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Status Points

From Orchestria Wiki

A different approach

Status in Luna Obscura have a very different system compared to traditional RO.
Instead of the usual 6 stats (or 6 stats + 6 traits from Renewal), it uses a new Body and Mind System.

This system ensures you always have flexibility to build your character based on its strongest points, no matter what you prefer.


Key aspects of the Stats


Availability


100%
100%

When starting at Lv1, players have 2 Body and 2 Mind points available.

  • Receive +2 points of each per level up, up to a maximum of 200 Body and 200 Mind Points at Lv 100
  • Allocating stats costs 1 point up to 20
  • It costs 2 points from 21 to 40
  • It costs 3 points from 41 to 50

A spread of 50/50/21/2/1/1 is the highest, most specialized amount possible with the points received at max level. Job Levels do not grant any stat points.

Restrictions


  • There is a hard cap of 50 to a given stat from points gained on level up
  • There is a hard cap of 50 on bonuses granted from equipment, skills, and other sources
  • No stat can go past 100 total under any circumstance
  • Body and Mind points can only be spent on their respective sections

Resets


  • Resetting status points can be done anytime by speaking with Lucy in the Cathedral
  • There is a fixed price of 1000z per Base Level
  • Resetting up to Lv10 has no cost
  • The price is reduced as the Cathedral Level goes up (1% per level)
  • Status are always reset when job changing

Stats Calculator

A basic calculator to check status spread and its bonuses is available below. Note that it cannot save preferences and is just for quick testing.

[Currently not available]


Body and Mind Stats

Body Stats
Secondary bonuses (like move speed, soft defense, etc) are detailed in the next section.
The % bonus modifier varies based on skills, conditions, combos, and targets.

Code Name Bonuses
BRV Bravery * +1 Physical ATK per point
* Affects OPENER skills
SFT Swiftness * +1 Move Speed per point
* +1 Action Speed per point
* +1% Cast Speed per point
* Affects MOVEMENT skills
END Endurance * +5 Max HP per point
* +1 Soft DEF per point
* +1 Healing Received per point
* Affects PROTECTION skills
REF Reflex * +2% Parry Damage per point
* +0.01s Quickstep Immunity
* +1 Dodge every 2 points
* Affects REACTION skills
GRI Grit * +1 HP Regen per 5 points
* +1% Debuff Efficiency per point
* +1% Posture per point
* Affects DEBUFF skills
PRE Precision * +1 Critical Strike per point
* +1% Proc Chance per point
* Affects CRITICAL skills

Mind Stats
Secondary bonuses (like healing power, buff efficiency, etc) are detailed in the next section.
The % bonus modifier varies based on skills, states, and targets.

Code Name Bonuses
FAI Faith * +1 MATK per point
* Affects SIMPLE skills
RST Restoration * +1 Healing Power per point
* +1% Status Resistance per point
* Affects DEFENSIVE skills
WIS Wisdom * +1 Max SP per point
* +1 Soft MDEF per point
* +1 SP Gain per 10 points
* Affects RESOURCEFUL skills
AFN Affinity * Boosts Masteries and Signets
* Affects MASTERED skills
INS Insight * +1 SP Regen per 5 points
* +1% Buff Duration per point
* Affects CONTINUOUS skills
ATN Attunement * +1% HP/SP Regeneration Speed per point
* -0.5% Action Delay per point
* -0.25% Skill Cooldown per point
* Affects SPECIAL skills

Detailed Status Information

Key Information


  • Damage dealt is calculated based on ATK and MATK regardless of other scalings a given skill may have
  • If a magic skill says "+ 2% per WIS", the bonus scales off your base damage
  • High flat values are essential for percentage scaling to matter

Max HP

  • Maximum amount of health a character has. it dies when it reaches 0.
  • Max HP bonuses are calculated by adding flat values first, then multiplying with % values.
  • There is a hard cap of 9999 Max HP to players.

Max SP

  • Maximum amount of stamina a character has. Also referred to as MP or Mana by players.
  • Max SP bonuses are calculated by adding flat values first, then multiplying with % values.
  • There is a hard cap of 999 Max SP to players.
  • Monsters have no SP and use skills on a cooldown/behavior system.

Physical Attack (ATK)

  • Increases damage dealt by +1 per point. This applies to any physical damage dealt.
  • Skills use the ATK value as basis for all calculations. 50 atk on a 300% skill = 150 damage.
  • Take note some specific skills may have special interactions with ATK.

Magical Attack (MATK)

  • Increases damage dealt by +1 per point. This applies to any magical damage dealt.
  • Spells use the MATK value as basis for all calculations. 50 matk on a 300% spell = 150 damage.
  • Take note some specific skills may have special interactions with ATK.

Critical Strike

  • Increases damage multiplier of critical skill and spell hits. Increase is based on a %.
  • Also affects trigger chance of auto-attacks being critical hits (Requires Critical Signet Lv1).
  • Critical hits ignore DEF and MDEF of target and deal at least 10% extra damage.

Move Speed

  • Increases movement speed of the character while walking.
  • Move Speed is calculated based on "times X faster to walk between 2 tiles". This means increasing it from 130 to 135 is more noticeable than 100 to 115 for example.
  • Speed default is 100 and is capped at 150. Specific conditions can break this limit.
  • Dash can be used outside combat to increase it by +15 for quick traversal.

Action Speed (APM)

  • Amount of "actions per minute" that can be taken. Default at 60 (1 action per second), capped to 180 (3 actions per second)
  • Attacking, using skills, using items and other similars are actions.
  • This replaced the original RO's ASPD formula, which was exponential. APM is linear.

Cast Speed

  • How much of cast time skills have. Default is 100.
  • Lower cast time is better, having 50 cast time means 50% of the cast time is removed.
  • Having instant cast is possible by lowering it to 0 through a variety of means. Having values higher than 100 is also possible.

Dodge

  • Chance to evade basic attacks, capped at 80%.
  • Does not affect skills, critical hits or spells.
  • Using the Magic Evasion signet allows partial effects from dodge to apply to magic.

Action Delay (ACD)

  • Reduces the time between actions of the character when using skills.
  • Applies to the character itself, so using a skill with 1s ACD means any action after it will need to wait at least 1s.
  • ACD is a global version of cooldowns and applies to all skills, there is a minimum is 0.1s of ACD.

Skill Cooldown (CD)

  • Reduces the time between actions of the re-use with a specific skill.
  • It's not character-bound, but directly related to re-use of a single skill. Every skill has it's own cooldown.

Hard Defense(DEF)

  • Equipment-based defense, capped at 80.
  • Reduces physical damage taken by a specific % amount.
  • Critical damage ignores hard defense of targets.

Soft Defense(sDEF)

  • Flat reduction to physical damage taken.
  • Applies after hard defense's % reductions.
  • Can be stacked to high values.

Magic Hard Defense(MDEF)

  • Equipment-based magic defense, capped at 80.
  • Reduces magical damage taken by a specific % amount.
  • Critical damage ignores hard defense of targets.

Soft Magic Defense(sMDEF)

  • Flat reduction to magical damage taken.
  • Applies after hard defense's % reductions.
  • Can be stacked to high values.

Healing Received

  • Increases effects of healing skills -received- from self/others.
  • Can affect either a % value, duration of over-time effects or flat numbers, depending on source.
  • Does not affect most consumables.

Healing Power

  • Increases effects of healing skills -used- on self/others.
  • Can affect either a % value, duration of over-time effects or flat numbers, depending on source.
  • Does not affect most consumables. Can cause special effects to happen on specific conditions.

HP Regen

  • Amount of HP regenerated over time. Applies every "tick".
  • Value is a flat number. Special effects based on % may apply under conditions/items.
  • Not to be confused with HP Gain and Regeneration Speed.

SP Regen

  • Amount of SP regenerated over time. Applies every "tick".
  • SP regeneration is higher than vanilla RO by a large margin.
  • Value is a flat number. Special effects based on % may apply under conditions/items.
  • Not to be confused with SP Gain and Regeneration Speed.

Regeneration Speed

  • Speed which HP and SP regen naturally.
  • SP regens every second by default, HP regens every 2 seconds.
  • Speed is measured as a %, and capped at 200% (SP every 0.5s and HP every 1s)

Posture

  • Reduction of the flinching and hitlock motion when damaged.
  • Having 100 posture completely removes flinching motion (endure effect).
  • Does not apply to certain effects and specific multi-hit combos and skills.

HP and SP Gain

  • HP or SP gained from auto-attacks. SP Gain default is 3 per hit.
  • Stat also affects other specific leeching and indirect recovery skills.
  • Does not apply to skills by default. SP gain through auto-attacks specifically is a core feature of Luna Obscura.

Status Resistance

  • Resistance to debuffs received from any source.
  • Can decrease either duration or power of the debuff, depending on the status effect.
  • Can be immune to certain status effects with enough Status Resistance.
  • Details for most common debuffs can be found in the Elements and Status page.
  • Also increases duration of the antibody (immune to heavy crowd control after being afflicted) slightly.

Debuff Efficiency

  • Increases effects of debuffs applies to enemies.
  • Can increase either duration or power of the debuff, depending on the status effect.
  • Details for most common debuffs can be found in the Elements and Status page.

Buff Efficiency

  • Increases effects of buffs received from any source.
  • Can increase either duration or power of the buff, depending on the status effect.
  • Details for each buff depend on multiple factors, with most cases without specific values being duration increases (like Ready states).