More actions
Admornstein (talk | contribs) No edit summary |
Admornstein (talk | contribs) No edit summary |
||
| Line 1: | Line 1: | ||
= A Different Approach = | <templatestyles src="Template:Stats/styles.css" /> | ||
= <span style="color:#e06666;">A Different Approach</span> = | |||
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. | 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. | ||
| Line 5: | Line 7: | ||
This system ensures you always have flexibility to build your character based on its strongest points, no matter what you prefer. | 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 == | == <span style="color:#f7b84b;">Key aspects of the Stats</span> == | ||
=== Availability === | === <span style="color:#f2c37d;">Availability</span> === | ||
When start at Lv1, players have 2 Body and 2 Mind points available. | When start 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. | A spread of 50/50/21/2/1/1 is the highest, most specialized amount possible with the points received at max level. | ||
| Line 19: | Line 24: | ||
Job Levels do not grant any stat points. | Job Levels do not grant any stat points. | ||
=== Restrictions === | === <span style="color:#f2c37d;">Restrictions</span> === | ||
* 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 under any circunstance. | |||
* Body and Mind points can only be spent on their respective sections. | |||
- | ---- | ||
- | |||
- | |||
- | |||
= Stat Calculator = | == <span style="color:#c4b235;">Stat Calculator</span> == | ||
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. | 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] | ''[Currently not available]'' | ||
---- | |||
== <span style="color:#c4b235;">Body and Mind Stats</span> == | |||
= | <div style="display:flex; gap:20px; flex-wrap:wrap; justify-content:space-between;"> | ||
- | <!-- Body Stats --> | ||
- | <div style="flex:1; min-width:360px; max-width:49%;"> | ||
- | <span style="font-size:120%; color:#d63737;"><b>Body Stats</b></span><br> | ||
<span style="font-size:90%;">Secondary bonuses (like move speed, soft defense and such) will be detailed in the next section.<br> | |||
The % bonus modifier varies according to skill and conditions such as combo ready state, stances and target.</span> | |||
=== | {| class="wikitable" | ||
! style="width:10%;" | Code | |||
! style="width:20%;" | Name | |||
! style="width:70%;" | Bonuses | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">BRV</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Bravery</span> | |||
| | |||
* +1 Physical ATK per point | |||
* Affects '''OPENER''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">SFT</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Swiftness</span> | |||
| | |||
* +1 Move Speed per point | |||
* +1 Action Speed per point | |||
* +1% Cast Speed per point | |||
* Affects '''MOVEMENT''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">END</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Endurance</span> | |||
| | |||
* +5 Max HP per point | |||
* +1 Soft DEF per point | |||
* +1 Healing Received per point | |||
* Affects '''PROTECTION''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">REF</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Reflex</span> | |||
| | |||
* +2% Parry Damage per point | |||
* +0.01s Quickstep Immunity Window | |||
* +1 Dodge every 2 points | |||
* Affects '''REACTION''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">GRI</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Grit</span> | |||
| | |||
* +2% HP Regen per point | |||
* +1% Debuff Efficiency per point | |||
* +1% Posture per point | |||
* Affects '''DEBUFF''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">PRE</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Precision</span> | |||
| | |||
* +1 Critical Strike per point | |||
* +1% Proc Chance per point | |||
* Affects '''CRITICAL''' skills | |||
|} | |||
</div> | |||
- | <!-- Mind Stats --> | ||
- | <div style="flex:1; min-width:360px; max-width:49%;"> | ||
- | <span style="font-size:120%; color:#3773d6;"><b>Mind Stats</b></span><br> | ||
- | <span style="font-size:90%;">Secondary bonuses (like healing power, buff efficiency and such) will be detailed in the next section.<br> | ||
The % bonus modifier varies according to skill and conditions such as cast ready state, stances and target.</span> | |||
=== INS - Insight == | {| class="wikitable" | ||
! style="width:10%;" | Code | |||
! style="width:20%;" | Name | |||
! style="width:70%;" | Bonuses | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">FAI</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Faith</span> | |||
| | |||
* +1 MATK per point | |||
* Affects '''SIMPLE''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">RST</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Restoration</span> | |||
| | |||
* +1 Healing Power per point | |||
* +1% Status Resistance per point | |||
* Improve [[Consumables| Consumable Items]] effects | |||
* Affects '''DEFENSIVE''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">WIS</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Wisdom</span> | |||
| | |||
* +1 Max SP per point | |||
* +1 Soft MDEF per point | |||
* +1 SP Gain per 10 points | |||
* Affects '''RESOURCEFUL''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">AFN</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Affinity</span> | |||
| | |||
* Boosts '''Masteries''' and '''Signets''' | |||
* Masteries are passive skill tree bonuses | |||
* [[Signets]] are stackable equipment passives | |||
* Affects '''MASTERED''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">INS</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Insight</span> | |||
| | |||
* +1% SP Regen per point | |||
* +1% Buff Duration per point | |||
* -1% SP Upkeep per point | |||
* Affects '''CONTINUOUS''' skills | |||
|- | |||
| <span style="color:#f7b84b; font-weight:bold;">ATN</span> | |||
| <span style="color:#f7b84b; font-weight:bold;">Attunement</span> | |||
| | |||
* -0.5% Action Delay per point | |||
* -0.5% Skill Cooldown per point | |||
* Affects '''SPECIAL''' skills | |||
|} | |||
</div> | |||
</div> | |||
== <span style="color:#c468e6;">Detailed Status Information</span> == | |||
=== <span style="color:#ccccff;">Key Information</span> === | |||
== | * 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. | |||
- | ---- | ||
- | |||
Revision as of 16:01, 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 start 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 under any circunstance.
- Body and Mind points can only be spent on their respective sections.
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.