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#1 ApathyPizza

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Posted 16 April 2013 - 05:17 PM

Currently, posted guides related to RO2 are hit and miss in terms of accuracy. Can't really blame the players since this game is fairly new to the english community, I imagine they are doing the best they can with the information and free time that they have.

Anyway, I've read about 4 different guides concerning stats (STR/AGI/VIT/WIS/INT) and each guide has different explaination of what they do and how they benefit your character.

From what I've come to understand:

STR -> Physical Damage/Parry
VIT -> HP
AGI -> Crit/Dodge - Does not effect attack speed
Wis -> SP/Cast Speed
INT -> Magical Damage

Please make any corrections to what these stats do, and offer any additional informaton regarding these stats.

Example of additional information: In RO1, Vit was used not only for HP, but for resistances (poison, stun, etc). RO2 does have poison effect, and I'm wondering if adding VIT will help with poison resistance like in RO1.

How much HP is given from VIT? I heard 1 VIT = +5 HP, but for some reason that doesnt seem right.

The concern is that many players don't want to go into the game and build a character under certain expectations only to find out later that they completely messed up their character.

Anyone who can help out with this basic newbie guide, your contribution is appreciated!

Thanks!

Edited by ApathyPizza, 16 April 2013 - 06:04 PM.

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#2 Howie

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Posted 16 April 2013 - 05:38 PM

Certain stats do not affect certain classes. Example would be INT on Rogue.
From what I can tell, there aren't resistances and whatnot and I do not believe adding VIT helps any.
I will confirm that 1 VIT = +6 HP which is why a lot of the builds (at least over in SEA server) don't really add VIT as it really doesn't benefit largely end-game.

Also, to add, nothing effects attack speed. Attack speed is pretty much unimportant as most of the time, you'll be skill spamming.
And I don't think WIS affects cast time.

Edited by Howie, 16 April 2013 - 05:40 PM.

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#3 synesthetic

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Posted 16 April 2013 - 05:46 PM

Well.. I did make this earlier, but... I don't want you to feel like I'm picking on you, since I've been replying to a lot of your threads recently. x_x
I just have nothing else to do right now, and you just happen to keep asking stuff I know I can answer.

As for VIT, it used to be 5 HP per point. But one of the patches to seaRO2 bumped it up to 6 HP per point (whoop. dee. doo.), and corrected an ingame typo that said AGI gave 5 crit instead of 4.
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#4 Howie

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Posted 16 April 2013 - 05:48 PM

Hah, that's what I'm doing too. Nothing else to do? Answer some questions I have insight to.
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#5 ApathyPizza

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Posted 16 April 2013 - 05:52 PM

this pinned topic has information about stats, too:
http://forums.warppo...-start-playing/

I'm looking for additional information, though.
I know I miss monsters with 95%+ Hit. In RO1, Dodge was determined by Base Level+Agi, for example. I'm wondering if similar concepts apply in RO2 to determine HIT/MISS/CRIT/HP/MP/Regen etc that may not have been posted yet.

For example, Haste can only be improved through buffs and from special gears as far as I know.
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#6 Howie

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Posted 16 April 2013 - 05:57 PM

I had a friend try to explain to me how HIT works but I didn't really get the whole concept. But from what I can remember, 95% is in fact your hit rate and you miss because it factors in the enemy dodge rate. So it's not just a flat 95% hit rate.

And yea, haste/vigor can only be increased by certain buffs and items with the appropriate additional stats. I guess guardian too.
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#7 KIyde

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Posted 16 April 2013 - 06:00 PM

What? Wis raises Cast Speed? that's totally new to me :hmm:
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#8 ApathyPizza

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Posted 16 April 2013 - 06:01 PM

A friend of mine told me that Wis helps cast speed, but none of the guides I've read support this and I haven't touched the stat yet.
I'm curious about Wis specifically because of guillotine fist.

In RO1, guillotine fist's damage was determined by STR and total SP if I recall correctly. Dex was usually good for cast speed, too. So for RO1, STR/INT/DEX = Asura. In RO2, if the equation for guillotine fist is comparable, and you want higher SP for higher damage, it would imply that a monk would want wis rather than int in their build.

It's been forever since I've actually read the equation for how guillotine fist works, so I could be wrong. Additionally, RO2 is NOT RO1 and the damage equations could be different. It's just an observation I've made that has me curious, that's all.
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#9 Howie

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Posted 16 April 2013 - 06:01 PM

What? Wis raises Cast Speed? that's totally new to me :hmm:

It does not, only gives you SP. So...pretty useless stat.
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#10 Terr

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Posted 16 April 2013 - 06:01 PM

WIS is NOT casting speed, it only effects your SP, and not by much. No class should EVER invest in WIS.The stats that effect casting speed and recast times are Haste ( the casting speed ) and Vigor ( Timers ) , which you get from gear and skills.

And for the record every 1 AGI is .05 crit iirc, I'd need to ask my hubby since he remembers all the DD stat stuff. I do remember that your crit % goes down as you level though.

Edited by Terr, 16 April 2013 - 06:03 PM.

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#11 Akimitsu0

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Posted 16 April 2013 - 06:03 PM

mmm... WIS don't have effect in cast :/ ...

I see that cast speed is decreased with equip ...
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#12 synesthetic

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Posted 16 April 2013 - 06:05 PM

this pinned topic has information about stats, too:
http://forums.warppo...-start-playing/

I'm looking for additional information, though.
I know I miss monsters with 95%+ Hit. In RO1, Dodge was determined by Base Level+Agi, for example. I'm wondering if similar concepts apply in RO2 to determine HIT/MISS/CRIT/HP/MP/Regen etc that may not have been posted yet.

For example, Haste can only be improved through buffs and from special gears as far as I know.

I think I've covered most of that in my thread. I could expand it if I notice more general questions getting repeated.

And in Urahara's thread.. it's a little incorrect. HP and SP regen are determined only by your max HP and SP. I don't remember how much it was exactly, but I think it was something like for every 250 HP/SP, you get 1 more point of HP/SP regen. And I don't think VIT affected potion potency.. I'll doublecheck if seaRO2 ever comes back online.
If she is right, then I just have more reason to dislike how seaRO2 changed the game.

I had a friend try to explain to me how HIT works but I didn't really get the whole concept. But from what I can remember, 95% is in fact your hit rate and you miss because it factors in the enemy dodge rate. So it's not just a flat 95% hit rate.

And yea, haste/vigor can only be increased by certain buffs and items with the appropriate additional stats. I guess guardian too.

Hm. I forgot about dodge vs. hit. I mean, I don't think it even factors in PVE. But PVP, that makes sense.
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#13 ApathyPizza

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Posted 16 April 2013 - 06:06 PM

That could have been the case. My friend may have gotten +haste/vigor equipment as a quest reward and only noticed the difference as they pumped up WIS. As I was saying, though, I'm wondering if WIS is as useless as everyone accuses it of being; or if it could prove to be useful for a guillotine fist monk?
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#14 Howie

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Posted 16 April 2013 - 06:08 PM

That could have been the case. My friend may have gotten +haste/vigor equipment as a quest reward and only noticed the difference as they pumped up WIS. As I was saying, though, I'm wondering if WIS is as useless as everyone accuses it of being; or if it could prove to be useful for a guillotine fist monk?

Taking my example from SeaRO2, WIS literally does nothing apart from raising your SP. In turn, will not help making your monk more OP, sadly. :(
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#15 ApathyPizza

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Posted 16 April 2013 - 06:13 PM

hmm... so Asura/Guillotine Fist has nothing to do with SP in RO2?
That's another foggy area that hasn't been touched by many guides, and that's how skill damage works in RO2.

I've noticed the difference between level 1 and level 5 skills are usually very small percentage increases, but is that a percentage of skill damage based on your character's physical/magical damage or an entirely different equation?

Everything seems a lot more simplified in RO2 compared to RO1.
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#16 synesthetic

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Posted 16 April 2013 - 06:15 PM

The percents on skills refer to your physical or magic attack.
RO2 is very simple.
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#17 Howie

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Posted 16 April 2013 - 06:18 PM

Yes, the percentage is from your Magical/Physical power. Some skills have a larger increase in percentage than others like Asura Strike for Monks and Moonlight Dance for Rogues.

Yea, it's pretty straightforward...not as complicated as RO1 seems. (I've never played but I've read quite a bit here and there about RO1)
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#18 ApathyPizza

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Posted 16 April 2013 - 06:20 PM

Cool, this is helping alot.
Not to switch topics, but I don't want to spam the board with another new topic if this can get answered really quick:
When I was upgrading cards, I get (Normal+) versions of the cards.
Does this imply that there are like... (Advanced+) for example?
And when the card album makes references to Card Combos, does that imply equipping each card separately to create the combo; or combining the cards to get the combo effects?
Sorry ahead of time if you already posted a guide for this.
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#19 synesthetic

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Posted 16 April 2013 - 06:24 PM

You have Normal (green) cards and Rare (blue) cards. If you manage to upgrade a Normal one, you get Normal+ and can't upgrade it any further. As far as I know, it's the same deal for Rare cards.

You get the effect of card combos by having them all equipped.

All card synthesis does is give you a 50% chance of destroying them all, or a 50% chance that one of the five you put in get a + (while the other four are destroyed).
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#20 Howie

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Posted 16 April 2013 - 06:25 PM

I have never seen anything above Normal + on cards. This may be different in kRO but the case in SeaRO2 is it just goes to Normal +.

Getting the combo effect is from equipping the cards of the given set. Sometimes it has a (2) in front of it meaning if you were to get 2 cards of that set and equip it, you will get that extra stat listed by the combo set.
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#21 Shouichirou

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Posted 16 April 2013 - 06:26 PM

What they should really do is somehow make WIS more useful. There are many ways to do this, some may include;

- Give WIS an extra/side-effect (other than ONLY affecting the sp-pool)
- Alter the amount of SP needed to be used on skills/summons/etc
- Alter the amount of SP rewarded per WIS point

By doing that WIS can somewhat be of a legitimate real-use, rather than to be completely ignored (optioned out) when it comes to stat build or rune choices. It would also contribute to a more diversified stat-build-community.
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#22 ApathyPizza

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Posted 16 April 2013 - 06:39 PM

Interesting. None the less, considering that cards take up alot of inventory and storage; and there seems to be a time limit on Card Albums for temporary storage; it seems like a good way to get rid of some extra cards.


What they should really do is somehow make WIS more useful. There are many ways to do this, some may include;

- Give WIS an extra/side-effect (other than ONLY affecting the sp-pool)
- Alter the amount of SP needed to be used on skills/summons/etc
- Alter the amount of SP rewarded per WIS point

By doing that WIS can somewhat be of a legitimate real-use, rather than to be completely ignored (optioned out) when it comes to stat build or rune choices. It would also contribute to a more diversified stat-build-community.


I agree that WIS should be changed to be less useless.

In addition to your suggestions, I also think it wouldn't be unreasonable to explore the concepts of having stats that could effect on Haste/Vigor.

If Haste and Vigor were separated into Phy Haste/Mag Haste and Phy Vigor/Mag Vigor, AGI/WIS stats could be used to have a small impact on Haste/Vigor -- making Haste/Vigor not 100% gear based.

As some of us are players familliar with RO1, alot of our understanding of how to build a character in RO2 is going to be based on what I know from RO1; but RO2 is a completely different game in many ways. For example, in RO1 we had DEX. DEX + Level determined your HIT and your Cast speed. Since there is no DEX in this game, a portion of our understanding as RO1 players concerning how to build a character has been lost by this new format -- thus we need to learn the new game play. Not a big deal, but it's just that some RO1 players have come to RO2 with certain expectations and may find themselves lost without proper research.

In any case, that's a debate for the dev team, and this game might be too new for those types of concepts to be given any serious consideration yet -- seeing as I have no idea how this suggestion would change the balance of the game.

Edited by ApathyPizza, 16 April 2013 - 06:51 PM.

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#23 Shouichirou

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Posted 16 April 2013 - 08:20 PM

There is actually another possibility regarding stats in relation to [Stat Builds] in mind. Basically at the moment, most players tend to not care too much on a stat build. Seeing as though "the stats on the build are minimal compared to the overall stat chart". Stats from equips/accessories/titles/cards usually end up diluting the effects of stats assigned in the [Stat Build].

A possible way to make a [Stat Build] more "effective" or "important" is to basically have it so that that "stats" assigned in the [Stat Build] would have a stronger effect than "stats" attained from other means.

For example, throwing in a [VIT +5 rune] has the typical effect of adding +30hp to players (6hp per VIT*). With the "altering", one can make it so that adding [5 VIT] to a [Stat Build] would have a more "powerful effect" (probably something like +10~15hp per VIT). This way, it will greatly improve the "importance of a stat build" and probably add in more [Stat Build] diversity as well.

Basically in short. By making each stat in the [Stat Build] more "potent" than stats gained from anywhere else, people will become more prone to rechecking and changing their stat builds in accordance. Well, face it, people worry more about their equipment (even more about cards/accessories/titles) than their own [Stat Builds].



*This is not including the influence from buffs/bonuses that may affect the stat outcome. (Steel Body Grizzly Form, Aura Shield)

Edited by Shouichirou, 16 April 2013 - 08:22 PM.

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#24 Krispin2

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Posted 16 April 2013 - 08:38 PM

It doesn't sound bad, but then there would be nothing but extremist builds like in RO1 classic where raising two stats as high as one can gives a better result than a balanced build.
Like a hundred vitality making the character immune to nearly every status effect in the game, making status effects and abilities that cause them, especially ones meant for use in WoE, pretty useless.
I hate that.
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#25 Shouichirou

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Posted 16 April 2013 - 08:49 PM

It doesn't sound bad, but then there would be nothing but extremist builds like in RO1 classic where raising two stats as high as one can gives a better result than a balanced build.
Like a hundred vitality making the character immune to nearly every status effect in the game, making status effects and abilities that cause them, especially ones meant for use in WoE, pretty useless.
I hate that.


Hopefully not to that extent. Probably looking for a possible [Stat Build Stat = Normal Stat x 2]. Basically some type of incentive to make people think twice about their own [Stat Build]'s by raising its general "importance".

Of course, they can also implement certain "limits" on secondary-stats that are affected by primary stats. Similar to how "limits" already exist for def/dodge/parry (before skill buffs), so as to oppose a possible immune-scenario.



Quote-related-note: It's a good thing VIT in this game doesn't affect immunity to status effects, haha.

Edited by Shouichirou, 16 April 2013 - 08:57 PM.

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