +1.6
- Slightly increased ASPD - delay between attacks -0.1% (AGI gives -0.4% attack delay)
- Every 5 DEX: melee damage +1
LUK
Luck: Each 1 LUK provides the following:
- Critical rate (DEF ignoring attack) +0.3%,
- Perfect dodge +0.1%
- Blacksmiths: forging success rate +0.1%
- Alchemists: brewing success rate +0.1%
- Cooking success rate +0.1%
- Every 5 LUK: reduces enemy's chance of landing critical attack by 1%
- Every 5 LUK: ATK +1
- Resistance to some status effects
- Blind: -1/3 % chance from being inflicted
- Curse: decreases chance from being inflicted (exact value unknown)
- Frozen: -1/3 % chance from being inflicted
- Poison: slightly decreases chance from being inflicted (exact value unknown)
- Silence: -1/3 % chance from being inflicted
- Sleep: -1/3 % chance from being inflicted
- Stone Curse: -1/3 % chance from being inflicted
- Stun: -1/3 % chance from being inflicted, -1/3% duration
LUK does not effect ingame drop rates, or chances to get a rarer item when killing. Its simply based on in-game percents not LUK as a stat.
- The calculation to see actual CRIT rate: CRIT = [LUK * 0.3] + 1
2003
© Ragnarok Online are trademarks of Gravity Corp. Based on Comic -
Ragnarok - by Lee Myoung-Jin (DTDS Studio). All other trademarks and
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