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Status Points: Difference between revisions

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<templatestyles src="Template:Stats/styles.css" />
<templatestyles src="Template:Stats/styles.css" />


= <span style="color:#e06666;">A Different Approach</span> =
= <span style="color:#ffcc00;">A Different Approach</span> =
 
<hr style="height:3px; background:#ffcc00; border:none;" />
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.
<div style="border-left:3px solid #ffcc00; padding-left:10px;">
 
Status in Luna Obscura have a very different system compared to traditional RO.<br />
This system ensures you always have flexibility to build your character based on its strongest points, no matter what you prefer.
Instead of the usual 6 stats (or 6 stats + 6 traits from Renewal), it uses a new <span style="color:#f7b84b;">Body and Mind System</span>.<br /><br />


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


== <span style="color:#f7b84b;">Key aspects of the Stats</span> ==
== <span style="color:#f7b84b;">Key aspects of the Stats</span> ==
 
<hr style="height:2px; background:#f7b84b; border:none;" />
 


=== <span style="color:#f2c37d;">Availability</span> ===
=== <span style="color:#f2c37d;">Availability</span> ===
 
<hr style="height:1px; background:#f2c37d; border:none;" />


<div style="float:right; margin:0 0 10px 20px; width:400px;">
<div style="float:right; margin:0 0 10px 20px; width:400px;">
[[File:statwindow.jpg|100%|link=|class=nostyle nozoom]]
[[File:statwindow.jpg|100%|link=|class=nostyle nozoom]]
</div>
</div>
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
When starting at Lv1, players have <span style="color:#f2c37d;">2 Body and 2 Mind points</span> available.
* 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.
* 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 <span style="color:#ffaa00;">50/50/21/2/1/1</span> is the highest, most specialized amount possible with the points received at max level. 
Job Levels do not grant any stat points.
Job Levels do not grant any stat points.
</div>


=== <span style="color:#f2c37d;">Restrictions</span> ===
=== <span style="color:#f2c37d;">Restrictions</span> ===
<hr style="height:1px; background:#f2c37d; border:none;" />


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


=== <span style="color:#f2c37d;">Resets</span> ===
=== <span style="color:#f2c37d;">Resets</span> ===
<hr style="height:1px; background:#f2c37d; border:none;" />


* Resetting status points can be done anytime by speaking with Lucy in the Cathedral.
* Resetting status points can be done anytime by speaking with Lucy in the Cathedral
* There is a fixed price of 1000z per Base Level.
* There is a fixed price of <span style="color:#ffaa00;">1000z per Base Level</span> 
* Resetting up to Lv10 has no cost.
* Resetting up to Lv10 has no cost
* The price is reduced as the Cathedral Level goes up by 1% per level.
* The price is reduced as the Cathedral Level goes up (1% per level
* Status are always reset when job changing.
* Status are always reset when job changing
 
</div>
----
----
== <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.
== <span style="color:#007700;">Stat Calculator</span> ==
<hr style="height:2px; background:#007700; border:none;" />
<div style="border-left:3px solid #007700; padding-left:10px;">
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]''
 
</div>
----
----


= <span style="color:#c4b235;">Body and Mind Stats</span> =
= <span style="color:#6666DD;">Body and Mind Stats</span> =
 
<hr style="height:3px; background:#6666DD; border:none;" />
<div style="border-left:3px solid #6666DD; padding-left:10px;">
<div style="display:flex; gap:20px; flex-wrap:wrap; justify-content:space-between;">
<div style="display:flex; gap:20px; flex-wrap:wrap; justify-content:space-between;">


Line 65: Line 67:
<div style="flex:1; min-width:360px; max-width:49%;">
<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: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>
<span style="font-size:90%;">Secondary bonuses (like move speed, soft defense, etc) are detailed in the next section.<br>
The % bonus modifier varies according to skill and conditions such as combo ready state, stances and target.</span>
The % bonus modifier varies based on skills, conditions, combos, and targets.</span>


{| class="wikitable"
{| class="wikitable"
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| <span style="color:#f7b84b; font-weight:bold;">BRV</span>
| <span style="color:#f7b84b; font-weight:bold;">BRV</span>
| <span style="color:#f7b84b; font-weight:bold;">Bravery</span>
| <span style="color:#f7b84b; font-weight:bold;">Bravery</span>
|  
| * +1 Physical ATK per point<br>* Affects '''OPENER''' skills
* +1 Physical ATK per point
* Affects '''OPENER''' skills (Used to setup Ready status, prepare heavy hits or shorten cast times)
|-
|-
| <span style="color:#f7b84b; font-weight:bold;">SFT</span>
| <span style="color:#f7b84b; font-weight:bold;">SFT</span>
| <span style="color:#f7b84b; font-weight:bold;">Swiftness</span>
| <span style="color:#f7b84b; font-weight:bold;">Swiftness</span>
|  
| * +1 Move Speed per point<br>* +1 Action Speed per point<br>* +1% Cast Speed per point<br>* Affects '''MOVEMENT''' skills
* +1 Move Speed per point
* +1 Action Speed per point
* +1% Cast Speed per point
* Affects '''MOVEMENT''' skills (Gap closers, movement changers, evasive skills that deal damage)
|-
|-
| <span style="color:#f7b84b; font-weight:bold;">END</span>
| <span style="color:#f7b84b; font-weight:bold;">END</span>
| <span style="color:#f7b84b; font-weight:bold;">Endurance</span>
| <span style="color:#f7b84b; font-weight:bold;">Endurance</span>
|  
| * +5 Max HP per point<br>* +1 Soft DEF per point<br>* +1 Healing Received per point<br>* Affects '''PROTECTION''' skills
* +5 Max HP per point
* +1 Soft DEF per point
* +1 Healing Received per point
* 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>
| <span style="color:#f7b84b; font-weight:bold;">Reflex</span>
| <span style="color:#f7b84b; font-weight:bold;">Reflex</span>
|  
| * +2% Parry Damage per point<br>* +0.01s Quickstep Immunity<br>* +1 Dodge every 2 points<br>* Affects '''REACTION''' skills
* +2% Parry Damage per point
* +0.01s Quickstep Immunity Window 
* +1 Dodge every 2 points
* Affects '''REACTION''' skills (Parrying itself, counter effects, quick reaction to situations, quick use combos)
|-
|-
| <span style="color:#f7b84b; font-weight:bold;">GRI</span>
| <span style="color:#f7b84b; font-weight:bold;">GRI</span>
| <span style="color:#f7b84b; font-weight:bold;">Grit</span>
| <span style="color:#f7b84b; font-weight:bold;">Grit</span>
|  
| * +1 HP Regen per 5 points<br>* +1% Debuff Efficiency per point<br>* +1% Posture per point<br>* Affects '''DEBUFF''' skills
* +1 Natural HP Regen per 5 points
* +1% Debuff Efficiency per point
* +1% Posture per point
* Affects '''DEBUFF''' skills (Afflicting enemies, reducing powers, applying debuffs, elemental negations, heavy crowd control)
|-
|-
| <span style="color:#f7b84b; font-weight:bold;">PRE</span>
| <span style="color:#f7b84b; font-weight:bold;">PRE</span>
| <span style="color:#f7b84b; font-weight:bold;">Precision</span>
| <span style="color:#f7b84b; font-weight:bold;">Precision</span>
|  
| * +1 Critical Strike per point<br>* +1% Proc Chance per point<br>* Affects '''CRITICAL''' skills
* +1 Critical Strike per point
* +1% Proc Chance per point
* Note: Critical Hits also apply to magic damage under conditions. 
* Affects '''CRITICAL''' skills (Combo finishers with conditional triggers, stronger hits, special activations or lucky auto-attacks)
|}
|}
</div>
</div>
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<div style="flex:1; min-width:360px; max-width:49%;">
<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: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>
<span style="font-size:90%;">Secondary bonuses (like healing power, buff efficiency, etc) are detailed in the next section.<br>
The % bonus modifier varies according to skill and conditions such as cast ready state, stances and target.</span>
The % bonus modifier varies based on skills, states, and targets.</span>


{| class="wikitable"
{| class="wikitable"
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| <span style="color:#f7b84b; font-weight:bold;">FAI</span>
| <span style="color:#f7b84b; font-weight:bold;">FAI</span>
| <span style="color:#f7b84b; font-weight:bold;">Faith</span>
| <span style="color:#f7b84b; font-weight:bold;">Faith</span>
|  
| * +1 MATK per point<br>* Affects '''SIMPLE''' skills
* +1 MATK per point
* Affects '''SIMPLE''' skills (Skills without special conditions or chains, usually specific cases)
|-
|-
| <span style="color:#f7b84b; font-weight:bold;">RST</span>
| <span style="color:#f7b84b; font-weight:bold;">RST</span>
| <span style="color:#f7b84b; font-weight:bold;">Restoration</span>
| <span style="color:#f7b84b; font-weight:bold;">Restoration</span>
|  
| * +1 Healing Power per point<br>* +1% Status Resistance per point<br>* Affects '''DEFENSIVE''' skills
* +1 Healing Power per point
* +1% Status Resistance per point
* Improve [[Consumables| Consumable Items]] effects 
* Affects '''DEFENSIVE''' skills (Protective, healing, prevention and recovery in general)
|-
|-
| <span style="color:#f7b84b; font-weight:bold;">WIS</span>
| <span style="color:#f7b84b; font-weight:bold;">WIS</span>
| <span style="color:#f7b84b; font-weight:bold;">Wisdom</span>
| <span style="color:#f7b84b; font-weight:bold;">Wisdom</span>
|  
| * +1 Max SP per point<br>* +1 Soft MDEF per point<br>* +1 SP Gain per 10 points<br>* Affects '''RESOURCEFUL''' skills
* +1 Max SP per point
* +1 Soft MDEF per point
* +1 SP Gain per 10 points
* Affects '''RESOURCEFUL''' skills (Skills that directly affect resources, like stances, toggles, buffs and )
|-
|-
| <span style="color:#f7b84b; font-weight:bold;">AFN</span>
| <span style="color:#f7b84b; font-weight:bold;">AFN</span>
| <span style="color:#f7b84b; font-weight:bold;">Affinity</span>
| <span style="color:#f7b84b; font-weight:bold;">Affinity</span>
|  
| * Boosts '''Masteries''' and '''Signets'''<br>* Affects '''MASTERED''' skills
* Boosts '''Masteries''' and '''Signets'''
* Masteries are passive skill tree bonuses 
* [[Signets]] are stackable equipment passives 
* Affects '''MASTERED''' skills (Skills with maximum level used or specific passive bonuses)
|-
|-
| <span style="color:#f7b84b; font-weight:bold;">INS</span>
| <span style="color:#f7b84b; font-weight:bold;">INS</span>
| <span style="color:#f7b84b; font-weight:bold;">Insight</span>
| <span style="color:#f7b84b; font-weight:bold;">Insight</span>
|  
| * +1 SP Regen per 5 points<br>* +1% Buff Duration per point<br>* -1% SP Upkeep per point<br>* Affects '''CONTINUOUS''' skills
* +1 Natural SP Regen per 5 points  
* +1% Buff Duration per point
* -1% SP Upkeep per point
* Affects '''CONTINUOUS''' skills (Skills that applies buffs, buffs themselves, continuous effects, AoE setups)
|-
|-
| <span style="color:#f7b84b; font-weight:bold;">ATN</span>
| <span style="color:#f7b84b; font-weight:bold;">ATN</span>
| <span style="color:#f7b84b; font-weight:bold;">Attunement</span>
| <span style="color:#f7b84b; font-weight:bold;">Attunement</span>
|  
| * +1% HP/SP Regen Speed per point<br>* -0.5% Action Delay per point<br>* -0.25% Skill Cooldown per point<br>* Affects '''SPECIAL''' skills
* +1% Natural HP/SP Regen Speed per point  
* -0.5% Action Delay per point
* -0.25% Skill Cooldown per point
* Affects '''SPECIAL''' skills (Oversouls, Ultimates, Unique skills and other special varieties)
|}
|}
</div>
</div>
</div>
</div>
 
</div>
Note: Some skills may have unique scalings for them.
----


== <span style="color:#c468e6;">Detailed Status Information</span> ==
== <span style="color:#c468e6;">Detailed Status Information</span> ==
<hr style="height:2px; background:#c468e6; border:none;" />


=== <span style="color:#ccccff;">Key Information</span> ===
=== <span style="color:#ccccff;">Key Information</span> ===
<hr style="height:1px; background:#ccccff; border:none;" />


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

Revision as of 14:38, 1 September 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 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%

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

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, 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
* -1% SP Upkeep per point
* Affects CONTINUOUS skills
ATN Attunement * +1% HP/SP Regen 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