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Difference between revisions of "Status"
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===Spirit=== | ===Spirit=== | ||
Spirit increases: MAX MP, MP Recovery, and Magical Defense. | Spirit increases: MAX MP, MP Recovery, and Magical Defense. | ||
− | *MAX | + | *MAX MP will increase by 100% for every 250 Spirit stat. |
*MP Recovery will increase by 100% for every 250 Spirit stat. | *MP Recovery will increase by 100% for every 250 Spirit stat. | ||
*Magic Defense will increase by 5 for every 1 Spirit stat. | *Magic Defense will increase by 5 for every 1 Spirit stat. |
Revision as of 21:50, 9 January 2012
Status attributes, often called "stats" for short, affect all aspects of your character, including, but not limited to, appearance and general combat effectiveness.
Contents
Base Stats
HP
Current number of Hit Points out of your maximum. Determines your health.
MP
Current number of mana points out of your maximum. Skills operate using MP.
Strength
Increases the amount of Physical damage you deliver. One of the factor used in determining the fixed physical damage skills.
Intelligence
Increases the amount of Magical damage you deliver, every point of intelligence adds 1.56 magical damage. One of the factor used in determining the fixed magical damage skills, and the success rate of triggering status effects. Intelligence also affects other things such as Summon HP, Status Effect damage (Poison/Blood ticks), and the like.
Vitality
Vitality increases: MAX HP, HP Recovery, and Physical Defense.
- MAX HP will increase by 100% for every 250 Vitality stat.
- HP Recovery will increase by 100% for every 250 Vitality stat.
- Physical Defense will increase by 5 for every 1 Vitality stat.
Spirit
Spirit increases: MAX MP, MP Recovery, and Magical Defense.
- MAX MP will increase by 100% for every 250 Spirit stat.
- MP Recovery will increase by 100% for every 250 Spirit stat.
- Magic Defense will increase by 5 for every 1 Spirit stat.
Physical
Physical Attack
The numerical amount of physical damage you do to an enemy with a Physical Defense stat of 0. See Weapons for general attack comparisons, separated by class.
Calculated as follows
(Base Weapon Physical Attack) * (1 + STR / 250) + (Physical Piercing Damage)
Physical Critical Hit Rate
The chance of landing a critical hit with a physical attack, is unrelated to Magical Critical.
Base Physical Attack
Increases the damage done by fixed damage physical skills by 1% per 10 points.
Magical
Magical Attack
The numerical amount of magical damage you do to an enemy with a Magical Defense stat of 0. See Weapons for general attack comparisons, separated by class.
Calculated as follows
(Base Weapon Magical Attack) * (1 + INT / 250) + (Magical Piercing Damage)
Magical Critical
The chance of landing a critical hit with a magical attack, is unrelated to Physical Critical.
Base Magical Attack
Increases the damage done by fixed damage magical skills by 1% per 10 points.
Speed
Movement Speed
The speed your character moves while walking. This base speed can be improved through equipments and avatars, as well as some buff skills.
Attack Speed
The speed your character moves during normal attacks. Certain skill attacks are unrelated to this speed. Other skills' speed are based on a percentage of this speed.
Casting Speed
Speed of Magical Skill casting. The faster the Casting Speed is, the less time it takes to Cast skills.
See Weapons for general speed comparisons, separated by class.
Damage Avoidance
Physical Defense
The physical damage reduction percentage you experience when you are hit by an enemy of an equal level.
Magical Defense
The magical damage reduction percentage you experience when you are hit by an enemy of an equal level.
Evasion
Percent chance of evading an attack.
Elemental Resistance
Decreases the corresponding elemental damage received. Each 15 points deducts 10% of total damage. Attaining 150 points will deduct the corresponding elemental damage to 1. See also Elemental Attribute
Abnormal Tolerance
Tolerance against abnormal affects, see Status Effects
Other
Hit Rate
Increased chance of landing a hit on an enemy. The higher the number, the less likely that an attack will miss.
MP per Min.
Amount of MP that regenerates in one minute. The higher the number, the faster your MP regenerates. Normally increases upon level up and is often increased by certain Armor masteries.
HP per Min.
Amount of HP that regenerates in one minute. The higher the number, the faster your HP regenerates. Often hard to stack since only gear, Avatars, and Titles provide HP Regen bonuses.
Elemental Attack
Increases Elemental Damage of certain element. The more Elemental Damage you have, the more of an increase in damage from that Element when using Elemental-based Skills.
Exorcism Parameter
Special resistance needed to prevent stat loss in the Otherverse dungeons. Affects Max HP, Max MP, and Physical/Magical Attack. See Otherverse for more details.
Noob-O-Meter
Percentage of penalty received. Noob-O-Meter percentage directly impact the amount of experience reward from a quest. The penalty applies when one forms a party with a player 7 levels or higher than himself.
The player will not receive Noob-O-Meter in the following cases:
- Forming a party with players within mentor/disciple(Member) group.
- Forming a party with players in the same guild.
- Forming a party with anyone for Tower of Death.
- Forming a party with anyone in the same premium internet cafe.
Noob-O-Meter penalty can be reduced by:
- Leveling up
- Running a dungeon. (Effective even if the player dies)
- Amount of penalty reduction depends on the penalty the player possess; it's not dependent on level of a character.
- The higher the penalty, the higher the reduction; The lower the penalty, the lower the deduction.
- All the above methods are more effective if the player solo a dungeon.
- Note: Noob-O-Meter has been removed.
Max Inventory Weight
All characters can only carry a certain weight, a number which can be modified by equips or titles.
Fatigue Points
Fatigue Points has been removed and replaced with Blitz Points
Total of 156 fatigue points are given per day. Entering a dungeon automatically consumes one point. As the player progress through the map, each map consumes one point. Returning to a previously visited map doesn't consume a point, and having 0 fatigue points in the middle of dungeon doesn't consume a point anymore either. Thus, it is recommended to run full maps for a dungeon should you face 0 fatigue point in the middle. Fatigue points are fully replenished at 6:00 AM server time (9:00 AM Eastern time), along with coins.
Blitz Points
Replaced Fatigue Points in the Act X: Rebirth update. Visit Blitz Points for more info.
Skill Points
Skill points are used for buying skill from your respective class trainer. The current number of skill points possessed is the blue number underneath the MP bar.
Life Tokens
This indicates how many Life Tokens you have remaining. If you die in a dungeon, you can expend a Life Token to re-spawn in the dungeon without having to start it over. Once used, the hit counts on revived player is reset to zero. The player's HP and MP are fully restored, and all opponents on the screen are forcefully knocked down. Coins are given at the same time as Blitz points should the player used up any of the daily supplemented coins. Number of coins given per day varies from server to server.
Status Effects
Status | Effect | |
---|---|---|
File:StatusE1.png | Electrocution | Spark of electricity is shown. The player will receive additional damage from any attack. Shocked damage depends on intelligence of the attacker, which inflicts damage that ignores defense stat. |
File:StatusE2.png | Bleeding | Player is covered with crimson color. Receives fixed damage for certain period. Moving will inflict 1.5x fixed damage, however the monsters do not receive 1.5x even if they move. Fixed damage varies on the intelligence of attacker. Ignores the defense stat.
Total damage = bleeding damage of skill * (1 + (INT * 0.004)) |
File:StatusE3.png | Burn | Receives fixed damage with fire attribute for certain period. Damage is also inflicted on any nearby targets around the player, regardless of ally or foe. |
File:StatusE4.png | Poison | Receives fixed damage for certain period. The damage ignores the defense stat, but poison resistance stat deducts the fixed damage. |
File:StatusE5.png | Blind | Limits the visual range of the player for certain period. Hit Rate is reduced while Blinded. |
File:StatusE6.png | Stunned | A player becomes immobilized, unable to do anything for certain period. Should the player gets stunned while in mid-air or downed, the effect is shown after the player stands up. Effect is removed early is the stunned target is thrown. |
File:StatusE7.png | Petrified | A player becomes immobilized. Can't be downed or launched in this status. Receives damage if a player is unable to break out of this status within time limit. |
File:StatusE8.png | Frozen | A player becomes immobilized. Can't be downed or launched in this status. Receiving any attack with fire attribute can immediately nullify this effect. |
File:StatusE9.png | Sleeping | A player sleeps on the ground. Unable to do anything, counts as a downed status. Receiving damage will immediately nullify this effect. |
File:StatusE10.png | Confused | !? sign appears on the top of player's head. Up, down and left, right directional keys are reversed briefly. |
File:StatusE11.png | Immobility | A player becomes immobilized. Able to attack, but unable to jump. Back step is possible. |
File:StatusE12.png | Super Armor | A red line covers a player. Ignores all knock back or downed attack briefly. Throw move and counter attack ignores super armor effect. Several types of Super Armor exist including Ranged and Permanent. |
File:StatusE13.png | Haste | Increases moving and attack speed of the player. Speed varies on the level of haste effect. |
File:StatusE14.png | Slow | Decreases moving and attack speed of the player. Speed varies on the level of haste effect. |
File:StatusE15.png | Blessed | Increases fixed number of all stats briefly. |
File:StatusE16.png | Cursed | Decreases fixed number of all stats briefly. |
File:StatusE17.png | Invisibility | A player becomes dematerialized. No attack can be landed on the player. The player can't take a fairy in this status. |
Mind Control | The Player loses control of their character temporarily. | |
File:StatusE19.png | Defense Destruction | A player's defense stat becomes 0. Only occurs for certain equipments in certain situation. |
File:StatusE18.png | Weapon Destruction | A player's attack stat becomes 0. Only occurs for certain equipments in certain situation. |
Physical Attack Attribute
- Attack attribute varies on the type of weapon and skill used.
- Mainly, there are bash and slash attack categorized by either melee or ranged.
- The detailed explanation is listed below:
Attack | Type | Attribute | Weapons | Detail |
---|---|---|---|---|
Smash | Melee | Bash | Bludgeon, Knuckle, Gauntlets, Boxing Glove, Tonfa, Staff, Rod, Pole, Cross, Rosary, Totem | Melee bash type attack. Most weapons tend to possess this attribute. Some golems have resistance against this type, being able to nullify a hit. All tentacle monsters have damage reduction against this attack. |
Slice | Melee | Slash | Katana, Short Sword, Zanbato, Lightsabre, Claw, Spear, Battle Axe, Scythe | Melee slash type attack. Most normal attacks of slayer tend to have this attribute. Golems have damage reduction against this attack, and reduced stun time. Able to chop down objects such as grasses and corals. Some monsters trigger their self-destruct sequence once being hit. |
Projectile | Ranged | Slash | Auto Gun, Revolver, Bowgun, Musket | Ranged slash type attack. Most normal attacks of gunner tend to have attribute. Has the same damage property as Slice attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks. |
Explosion | Ranged | Bash | Hand Cannon | Ranged bash type attack. Has the same damage property as Smash attacks. Causes some types of monsters to cast special Super Armor that blocks only ranged attacks. |
Null | - | - | Only certain skills | Attack that doesn't belong in any 4 above. No stuck, or damage reduction due to resistance. Damage from poison or bleeding falls under this category. |