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Summing Up Stat and Skill Changes


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#51 4458130508113924833

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Posted 20 December 2013 - 12:45 PM

I didn't say Monks shouldn't get a self heal, they need it, I just explained why DPS classes need survivality skills because it seemed like they wanted to take Sin's Self-Heal away.


Edited by 4458130508113924833, 20 December 2013 - 01:27 PM.

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#52 Rukaroa

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Posted 21 December 2013 - 04:06 AM

So with the introduction of the Cast Time stat, Haste no longer reduces cast time speed. Haste now reduces auto attack speed which is pretty useful for any physical attacking class. Transformations will also reduce the normal attack speed.

 

In the tooltip for Attack Power and Magic Power, there's a sub stat for General Attack effect and Physical skill effect. I have no idea how this affects skills and auto attacks.


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#53 RavenTDA

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Posted 21 December 2013 - 04:21 AM

Can WP offer some explanation on some of these stats or at least how they are supposed to work if they're bugged?


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#54 1214681284

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Posted 21 December 2013 - 05:08 AM

  • STR/INT increases ATK/MAG by 1 and parry by 2
  • AGI increases Crit by 4, Dodge by 2, and Accuracy by 1
  • WIS increases SP by 21, SP regen (my best guess for "recyclability) by 0.1, and elemental resist (0 for now)
  • VIT increases HP by 15, HP regen by 0.2, and Defense (0 for now)
  • 1 stat point increase now costs 1 point instead of the increasing costs from before
  • It is unknown how Crit, Dodge, Accuracy, Parry, and damage reduction formulas work currently

Does it mean all character needs agi now in order to hit?


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#55 rzevidz007

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Posted 21 December 2013 - 05:14 AM

So with the introduction of the Cast Time stat, Haste no longer reduces cast time speed. Haste now reduces auto attack speed which is pretty useful for any physical attacking class. Transformations will also reduce the normal attack speed.

In the tooltip for Attack Power and Magic Power, there's a sub stat for General Attack effect and Physical skill effect. I have no idea how this affects skills and auto attacks.


By auto attack speed did you mean just normal attack or skills?

Edited by rzevidz007, 21 December 2013 - 05:16 AM.

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#56 Rukaroa

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Posted 21 December 2013 - 05:17 AM

By auto attack speed did you mean just normal attack or skills?

 
Normal attacks. It's the white number that pops up. Yellow numbers are your skill damage.
 

  • STR/INT increases ATK/MAG by 1 and parry by 2
  • AGI increases Crit by 4, Dodge by 2, and Accuracy by 1
  • WIS increases SP by 21, SP regen (my best guess for "recyclability) by 0.1, and elemental resist (0 for now)
  • VIT increases HP by 15, HP regen by 0.2, and Defense (0 for now)
  • 1 stat point increase now costs 1 point instead of the increasing costs from before
  • It is unknown how Crit, Dodge, Accuracy, Parry, and damage reduction formulas work currently
Does it mean all character needs agi now in order to hit?

 

If the formulas stay the same, yes. But at the same time, AGI increases Dodge which is silly since they cancel each other out.


Edited by Rukaroa, 21 December 2013 - 05:19 AM.

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#57 Lukiner

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Posted 21 December 2013 - 08:13 AM

Lol at the logic of some people.

Monk should logically be given a heal. No idea why sins have one when shadow armor was enough... I mean, monks were once acolytes...

But i guess 95% of the community didn't play monk to figure that out before.

 

answer is obvious:

 

Gravity hate Monk but love Assassins so they give more useful stuff for assassins


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#58 Lukiner

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Posted 21 December 2013 - 08:15 AM

 

  • STR/INT increases ATK/MAG by 1 and parry by 2
  • AGI increases Crit by 4, Dodge by 2, and Accuracy by 1
  • WIS increases SP by 21, SP regen (my best guess for "recyclability) by 0.1, and elemental resist (0 for now)
  • VIT increases HP by 15, HP regen by 0.2, and Defense (0 for now)
  • 1 stat point increase now costs 1 point instead of the increasing costs from before
  • It is unknown how Crit, Dodge, Accuracy, Parry, and damage reduction formulas work currently

Does it mean all character needs agi now in order to hit?

 

 

new builds:

 

FULL AGI or mix of AGI, WIS and VIT
 

//////////oh damn sorry for doulbe post >.<


Edited by Lukiner, 21 December 2013 - 08:17 AM.

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#59 FluffyMiyu

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Posted 21 December 2013 - 11:02 AM

new builds:

 

FULL AGI or mix of AGI, WIS and VIT
 

//////////oh damn sorry for doulbe post >.<

Full AGI and WiS, or just WIS all the way. Beneficial for any class because the rest of stats just heavily supported by gears anyway.

 

who knows what's gonna happens next with WiS. Probably the only way to stop Poison/Dots

wait, are they elements to begin with?


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#60 4458130508113924833

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Posted 21 December 2013 - 11:40 AM

answer is obvious:

 

Gravity hate Monk but love Assassins so they give more useful stuff for assassins


I think if gravity loves anyone, its Rangers.

Just Sayin'


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#61 1214681284

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Posted 21 December 2013 - 04:02 PM

Why they put hit and dodge on agi? Would they cancel each other?
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#62 ZeroTigress

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Posted 22 December 2013 - 04:20 PM

Why they put hit and dodge on agi? Would they cancel each other?


Hit rate is the frequency of you HITTING the target. Dodge is the frequency of you AVOIDING enemy attacks.

How does that in any way cancel each other?
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#63 SoraOfKHK

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Posted 22 December 2013 - 05:00 PM

Hit rate is the frequency of you HITTING the target. Dodge is the frequency of you AVOIDING enemy attacks.

How does that in any way cancel each other?

 

Pretty sure they meant that due to the numbers being similar for many classes right now, they're canceling each other, especially in PVP aspects.

 

If you have 700 hit, and your enemy has 700 dodge, then you've still got a chance of hitting them, but it's probably something like 10% at best.

 

Agi, right now, is a 1:2 ratio for Dodge and a 1:1 ratio for Accuracy. It should probably be the other way around, and they should scale Hit far higher, actually. A 1:5 ratio for Accuracy would probably be best, especially with the current miss rate on not just players, but monsters, as well (even those of our own level).

 

Typically, there's a 95% chance of hitting monsters (and players) of your own level. This changes when you hit 50. I had over a 100% Hit Rate before the AoV Patch. Now, I'm missing almost everything I touch... Except for things in the Dayr Desert, for some reason. I still miss often, even there, just not as often as hitting things at, say, level 50, or things in Chaos Dungeon.


Edited by SoraOfKHK, 22 December 2013 - 05:02 PM.

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#64 Rukaroa

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Posted 22 December 2013 - 05:26 PM

Thing is we're not sure exactly how Hit and Dodge interactive with each other since 1) we can't see the % values in the tooltip and 2) we don't know exactly how the hit-dodge formula works. Is it Hit - Dodge? Is it roll for Hit% then Dodge%? Is it the other way around? Or is it something else? It could be any of those, and what's making it harder is that we can't see the % values in the tooltips.

 

All we can see is the raw value. And I'm not entirely sure if this is the case at all, but the Hit stat doesn't seem to increase with level like it used to since Hit is on Agi.


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#65 ZeroTigress

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Posted 23 December 2013 - 12:21 AM

Still think WIS should be redone into DEX.

You know what would be a better place to put elemental resistance? CARDS. Going into a dungeon with water monsters? Pop in a water resistance card! What if you're planning to hunt in an area filled with wind elementals? Counter with a wind resistance card!


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#66 Rukaroa

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Posted 23 December 2013 - 01:26 AM

I'm with you there. I'm not exactly sure why they're insistent on keeping WIS except to stick to the manwha stat scheme.


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#67 ZeroTigress

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Posted 23 December 2013 - 09:41 AM

All we want is a 3D version of RO. Gravity knows this and so does WarpPortal. RO1 has established INT as the main magic stat, there is no reason to have WIS in a game that's supposed to be the sequel to RO1.

Change WIS to DEX.
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