Hello guys. I am Animalicia and I am a guide maker and feature reviewer of Ragnarok Online 2. I am from the SEA server and this account is meant as a clone here in WarpPortal to bridge he RO2 NA and SEA servers. You can read more about me at my profile page. I'll be starting one of the projects I've wanted to do before I went on a short hiatus so I ask for your support. This first project will be called Deciphering the Numbers or DTN.
DTN will be a series of surveys to gather data about the character stats in Ragnarok Online 2: Advent of Valkyrie. The goal of this series is to unlock the formulas used on different character stats and to aid in stat planning. Results will be published at the end of each survey here in WarpPortal Forums.
Instead of doing one complete long survey, I'll be separating the data gathering into several survey forms. New surveys will be made when the previous surveys have enough responses. I want this to be a community effort so the success of this study depends on the support of the player base.
I have already gathered enough data from my character to decipher a few of the formulas but I will need more to validate them before I publish the results. Please support this simple project. Thank you. -Animalicia
Please share this with your friends, guild group page, FB fan pages, etc., I'll need all the data I can get
Stats Info Summary:
General
- HP SpoilerHP = (175+39*Level+15*VIT+HP Bonus)*(1+(Total HP Modifier)/100)
HP Modifiers include VIP Bonus, Guild Skill Bonus, and Tanks Skills like Grizzly Form - SP SpoilerSP = (21*WIS+SP Bonus)*(1+(Total SP Modifier)/100)
SP Modifiers include VIP Bonus
This table shows the benefit of each basic stat depending on the class. Cells with emphasized colors are class-specific benefits while numbers with bold red fonts, in my personal opinion, introduces unfair disadvantage to their respective class. More on this will be discussed later on in a different thread about rebalancing. Note that the Alter passive skill Ignition is already applied on the table and INT for Monk class also adds 2 to Physical Attack because of their passive skill Spiritual Cadence.
Attack
- Attack Power - Base value for calculations for physical attacks and skills. This is not the value used by the skill multipliers. SpoilerAttack Power = (STR*STRMultiplier+(Total Attack Power Honing Bonus))*(1+(Total Attack Power Modifier)/100)
Attack Power Modifiers include Guild Skill Bonus, forms like Bear Form and Shadow Form and etc., Ymir's Child, Awake, Impositio Manus, Balance Link - -General Attack Effect(Gneral Attack effect) - Physical attack value of general attacks SpoilerGeneral Attack Effect = ClassAttackConstant*(Attack Power)+(WeaponMin+WeaponMax)/2
ClassAttackConstants vary among different classes, we don't have enough resources to derive all 18 constants - -Physical Skill Effect - Value used for physical skill calculations. Refine Value is not reflected on the Character stats but is added before skill calculations.SpoilerPhysical Skill Effect = 0.095*Attack Power+(WeaponMin+WeaponMax)/2
- Magic Power - Base value for calculations for magical attacks and skills. This is not the value used by the skill multipliers. SpoilerMagic Power = (INT*INTMultiplier+(Weapon Magic Power)+(Total Magic Power Honing Bonus))*(1+(Total Magic Power Modifier)/100)
Magic Power Modifiers include Guild Skill Bonus, Ymir's Child, Awake, Impositio Manus, Balance Link - -General Attack Effect(Gneral Attack effect) - This doesn't make sense. It's another copy+paste "improvement" by the genius devs of Gravity. There's no such thing as Magical General Attack. Even Wizards will hit mobs with their staves and not hit them with magically conjured magic balls as general attack. SpoilerGeneral Attack Effect = ClassAttackConstant*(Magic Power)+(WeaponMin+WeaponMax)/2
ClassAttackConstants vary among different classes, we don't have enough resources to derive all 18 constants - -Magical Skill Effect(Physical Skill Effect<Proves the copy+paste skills of Gravity devs, no time to change Physical to Magical>) - Value used for magical skill calculations. Refine Value is not reflected on the Character stats but is added before skill calculations.SpoilerMagical Skill Effect = 0.095*Magic Power+(WeaponMin+WeaponMax)/2
- Attack Speed -The general attack speed of the wielded weapon. SpoilerAttack Speed = Weapon Attack Speed*(1-Haste Rate/100)
- Cast Speed - Reduces the casting time of skills. It is also affected by Acceleration modifiers. SpoilerCast Speed(%) = Cast Speed/(0.005*Cast Speed+0.2*Level+10)
- Haste - Haste or Acceleration reduces the general attack speed of the wielded weapon. SpoilerHaste(%) = Haste/(0.005*Haste+0.2*Level+10)
- Vigor - Vigor or Vitality reduces all skill cooldowns. SpoilerVigor(%) = Vigor/(0.005*Vigor+0.2*Level+10)
- Hit - The chance to land an attack or skill. (Finding the formula for Hit will be suspended until they fix Hit Infotip)
- Critical - The chance to land a critical strike(double damage). SpoilerCritical Success Rate = Critical/(0.02*Critical+40)
- Penetration
- Damage Increase(PVP)
- Defense - Reduces the damage taken. SpoilerDefense Rate = Defense/(0.01*Defense+0.35*Level+8.7)
- Dodge - The chance to completely avoid attacks.(Finding the formula for Hit will be suspended until they fix Dodge Infotip)
- Parry - The chance to block attacks and skills which reduces the damage by 50%. SpoilerBlock Success Rate = Parry/(0.02*Parry+40)
- Damage Reduction(PVP)
[Completed] Survey #001: DTN001: Critical
Results: I have found that critical and block follows the same formula below.
The formula for Block/Critical Success Rate. The value for alpha is the slope of the line created by dividing critical or block success rate and critical or parry value. The alpha constant has been refined by using different formulas to reduce the percentage error. I won't be showing the derivation process and how I arrived with this formula because it is quite a long and boring math.
Chaostamer149 from Warpportal Forums derived a more precise formula for Critical and Block Success rates below:
Block/Critical success rate DOES NOT scale with your level(i.e. a Level 20 Thief with 1000 parry/critical will have 16.68% block/critical rate on the same level, and a Master Level 20 Assassin with 1000 parry/critical will also have 16.68% block/critical rate on monsters with the same level) but might, no proof, scale depending on the target's level.
This graph shows the curve up to 25000 critical/parry value or 46.26% critical/block rate. 25000 critical/parry is almost impossible to achieve so don't expect to be able to reach a critical/block rate higher than that.
This graph shows the curve up to 49.9% block/critical. The cap for block/critical rate is 49.9542262% or simply 49.95% but it is impossible to achieve since it requires 2345753327405 or 2.35 trillion parry/critical value.
[Completed] Survey #002: DTN002: Defense
Chaostamer149 was also able to derive the defense formula below.
Data from the survey was used for validation.
This graph shows the curve up to 25000 defense which is equivalent to 88.28% defense rate.
Survey #003: DTN003: Cast Speed/Haste/Vigor
Chaostamer149 again was able to derive the formula for Cast Speed/Haste/Vigor.
This graph shows the small decay as the raw value increases.
Survey #004: Attack & Magic Power
Attack Power = ((STR*STRMultiplier)+(Total Physical Power Honing Bonus))*(1+(Total Damage Modifier/100))
Damage Modifiers are the percentage value of skills like Aura Blade, Aura Armor, Bear Form, Impositio Manus, Awake Form, Ymir's Child, SoulLink Balance, etc. Guild Skill Tactical Training is also a Damage Modifier. Power Runes does not reflect it's effect on the character stats.
-General Attack Effect(Gneral Attack effect) - Physical attack value of general attacks
General Attack Effect = (Attack Power/Attack Constant)+((Min. Damage + Max. Damage)/2)
Where Attack Constant = 5.015 (Based on my own database, needs survey database to validate)
-Physical Skill Effect - Value used for physical skill calculations. Refine Value is not reflected on the Character stats but is added before skill calculations.
Physical Skill Effect = (Attack Power/Skill Constant)+((Min. Damage + Max. Damage)/2)
Where Skill Constant = 15.53 (According to CM Heimdallr of WarpPortal, RO2 NA)
or Skill Constant = 10.5673455849938 (Based on my own database from RO2 SEA characters, also needs survey database for validation)
Magic Power - Base value for calculations for magical attacks and skills. This is not the value used by the skill multipliers.
Magic Power = ((INT*INTMultiplier)+(Weapon Magic Power)+(Total Magic Power Honing Bonus))*(1+(Total Damage Modifier/100))
Damage Modifiers are the percentage value of skills like Aura Blade, Aura Armor, Bear Form, Impositio Manus, Awake Form, Ymir's Child, SoulLink Balance, etc. Guild Skill Tactical Training is also a Damage Modifier. Power Runes does not reflect it's effect on the character stats.
-General Attack Effect(Gneral Attack effect) - This doesn't make sense. It's another copy+paste "improvement" by the genius devs of Gravity. There's no such thing as Magical General Attack. Even Wizards will hit mobs with their staves and not hit them with magically conjured magic balls as general attack. But if you're still interested here's the formula:
General Attack Effect = (Magic Power/Attack Constant)+((Min. Damage + Max. Damage)/2)
Where Attack Constant = 5.015 (Based on my own database, needs survey database to validate)
-Magical Skill Effect(Physical Skill Effect) - Value used for magical skill calculations. Refine Value is not reflected on the Character stats but is added before skill calculations.
Magical Skill Effect = (Magic Power/Skill Constant)+((Min. Damage + Max. Damage)/2)
Where Skill Constant = 15.53 (According to CM Heimdallr of WarpPortal, RO2 NA)
or Skill Constant = 10.5673455849938 (Based on my own database from RO2 SEA characters, also needs survey database for validation)
Edited by Animalicia, 22 April 2014 - 08:04 PM.