More actions
Admornstein (talk | contribs) No edit summary |
Admornstein (talk | contribs) No edit summary |
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* +1 Physical ATK per point | * +1 Physical ATK per point | ||
* Affects '''OPENER''' skills | * Affects '''OPENER''' skills (used to setup Ready status, prepare heavy hits or shorten cast times) | ||
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| <span style="color:#f7b84b; font-weight:bold;">SFT</span> | | <span style="color:#f7b84b; font-weight:bold;">SFT</span> | ||
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* +1 Action Speed per point | * +1 Action Speed per point | ||
* +1% Cast Speed per point | * +1% Cast Speed per point | ||
* Affects '''MOVEMENT''' skills | * Affects '''MOVEMENT''' skills (Gap closers, movement changers, evasive skills that deal damage) | ||
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| <span style="color:#f7b84b; font-weight:bold;">END</span> | | <span style="color:#f7b84b; font-weight:bold;">END</span> | ||
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* +1 Soft DEF per point | * +1 Soft DEF per point | ||
* +1 Healing Received per point | * +1 Healing Received per point | ||
* Affects '''PROTECTION''' skills | * Affects '''PROTECTION''' skills (Knockbacks, stunners, party protection or damage tanking) | ||
|- | |- | ||
| <span style="color:#f7b84b; font-weight:bold;">REF</span> | | <span style="color:#f7b84b; font-weight:bold;">REF</span> | ||
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* +0.01s Quickstep Immunity Window | * +0.01s Quickstep Immunity Window | ||
* +1 Dodge every 2 points | * +1 Dodge every 2 points | ||
* Affects '''REACTION''' skills | * Affects '''REACTION''' skills (Parrying itself, counter effects, quick reaction to situations, quick use combos) | ||
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| <span style="color:#f7b84b; font-weight:bold;">GRI</span> | | <span style="color:#f7b84b; font-weight:bold;">GRI</span> | ||
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* +1% Debuff Efficiency per point | * +1% Debuff Efficiency per point | ||
* +1% Posture per point | * +1% Posture per point | ||
* Affects '''DEBUFF''' skills | * Affects '''DEBUFF''' skills (Afflicting enemies, reducing powers, applying debuffs, elemental negations, heavy crowd control) | ||
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| <span style="color:#f7b84b; font-weight:bold;">PRE</span> | | <span style="color:#f7b84b; font-weight:bold;">PRE</span> | ||
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* +1 Critical Strike per point | * +1 Critical Strike per point | ||
* +1% Proc Chance per point | * +1% Proc Chance per point | ||
* Affects '''CRITICAL''' skills | * Affects '''CRITICAL''' skills (Combo finishers with conditional triggers, stronger hits, special activations or lucky auto-attacks) | ||
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</div> | </div> | ||
Revision as of 16:08, 22 July 2025
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 for current 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
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 cost 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 equipments, skills and other sources.
- No stat can get past 100 total under any circunstance.
- 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 by 1% per level.
- Status are always reset when job changing.
Stat 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 and such) will be detailed in the next section.
The % bonus modifier varies according to skill and conditions such as combo ready state, stances and target.
| Code | Name | Bonuses |
|---|---|---|
| BRV | Bravery |
|
| SFT | Swiftness |
|
| END | Endurance |
|
| REF | Reflex |
|
| GRI | Grit |
|
| PRE | Precision |
|
Mind Stats
Secondary bonuses (like healing power, buff efficiency and such) will be detailed in the next section.
The % bonus modifier varies according to skill and conditions such as cast ready state, stances and target.
| Code | Name | Bonuses |
|---|---|---|
| FAI | Faith |
|
| RST | Restoration |
|
| WIS | Wisdom |
|
| AFN | Affinity |
|
| INS | Insight |
|
| ATN | Attunement |
|
Detailed Status Information
Key Information
- Damage dealt is calculated based on ATK and MATK regardless of other scalings a given skill may have (unless its a special damage type skill).
- If a given magic skill has "+ 2% per WIS" for example, the bonus will scale based on your attack, so your damage will be lower with 20 FAI + 50 WIS (20 MATK + 100% = 40 Base Damage) compared to having 30 FAI and 25 WIS (30 MATK + 50% = 45 Base Damage), even with less stats.
- The key aspect to using % scaling effects is to have a solid flat value to be boosted by it. There is no point in adding multiple % effects if the basis isn't high enough.