Stats & Attributes

From ROIdle Wiki
Revision as of 17:41, 17 September 2024 by 108.162.212.150 (talk) (→‎Dexterity)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Stats[edit]

There are 6 basic Stats that are the base of your characters' final combat capabilities (Attributes). The player can choose which Stat to increase by spending stat points, gained by leveling up the character's base Level. Everyone starts off with a certain amount of stat points that they can immediately allocate at Level 1, and each level grants progressively more points. The number of stat points needed to advance each Stat will also increase the higher the Stat value. Base Stats allocation is capped at 99, but a character's effective Stat value can go over this number with bonuses from their current class and special equipment.


Strength[edit]

Strength (STR) improves P.ATK, which is responsible for physical melee and ranged attack's damage. Every point in STR increases 1 P.Atk, and every multiple of 10 gives an extra bonus that increases quadratically.


Ref:


Agility[edit]

Agility (AGI) improves your character's evasion (EVA), speed (SPD) and critical chance (C.Chance).

  • Every point increases your EVA by 1.
  • Every 6 points increases your SPD by 1. Capped at 25 (including equipment bonus).
  • Every 5 points increase your C.Chance by 1, with bonuses at 19, 39, 59, 79 and 99.


Ref:


Vitality[edit]

Vitality (VIT) improves a character's maximum Hit Points (HP), Physical Defense (P.DEF), Magical Defense (M.DEF), and Status Defense (S.DEF).

  • Each point in VIT increases max HP by 1% base HP.
  • Every 4 points in VIT increases P.DEF by 1.
  • Every 20 points in VIT further increases P.DEF by a bonus amount that scales in increments of 1 (20 -> 1, 40 -> 2, then 3, 4, etc).
  • Every 8 points in VIT increases M.DEF by 1.
  • Every 5 points in VIT increases S.DEF by 1.

Note: VIT also improves the healing effectiveness of consumables, except for consumables that heal for a fixed amount of HP as stated in their description.


Ref:


Intelligence[edit]

Intelligence (INT) improves M.ATK, which is responsible for magical spells' damage. Every point in INT increases 1 M.Atk, and every multiple of 7 gives an extra bonus that increases quadratically.


Ref:


Dexterity[edit]

Dexterity (DEX) improves a character's Hit Rate (HIT), Status Attack (S.ATK), Physical Attack (P.ATK), Speed (SPD) and Dex Healing.

  • Every point increases HIT by 1.
  • Every 5 points increases P.ATK by 1
  • Every 3 points increases S.ATK by 1.
  • Every 15 points further increases S.Atk by a bonus amount that scales in increments of 3 (15 -> 3, 30 -> 6, then 9, 12, etc).
  • Every 10 points increases SPD by 1.
  • Every point increases DEX Healing by 1.
  • Every 10 points, starting at 20, further increases DEX Healing by a bonus amount that scales in increments of 1 (20 -> 1, 30 -> 2, then 3, 4, etc).


Ref:


Wisdom[edit]

Wisdom (WIS) improves a character's maximum MP, Wis healing capabilities, Magical Defense (M.DEF), Physical Defense (P.DEF) and Mana Points (MP) regeneration through idling/using normal attack.

  • Every point increases your max MP by 1% of base MP.
  • Every 8 points increase MP Regeneration by 1
  • Every 4 points increases your M.DEF by 1.
  • Every 20 points further increases M.DEF by a bonus amount that scales in increments of 1 (20 -> 1, 40 -> 2, then 3, 4, etc)
  • Every 8 points in WIS increases P.DEF by 1.
  • Every point increases WIS healing by 1.
  • Every 10 points, starting at 20, further increases WIS Healing by a bonus amount that scales in increments of 1 (20 -> 1, 30 -> 2, then 3, 4, etc).


Note: WIS also improves the effectiveness of MP recovery consumables, except for consumables that recover a fixed amount of MP as stated in their description.


Ref:



Attributes[edit]

Attributes are the final values used to calculate most game mechanics , like damage, healing amount, HP & MP, etc. They are determined by your character's Stats along with gears, buffs, passive skills, and/or elixirs.


Hit Points (HP)[edit]

The numeric representation of the character's health. As a character takes damage, their HP will decrease and when it reaches 0, the character will be knocked out. After a character is KO'ed, they must be resurrected via skills, items or through resting at the Tavern's Hall or Inn.

The base max HP of a character starts at 35, and its growth has both a linear and an exponential component to it. It depends on both the class the character has selected at that moment and the mastery level of the armor types they have equipped. Each class has a different HP growth, depending on how naturally tanky they are. They have 2 modifiers, base and variable, and they both increase through gaining base levels. The mastery level of armor types provides an additional boost to the variable (exponential) HP growth modifier, for each item of that type equipped. For instance, having a level 100 at Heavy Armor Mastery means that each Heavy Armor item equipped provides +0.15 to the modifier. So a full Heavy Armor set adds +0.6. After the base amount is defined, each point in the VIT stat increases the max HP by 1%, and passive skills or equipment that gives flat HP are added at the end of the line.


Max HP Formula

linearHP = 35 + (baseLevel * classBaseHpModifier)

expHP = ∑ (i * (armorHpModifier + classVarHpModifier))
        i=2 -> 
        baseLevel

baseHP = linearHP + expHP

maxHP = floor(baseHP * (1 + VIT * 0.01)) + flatHP


Mana Points (MP)[edit]

Mana, or magic points, is needed to use any active skill. MP slowly recovers whenever a character uses a normal attack or idles. For additional recovery during battle, there are consumables or some rare skills that can help too. Otherwise, resting at the Tavern will also recover the character's MP to full.

The base max MP of a character starts as 10, and its growth will depend on the class they have selected at that moment and the mastery level of the armor types they have equipped. Each class has a different MP growth, depending on how attuned to magic they are. This growth is calculated through a modifier value from that class times the base level of the character. The mastery level of armor types provides an additional boost to that MP growth modifier, for each item of that type equipped. For instance, having a level 100 at Light Armor Mastery means that each Light Armor item equipped provides +1 to the modifier. So a full Light Armor set adds +4. After the base amount is defined, each point in the WIS stat increases the max MP by 1%, and passive skills or equipment that gives flat MP are added at the end of the line.

Max MP Formula

baseMP = 10 + floor(baseLevel * (classModifier + armorMpModifier))

maxMP = floor(baseMP * (1 + WIS * 0.01)) + flatMP


Physical Attack[edit]

Physical Attack (P.ATK) is mostly determined by your STR stat, but also helped by DEX. P.ATK benefits both melee (swords, daggers, axes, etc) and ranged (bow, crossbow) attacks.

  • Every 1 point in STR gives 1 P.ATK.
  • Every 10 points in STR gives a quadratically increasing bonus.
  • Every 5 points in DEX gives 1 P.ATK.


Physical Attack Formula

P.Atk = STR + floor(STR/10)^2 + floor(DEX/5)


Physical Defense[edit]

Physical Defense (P.DEF) is gained through investment in the VIT and WIS Stats. The more P.DEF a character has, the less physical damage they take.

  • Every 4 points in VIT gives 1 P.DEF.
  • Every 8 points in WIS gives 1 P.DEF.
  • Every multiple of 20 VIT gives an increasing bonus:
    20 VIT -> +1
    40 VIT -> +2
    60 VIT -> +3
    80 VIT -> +4
    100 VIT -> +5
    120 VIT -> +6


Physical Defense Formula

PDEF = floor(VIT / 4) + floor(WIS / 8) + bonusPdef

Magical Attack[edit]

Magical Attack (M.ATK) is gained through investment in INT stat. This affects both single target and area of effect (AOE) spells.

  • Every 1 point in INT gives 1 M.ATK.
  • Every 7 points in INT gives an extra quadratically increasing bonus.


Magical Attack Formula

M.ATK = INT + floor(INT / 7)^2


Magical Defense[edit]

Magical Defense (M.DEF) is gained through investment in the WIS and VIT Stats. The more M.DEF a character has, the less magical damage they take.

  • Every 4 points in WIS gives 1 M.DEF.
  • Every 8 points in VIT gives 1 M.DEF.
  • Every multiple of 20 WIS gives an increasing bonus:
    20 WIS -> +1
    40 WIS -> +2
    60 WIS -> +3
    80 WIS -> +4
    100 WIS -> +5
    120 WIS -> +6


Magical Defense Formula

MDEF = floor(WIS / 4) + floor(VIT / 8) + bonusMdef

Status Attack[edit]

Status Attack (S.ATK) is gained through investment in the DEX Stat. This improves the chances of applying negative status effect on your target(s).

  • Every 3 points in DEX increases S.ATK by 1.
  • Every 15 points in DEX gives an increasing bonus to S.ATK (3,6,9,12, and so on)


Status Attack Formula

S.ATK = floor(DEX / 3) + bonusSAtk


Status Defense[edit]

Status Defense (S.DEF) is gained through investment in the VIT Stat. This improves the chance of resisting negative status effects.

  • Every 5 points in VIT increases S.DEF by 1.


Status Defense Formula

SDef = floor(VIT / 5)


Hit Rate[edit]

Hit Rate (HIT) is gained through investment in the DEX stat. You also gain +1 HIT every time you level up your character level, not class level. The more HIT you have above your target's EVA, the higher chance for you to land a hit. For example, if your HIT is 150 and your target's EVA is 100, 150 - 100 = 50. Therefore you have 50% chance to land your hit.


Hit Rate Formula

HIT = 175 + baseLevel + DEX


Evasion[edit]

Evasion (EVA) is gained through investment in the AGI Stat. You also gain +1 EVA every time you level up your character base level, not class level. The more EVA you have above your attacker's HIT, the higher the chance for you to evade an attack. For example, if your EVA is 150 and your attacker's HIT is 100, 150 - 100 = 50. Therefore you have 50% to evade an attack. There is a 5% hard cap on hitting a target, so it is not recommended to have your EVA be more than 95 of your enemy's HIT.


Evasion Formula

EVA = 100 + baseLevel + AGI


Speed[edit]

Speed (SPD) is gained through investment in AGI and DEX stat.

  • Every 6 points in AGI increases SPD by 1.
  • Every 10 points in DEX increases SPD by 1.

SPD provides the following benefits:

  • Improves your chances to roll a higher initiative number at the start of a battle by adding the SPD value to it. In other words , improves your character's chance to move first in the battle's rounds.
  • Improves your recovery speed when resting at the Tavern.
  • Improve your party's travel speed.

Note: Character's SPD is capped at 25.


Speed Formula

SPD = floor(AGI / 6) + floor(DEX / 10)


Counterattack[edit]

Counterattack (Counter ATK) is the chance for a character to counterattack their attacker. This stat is independent of your character's Stats and can only be obtained through skills or equipment bonus. A Sword type, a Spear type and an Axe type have Counter ATK as bonus attributes.

Critical Chance[edit]

Critical Chance (C.Chance) is the chance for a character to score a critical hit. This stat is increased by investment in the AGI Stat and by leveling the character's base level. Some class skills or equipment bonus also provide C.Chance. Critical attack hits for 100% + C.Atk% of your normal damage, so if your normal attack hits for 1,000 damage, your critical attack (with the standard 50 C.ATK) will deal 1,500 damage.

  • Every 20 base levels increases C.Chance by 1
  • Every 4 AGI increases C.Chance by 1
  • Every 19, 39, and subsequent 20, has a bonus increase of +1, +2, +3,+4 and +5 C.Chance, respectively.


Critical Chance Formula

CChance = floor(baseLevel / 20) + floor(AGI / 4) + bonusCChance

Critical Attack[edit]

Critical Attack (C.ATK) increases the damage dealt by your critical attacks. A character starts with 50 C.ATK as default. This attribute is independent of your character's Stats and can only be increased through skills or equipment bonuses. A Sword type, a Mace type, a Staff type and Crossbows have C.ATK as bonus attributes.

  • Each point in C.ATK increases the damage of your character's critical attack by 1%.


Critical Defense[edit]

Critical Defense (C.DEF) reduces the damage you take from critical attacks. This attribute is independent of your character's Stats and can only be increased through skills or equipment bonuses.

  • Each point in C.DEF reduces the damage from a critical attack by 1%.


Crit Negate[edit]

Crit Negate (C.Negate) reduces the chances of your character being critically hit. This attribute is independent of your character's Stats and can only be increased through leveling, skills or equipment bonuses

  • Every 20 base levels increases C.Negate by 1


Mana Regeneration[edit]

Mana Regeneration (MP Regen) dictates how much MP a character recovers when doing a simple attack or idling. They do not recover any MP when using Skills. Idling recovers MP by 1.5x the MP Regen value. This Attribute starts at 4 and increases depending on the character's base level and WIS.


MP Regen Formula

MPRegen = 4 + floor(baseLevel / 5) + floor(WIS / 8)

Healing Power[edit]

The Healing Power (Wis/Dex Healing) provides the base value for calculating the healing amount for their respective types of skills. They both are calculated using the corresponding Stat and the character's base level.

  • Every point in the Stat increases the corresponding Healing by 1
  • Every 4 base levels increase both Healings by 1
  • Every 10 points in the Stat provides an extra bonus to the corresponding Healing, starting from 20. 20 awards +1 Healing, 30 awards +2, 40 awards +3, and so on, for a total summed bonus of +55 at 110 of that Stat.


Healing Power Formula

Heal = stat + floor(baseLevel / 4) + bonusHealing