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#1 synesthetic

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Posted 13 April 2013 - 05:14 AM

I. Basic Stats (STR, AGI, INT, etc.)
II. Rates (Crit, Haste, Defense, etc.)
III. Other Stats (Attack, Magic, Attack Speed)


I. Basic Stats

Stats here are drastically different from RO1, and actually don't mean much in the long run. Your equipment is what matters the most. But here's what each stat does (per 1 point):


STR - 2 attack power, 2 parry*
AGI - 4 crit*, 2 dodge*
INT - 2 magic power, 2 parry*
WIS - 10 SP, increases amount of SP healed by potions (10 points = 2%? increase)
VIT - 6 HP, increases amount of HP healed by potions (10 points = 1% increase)

* See next section on Rates for more information.


What's the max you can raise a stat?
The highest you can raise a stat is 50.
Technically 51, since you start out with 1 in each stat, and can raise it 50 times. But for skill build discussions, the answer is generally 50.

Should I get WIS?
No. It doesn't matter what class you are. No.

How much (STR/INT) /AGI/VIT should I get?
There are a few commonly-accepted stat builds that apply to all classes:

50/26/2

26/50/2

40/40/0

39/39/7

3x/3x/3x

where the first stat is your attack stat (STR or INT), the second is your AGI, and the third is your VIT.
Except for Monk and the Swordsmen classes. For Monks, it's STR/INT/VIT, and then some Monks have their own alternative builds with AGI worked in somehow for a little extra crit and dodge. Similarly, some Knights focusing on DPS, and Warriors, will work in INT somehow for extra crit damage.


The last build isn't as popular as the others since VIT really only matters in raid dungeons, where certain bosses have skills that may one-shot you if your health is too low. In seaRO2, the first thing people ask you when you're looking for a raid party is how much HP you have. 5k is the cutoff point there for the smallest raids. It may be different here, since monsters in seaRO2 have higher HP and supposedly do more damage than in kRO2.

Despite max HP being such an issue, most people still don't get VIT, because they get enough through their equipment, cards, runes, title, and buffs. And gradually, as their equipment gets even better, thus raising their HP even further, they replace their VIT cards and runes for offensive stat ones.

Why get VIT at all then?
It's a matter of player preference.

More HP may be enough to help you survive a crit from a boss.
The more HP you have, the more likely you'll survive emergencies because the healers will have more time to save you.


II. Rates

You have base values like Hit, and then you have effective percentages like Hit Rate calculated off of them. I'll describe the basic values first.
  • Hit - your accuracy
    • increases as you level such that your Hit Rate will be 95% against monsters at your level, and can be increased by Rare/Epic equipment
    • You'll have higher accuracy against monsters lower in level, and lower accuracy against monsters higher in level.
  • Critical - critical hits and heals do twice as much
    • increased by AGI, buffs, certain foods, and some raid armor sets
    • Unlike in RO1, crits are not guaranteed to hit, as far as I can tell. There's no Lucky Dodge either, for that matter.
  • Haste - decreases cast time
    • increased by certain foods, Rare/Epic equipment, and by summoning your Guardian
    • Despite what the tooltip for the skill says ingame, it does not increase your attack speed.
  • Vigor - decreases skill cooldown time
    • increased by Rare/Epic equipment, and by summoning your Guardian
  • Defense - reduces all damage taken by Defense Rate against an enemy at your level
    • increased by armor, buffs, and certain foods
  • Dodge - evades damage entirely by Dodge Rate against an enemy at your level
    • increased by AGI, buffs, certain foods, and some Rare/Epic equipment
  • Parry - halves damage taken by Parry Rate against an enemy at your level
    • increased by STR/INT, buffs, certain foods, and some Rare/Epic equipment
Rare/Epic equipment generally comes in two varieties. The offensive type gives a bonus to Hit, Haste, and Vigor. The defensive type gives a bonus to Dodge and Parry. Accessories can be found in either variety, and everyone has weapons and armor with offensive bonuses. But only tank classes (Knight, Warrior, Beastmaster, Monk) can get weapons and armor with defensive bonuses.
There are also Epic crafted sets which give Hit and more Haste than the typical offensive piece, but no Vigor; or Hit and more Vigor, but no Haste.

As an example, you may find a blue-named weapon that gives 10 Hit, 35 Haste, and 35 Vigor. That does not mean 10%/35%/35%; the game would've said Hit Rate, Haste Rate, and Vigor Rate then.


Given base stat values, all Rates are determined by this formula:

Rate % = (Stat Value / (400 * (1.05^(character level - 1)))) * 100


Note that because of this, Rates decrease as you level.
AGI builds who are unaware of this will be saddened or panic as they notice their 20% Crit Rate gradually drop.

For quick reference if you're level 50,

Rate % = stat * 0.0228

Crit Rate % = AGI * 0.0916


So how much STR/INT and AGI should I get?
So you're looking at getting a 50/26, 26/50, or 40/40 build by Lv.50 then. Let's compare how much you get out of them.

50/26 --> 100 atk, 2.38% crit rate
26/50 --> 52 atk, 4.57% crit rate
40/40 --> 80 atk, 3.66% crit rate

Comparing between the two 50-pt builds, that's a difference of only 2% crit rate. If you think that you can feel that difference, then go be happy with your 50-AGI build.

In comparison, how much of a difference does 48 atk make? By endgame, you should have over 2k from equipment. Some classes can reach 3-5k.

So by all means, your stats don't matter much.

But really, which is better? STR/INT or AGI? Which will make me do more? Give me math and numbers.
It mostly depends on how much attack and crit rate you have.

There's a breakeven point varying with how much crit rate and attack you have.
If you have less attack than that point, then STR/INT will do more.
If you have more attack than that point, then AGI will do more.
The breakeven point if you have 0% crit rate is about 2184 attack.
Then for roughly every 5% crit rate, the breakeven point for attack increases by about 109.
By 30% crit rate, the breakeven point is 2839 attack.

I don't want to give you math formulas and numbers and headaches. Just take your damages from a crit and a non-crit, multiply those by how often you do crit and don't crit (respectively), and add the results. Then compare that result with what you should get when you increase your attack or crit by some amount.
Or better yet, just use this spreadsheet:
https://docs.google....lYTWYzRlE#gid=0
Plug in how much attack and crit rate you have, then plug in the difference in STR/INT and AGI you're interested in seeing.
Also, on the second sheet, there's a brief listing of breakeven points up to 40% crit.

Or even BETTER yet, try out Rukaroa's spreadsheet. His looks a lot nicer and he knows what he's doing!


Now I said it -mostly- depends on your attack and crit rate. It also partially depends on what class you are.
If you're a class that relies a lot on DoTs/HoTs (e.g. Wizard, Priest), then that tilts your overall output in favor of STR/INT, because DoTs/HoTs generally can't crit. The only exception I know of is Sorc's LoR, which has a chance to crit per tick.


III. Other Stats

Attack Power is used to determine how much damage physical classes do with their skills, and how much their autoattacks do.

Autoattacks do approximately 8-10% of your Attack Power against monsters before defense is factored in. I don't know if it works any differently for PVP, and Colosseum is an entirely different story.

Attack Speed determines how many seconds you have in between your autoattacks, and has nothing to do with your skills. This figure is purely given by your weapon, and nothing affects it. You can't increase it, spamming skills does not interrupt it, and autoattacks don't interrupt your skills.

Magic Power is used to determine how much damage magical classes do with their skills. These classes don't autoattack, unless you manually right-click on a target to do so, and you'll stop autoattacking once you start casting.

Edited by synesthetic, 03 August 2013 - 09:36 AM.

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#2 Morlord

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Posted 13 April 2013 - 05:57 AM

Gah, so everyone will pretty much end up with the same stat build, how lame D:
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#3 Shouichirou

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Posted 13 April 2013 - 10:36 AM

Gah, so everyone will pretty much end up with the same stat build, how lame D:


Some people might do a left-curve-ball and go for a 2x/3x/3x/2x. I can only see Battle Manual swordsman or even Monk even having the gall to try that though.
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#4 synesthetic

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Posted 13 April 2013 - 11:52 AM

Oh that's right. I do remember some knights once talking about INT for DPS.

Thank you, I'll mention that.
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#5 Rennie246

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Posted 13 April 2013 - 02:38 PM

The real stat difference will come from what type of gear you pick to use ''Hit/dodge ect'' and what cards you use, the actual stat you pump up are more or less the same for most classes.
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#6 synesthetic

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Posted 21 April 2013 - 01:46 PM

Updated.  Attempted to improve readability for Rates, and added some more detail.
Included a section on atk, matk, aspd, and autoattacking, since enough people have been confused about the last two.

Edited by synesthetic, 21 April 2013 - 01:46 PM.

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#7 Lucentos

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Posted 21 April 2013 - 02:56 PM

This game is quite simple in the nutshell. The only thing is really affect your success is the quality of your gears - e.g. Its tier, overrefinement and quality of your runes.
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#8 Serenaki

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Posted 21 April 2013 - 03:11 PM

This game is quite simple in the nutshell. The only thing is really affect your success is the quality of your gears - e.g. Its tier, overrefinement and quality of your runes.


Game is gear based not stat based. A few games out there like that. Some players hate gear based games and don't even play them others love it.
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#9 Lucentos

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Posted 21 April 2013 - 03:25 PM

Game is gear based not stat based. A few games out there like that. Some players hate gear based games and don't even play them others love it.

The most gear based gears essence:
Posted Image

Edited by Lucentos, 21 April 2013 - 03:25 PM.

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#10 Serenaki

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Posted 21 April 2013 - 03:30 PM

The most gear based gears essence:


LMAO, I lol'd so hard at that ty for sharing xD
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#11 Niji

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Posted 21 April 2013 - 03:45 PM

still laughing at that omg that was epic
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#12 ZeroTigress

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Posted 28 April 2013 - 08:19 PM

Bump for sticky, please.
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#13 Thaiku

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Posted 29 April 2013 - 12:50 AM

Stats should be more important in our builds, like ro1.
A good way would be, for example, character VIT points gives 8 hp and gear VIT gives 5 hp.
So our stats build would be more important.
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#14 nIXne

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Posted 29 April 2013 - 02:40 AM

Stats should be more important in our builds, like ro1.
A good way would be, for example, character VIT points gives 8 hp and gear VIT gives 5 hp.
So our stats build would be more important.


I think having two different types of VIT would be problematic and make the game over-complicated for no reason... lol. It's more simple to just buff the stat itself, then nerf the amount of VIT you receive from gear, cards, etc. Putting points into VIT automatically become way more beneficial.

In theory, anyway.

Edited by nIXne, 29 April 2013 - 02:41 AM.

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#15 ZeroTigress

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Posted 30 April 2013 - 11:06 AM

Bump for sticky.
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#16 datenshi888

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Posted 30 April 2013 - 11:16 AM

Yes please.
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#17 Enharmonics

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Posted 30 April 2013 - 12:33 PM

The fact that you can pretty much use the exact same cookie-cutter build for pretty much every class is one of the things that bothers me the most about this game.

Stats and gear were of approximately equal importance in the original(unless you were playing a high-rate private server with donation equips and such, in which case gear was usually a little more important), and I felt that was good. It made classes(and the builds possible for them) versatile. To meet someone who had the exact same build as you was almost unfathomable.
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#18 Mulder1

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Posted 30 April 2013 - 12:39 PM

It looks kinda the same as RO, will be there any more expansions like trans or something among those lines?
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#19 DeviousX13

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Posted 30 April 2013 - 01:35 PM

The fact that it is gear based is somewhat troubling to me but I have to keep in mind that changes may be made later on as to how stats work and affect characters. 2nd job may introduce skills that have stat dependent damage or some such. Either way, I hope more emphasis is placed on a characters stats eventually.
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#20 LeroyT

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Posted 30 April 2013 - 02:10 PM

Love the number crunch! Very well laid out and extremely informative!

The forum needs a Guide section where people can have easier access to in-game information. Don't wanna miss out on the juicy bits.
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#21 ZeroTigress

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Posted 01 May 2013 - 09:48 PM

Move to New Players Guide section, please!
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#22 Blackiichan

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Posted 04 May 2013 - 05:45 PM

Is there a way to reset your stats?
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#23 synesthetic

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Posted 04 May 2013 - 06:16 PM

There are stat reset items sold in the Kafra Shop. There should be plenty available in the ingame Auction House from people reselling them.
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#24 D111

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Posted 25 May 2013 - 10:25 AM

Stole this post for our guild forums!

Hope you don't mind. :p_love: :p_laugh: :p_love:
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#25 nisal

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Posted 29 May 2013 - 05:22 AM

First off great guide! It answered alot of my questions.

But i still have a question about the Hit Rate %.
The character info window states that i have over 100% hit rate to monster under my lvl.
However when i play agains monster with low lvl i still happen to miss.
And to monster with the same lvl i should have a Hit rate of 97% but i still miss much more than 3% of my casts.
Is this something only i am expiriencing or am i missing something?
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