

The calculation to see actual MATK rate: Min MATK = (INT + ^2) ~ Max MATK = (INT + ^2)ĭexterity: Decides your accuracy with your weapons.The calculation to see actual SP healed by healing item: Total Healing = Base Item Healing Rate +.The calculation to see actual SP regenerated naturally with every 6 INT is: Total SP Natural Regeneration Rate = + + 1.The calculation to see actual SP increased with every 1 INT is: Total SP = Base SP +.INT-based MDEF is taken into account after all other factors such as cards, your item-based MDEF, and such has been calculated first. You gain 1 INT-based MDEF for every 1 INT you increase. Chaos: -2/3% chance from being inflictedĮvery 100 SP will provide 1 more SP regenerated during natural regeneration state.Blind: -2/3% chance from being inflicted, -1/15 second duration.Alchemists: brewing success rate +0.05% (half the benefits of DEX of LUK).Every 6 INT: natural SP regeneration +1.Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF. For more information on the subject, see Restoration Items. The calculation to see actual HP healed by healing item: Total Healing = Base Item Healing Rate +.The calculation to see actual HP regenerated naturally with every 5 VIT is: Total HP Natural Regeneration Rate = +.The calculation to see actual HP increased with every 1 VIT is: Total HP =.The VIT-based DEF is not particularly useful at late levels (due to calculation being Final Damage = (Initial damage - Armor-based DEF (%) - Any cards that provide damage reduction or resistance - Any other reduction effects) - VIT-based DEF (pure value), but it still doesn't negate the fact it grants you much higher HP and great efficiency from healing items. Stun: -1% chance from being inflicted, -1% duration.Silence: -1% chance from being inflicted, -1% duration.Poison: -1% chance from being inflicted, decreases duration (exact value unknown).Curse: dereases duration (exact value unknown).Bleeding: -1% chance from being inflicted, decreases duration (exact value unknown).approximately 0.8 VIT-based DEF (50 VIT or less, slightly higher with more VIT).Vitality: Each point of VIT provides the following:

Does not affect Cast Time or Cast Delay.More details can be found in the entry for ASPD discussion. It can take between 4 and 10 AGI to increase ASPD by 1.

The actual ASPD calculation depends on AGI, DEX, ASPD potions and skills, the type of weapon you are using, and your job. ASPD increase -0.4% base time between attacks.Flee (chance to dodge enemy attacks) +1.Every 10 total STR provides additional damage bonus (see table below)Īgility: Used to increase your attack speed and chance of dodging.Strength: This stat directly increases your physical damage (except using Guns, Instruments, Whips, and Bows), allowing you to deal damage even if you don't equip any weapons if you invest a sufficient amount of STR. If with regular stats your hp is normally 50,000. You can view your stat window by pressing " Alt + Q".Stat points are gained with base level increases, the amount increasing with higher levels. Base stats are increased by spending stat points, higher stats costing more to raise. With bonuses, the effective value can pass the limit. Stats start out with a base value of 1 and can be raised as far as 99 (Eir / Tyr), or 255 (Loki). Stats are the six fundamental character statistics that make (or break) a character.
