Stats

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Primary Stats

Also referred to as Base Stats. These stats are fundamental character statistics that are increased as the character levels. In most RPGs, stats, or statistics are used to represent how strong a character is. Stats are used in battles to determine how much damage a character takes by an opponent during, or deals to an opponent during battle. As a character levels up, they get increases in each stat. Different jobs gain stats differently. For example, Magician classes gain more Intelligence per level than Warrior classes.

Raising Stats

Stats are predetermined until level 61, to which the player is then given the ability to distribute five points per level to the primary stats of their choice. Players may also practice a level of control over their stats through equipment and skills. Note that newly-obtained bonus stats will apply when the character changes channel.

The button to apply points appears in the corner bottom-right of the game, above Guild to Journal icons.

STR

STR Formula
Strength = (BaseSTR[1] * BonusSTR[2]) + BaseSTR + EqSTR[3]
  1. BaseSTR: Base STR (Character Total)
  2. BonusSTR: STR percentage bonuses from equipment or skills
  3. EqSTR: Flat STR bonuses from equipment, medals, skills, etc

Strength

Directly increases physical ATK. Also increases

Does not affect:


DEX

AGI Formula
Agility = (BaseAGI[1] * BonusAGI[2]) + BaseAGI + EqAGI[3]
  1. BaseAGI: Base AGI (Character Total)
  2. BonusAGI: AGI percentage bonuses from equipment or skills
  3. EqAGI: Total AGI from Upgrades, Equipment, Medals, etc

Dexterity

Also regarded as AGI or Agility.

Does not affect:


VIT

HLT Formula
Health = [BaseHLT[1] * (100% + BonusHLT[2])] + EqHLT[3]
  1. BaseHLT: Total HLT (Character Total)
  2. BonusHLT: HLT percentage bonuses from equipment or skills
  3. EqHLT: Flat HLT bonuses from equipment or skills

Vitality

Also regarded as HLT or Health.


INT

INT Formula
Intelligence = (BaseINT[1] * BonusINT[2]) + BaseINT + EqINT[3]
  1. BaseINT: Base INT (Character Total)
  2. BonusINT: INT percentage bonuses from equipment or skills
  3. EqINT: Flat INT bonuses from equipment, medals, skills, etc

Intelligence

Primary stat for Magician-type classes. This is used to increase MATK and MDEF.
  • Increases MATK
    This applies to base attack as well (default 'X' key)
  • Increases MP Recovery
  • Increases MDEF


Sub-Stats

There are also secondary stats which are determined by the primary stats you have (along with gears and abilities).

ATK

Base ATK Formula
Base ATK = (HLT[1] * 0.16) + (STR[2] * 1.5)
  1. HLT: Total HLT
  2. STR: Total STR
Total ATK Formula
Total ATK = BaseATK[1] + (BaseATK * BonusATK[2] ) + WPMXD[3] + MXATK[4]
  1. BaseATK: Total Base ATK
  2. BonusATK: ATK percentage bonuses from equipment or skills
  3. WPMXD: Weapon's Max Physical Damage
  4. MXATK: Max ATK from Weapon Enchant effects, equipments, medals, pet, etc

Attack (or Physical Attack): Your physical-oriented attack rating for both ranged and melee weapons. Total ATK is calculated by combining ATK gained from Primary stats and ATK gained from your weapon, weapon enchant upgrades, equipment and buffs.











MATK

Base MATK Formula
Base MATK = (0.85 * INT[1] ^ 1.19) + pMATK[2]
  1. INT: Total INT
  2. pMATK: Flat INT bonuses from passive skills
Total MATK Formula
Total MATK = BaseMATK [1] + (BaseATK * BonusMATK[2] ) + WMMXD[3] + MXMATK[4]
  1. BaseMATK: Total Base MATK
  2. BonusMATK: MATK percentage bonuses from equipment or skills
  3. WPMXD: Weapon's Max Magical Damage
  4. MXMATK: Max MATK from Weapon Enchant effects, equipments, medals, pet, etc

Magic Attack: Your magical-oriented attack rating. The formula to calculate damage with MATK is somewhat related to the ATK one. Your total MATK is calculated through 3 separate parts: Base MATK, Weapon MATK and Upgrade MATK.













DEF

Base DEF Formula
Base DEF = (AGI[1] * 0.2) + (STR[2] * 0.8) + (HLT[3] * 0.4)
  1. AGI: Total AGI
  2. STR: Total STR
  3. HLT: Total HLT
Total DEF Formula
Total DEF = BaseDEF[1] + (BaseDEF * BonusDEF[2]) + EqDEF[3]
  1. BaseDEF: Total Base DEF
  2. BonusDEF: DEF percentage bonuses from passives
  3. EqDEF: Total DEF of equipment (item DEF and enchant DEF)

Defense: Your defense rating against physical damage. It is calculated by Armor DEF and base DEF.

  • Physical Damage Drop is calculated AFTER Total DEF.











MDEF

Base MDEF Formula
Base MDEF = INT[1] * 3.8
  1. INT: Total INT
Total MDEF Formula
Total MDEF = BaseMDEF[1] + (BaseMDEF * BonusMDEF[2]) + EqMDEF[3]
  1. BaseMDEF: Total Base MDEF
  2. BonusMDEF: DEF percentage bonuses from passives
  3. EqMDEF: Total MDEF of equipment (item MDEF and enchant MDEF)

Magic Defense: Your defense rating against magical damage. It works the same way as plain DEF in terms of mechanics.

  • MDEF does not add resistance to magically-inflicted debuffs, such as Freeze or Sleep.
  • Magical Damage Drop is calculated AFTER Total DEF.








AIM

AIM Formula
AIM = (100 + AGI[1] * 0.12) * (100% + BonusAIM[2] + fAIM[3]
  1. AGI: Total AGI
  2. BonusAIM: AIM percentage bonuses from equipment or skills)
  3. fAIM: Flat AIM bonuses from equipment or skills

Aim (also regarded as Hit, ACC, or Accuracy): Your accuracy rating, which determines how often your attacks will not miss your target.

  • Evade rating
  • Absolute DEF ignores AIM
  • The player's AIM requirement to ensure 100% chance of hitting the target is directly determined as follows:
    (AIM - Opponent's Total EVA) = Accurate Rate %


Evade Rate

EVA Formula
EVA = (AGI[1] * 0.14) * (100% + BonusEVA[2]) + fEVA[3]
  1. AGI: Total AGI
  2. BonusEVA: EVA percentage bonuses from equipment or skills)
  3. fEVA: Flat EVA bonuses from equipment or skills

Also regarded as EVA. Determines how often a character will completely avoid damage from an ennemy attack. Crowd control effects that come with a damage-dealing ability also are nullified if the attack is successfully avoided.

  • Monsters' attacks can miss a character, too.




Max HP

Max HP Formula (PvE)
Max HP = [ (100 + LVL[1]) * HLT[2] / 4 * (100% + BonusHP[3]) ] + EqHP[4]
Max HP Formula (PvP)
Max HP = { (100 + LVL) * HLT * [100% + (25% *BonusHP) ] } + EqHP
  1. LVL: Current Level
  2. HLT: Total HLT
  3. BonusHP: HP percentage bonuses from equipment or skills
  4. EqHP: Flat HP bonuses from equipment or skills

Hit points: Your character's life in point value. Increased amounts of Max HP affects the following:

  • HP Recovery
  • General survivability








Max MP

Max MP Formula
Max MP = { [(100 + LVL[1]) * INT[2] / 4 * (100% + BonusMP[3])] } + EqMP[4]
  1. LVL: Current Level
  2. INT: Total INT
  3. BonusMP: MP percentage bonuses from equipment or skills
  4. EqMP: Flat MP bonuses from equipment or skills

Mana points: The essence of power that lets the player's character perform skills. Increased amounts of Max MP affects the following:

  • MP Recovery






Quasi-Stats

The following are values which, while are not directly affected by primary stats or substats, are measurable and can have just as big an impact on gameplay.

ATK Speed

Attack Speed: The fire rate at which your character attacks. This applies to melee attacks, although there are certain skills whose fire rate is directly formulated from ATK Speed (such as Anti-Air Shot).

Crit Rate

Also regarded as Crit or CR. Determines how often a character will critically hit. When successfull, multiplies damage dealt by (approximatively) Crit Damage of the character. Melee as well as skills can crit.


Crit Damage

Also regarded as CDMG or CD. Determines the damage dealt by Critical Hits.

  • This stat can only be directly increased by set equipment bonuses and/or Soul Craft bonuses.
  • STR and ATK indirectly increase crit damage as these stats increase the total damage of your character.
  • Certain consumable items also increase this stat temporarily.

Movement Speed

Movement Speed Formula
Movement Speed = (150 x BonusMSPD)[1] + fMSPD[2]
  1. BonusMSPD: Percentage bonuses from equipment, medals, etc
  2. fMSPD: Flat Movement Speed bonuses

For detailed information on Movement Speed, see Movement Speed

Also regarded as MSPD or MVSPD Increases the speed at which the character moves across the screen. This value also increases the distance in which the character can recover from when launched or knocked down, as well as increase the distance covered from skills that move the character (such as Moonwalk).

  • This stat can be increased by skills, equipment, and/or Soul Craft bonuses.
  • Certain consumable items also increase this stat temporarily.

DEF Rate

Also regarded as Block success rate. Determines how often the character will partially block an attack (see Block damage). This is a differently formulated value than Evade, as Evade is simply a chance to dodge an attack.

  • This stat is exclusive to Knights, Infiltrators and Twin fighters.
  • Knights can increase their DEF Rate thanks to Shields as well as certain Set Equipments.
  • Infiltrators only find DEF Rate in their Katar weapon, and Twin Fighters in particular set equipments.
  • Absolute DEF Rate refers to a percent increase of chances to successfully block, based on current DEF Rate.
  • Monsters' attacks can't be blocked.

Block Damage

Block Damage is the percentage of damage from an attack that the character will negate if said attack has been successfully blocked (see DEF Rate).

Attack Range

Attack Range is the maximum distance an attack or skill can be made from the player. This value can only be increased through skills or set equipment specialized in Attack Range bonuses.

Base Stats vs. Total Stats

Base stats mean the stats alone without the weapon, equipment, or skill bonuses. Total stats include both base and any bonus stats you may have.

Be warned any investment in primary stats cannot be reversed except through stat reset scrolls (which can be purchased through Item Mall).

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