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Do stats still do this or are they totally different ?

Posted: Mon Mar 23, 2020 7:38 am
by elquar
Found this wiki last night from 2007.

LInk: https://web.archive.org/web/20070503184 ... 3%E3%82%A2

I was curious because it had more detail on what stats do then i have seen before. Is this still relevant or woefully out of date ? (data below)

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" Adventure Sphere (Adventuring Sphere)


2-a. Strength (STR)
Melee Damage: (Melee damage before various mitigation)
Weight: 2 weight / 25 STR (Transportable weight) For the
Melee class, an important ability value to determine the damage done.

2-b. Constitution (CON)
Hit Point: 1 hit point / 4 CON (Inaccurate. There seems to be an upper limit on HP in Lv. The way of ascending may differ depending on the occupation.)
Resistance: + 1% / 10 CON
Hit Point is required for all classes. Important stats for Tank.

2-c. Dexterity (DEX)
Melee critical hit: + 1% / 5 DEX (Melee critical hit probability)
Evade / Resist: + 1% / 50 DEX (Melee, Spell avoidance rate)
Defend: ( Probability of defensive abilities like Block, Parry, Dodge )
Recognize / React: (Reaction to enemy attack)
Melee attack mitigation(Removed in the 1/20/2007 patch.)
Currently the most important ability value for Melee, Tank.

2-d. Vitality (VIT)
Healing Effectiveness: (Healing Effectiveness. The value of the caster is used.)
In-combat Regeneration: (Health / Energy natural resilience in combat)
Unmounted Movement: + 1% / 50 VIT (Moving speed when not mounted) An
important ability for Healer.(Healing up is not working at the moment of Beta)(Corrected by the patch of 1/20/2007.)

2-e. Intelligence (INT)
Spell Damage: (Spell Damage)
Identify / Recognize: (Probability that an enemy can identify the spell being cast and generate a counter for it.)
Detect / Perceive: (Detection of enemy in Stealth or Invisibility state. Identification of who is aggro)
Counter: (Caster and Healers have a chance to successfully counter spell)
Resist Counter: (It makes it difficult
for your spell to be countered by the enemy.) Important ability value for Caster and Healer.

2-f. Wisdom (WIS)
Spell Critical Hit: + 1% / 5 WIS (Probability of Spell attack becoming critical)
Energy: +4.5 / 1 WIS (Energy maximum)
Identify / Recognize: (Probability that an enemy can identify the spell being cast and generate a counter for it.)
Detect / Perceive: (Detection of enemy in Stealth or Invisibility state. Identification of who is aggro)
Counter: (Probability that Caster and Healers succeed in Counter spell) An
important ability value for Caster and Healer.



Class Armor (armor value)
Melee damage reduction rate: (AC / 50)%
Spell damage reduction rate: (AC / 225)%

Health (physical strength)
So-called HP.

Energy (Energy)
The so-called MP. Consumed mainly for using Spells.

Endurance (endurance)
Consumed by Sprint, Melee, and some Spells. Unless under special conditions (?) Fixed at 100 regardless of level or class.

Defence (defense)
Calculated from Armor Class etc. (?). Melee, Spell damage reduction power. Evasion rate of Melee, Spell.

Healing Focus (Reinforcement of recovery)
Total value of Healing Focus of equipment. Improve heel skills by%.

Damage Focus Spell (strengthening attack spell)
The total value of the equipment's Spell Damage Focus. Increase attack spells by%.

Resistance (Magic Resist)
Six types: Fire (FR), Cold (CR), Physical (PR), Mental (MR), Arcane (AR), Spiritual (SR).
Perfect Resist probability: (Resistance / 5)%
Partial Resist probability: (Resistance / 10)%
Spell damage reduction rate: (Resistance / 5)%
Attribute weapon damage reduction rate: (Resistance / 10)%

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I found this intriguing so added here at end



6. Altar Sacrifice System
Currently not implemented.

Dedicate unnecessary items to altars in various places and receive Buffs.
Buff is strong enough and long lasting.
The more powerful items you offer, the higher the rank of Buff.