🧮Game Mechanics

Primary Stats

Stats are the six fundamental characteristics that define a character's abilities and performance. Each stat begins with a base value of 1 and can be increased up to a maximum of 99. You raise base stats by spending stat points, with higher values requiring more points to improve. Stat points are earned as your base level increases, and the number of points gained grows at higher levels.

STR: For melee weapons, each point increases Status ATK by 1. For ranged weapons, every 5 points increase Status ATK by 1. Each point also increases Weight Limit by 30. The bonus melee weapon ATK per 10 STR is no longer applied.

AGI: Each point grants 1 Flee and increases ASPD. Every 5 points provide 1 Soft DEF.

VIT: Each point adds 1% MaxHP, 2% effectiveness to HP healing items, and 1% resistance to several status effects. Every 2 points add 1 Soft DEF. Every 5 points grant 1 Soft MDEF and 1 HP Recovery Rate.

INT: Each point grants 1.5 Status MATK, 1% MaxSP, 1% SP item healing effectiveness, and reduces cast time. Every 2 points add 1 Soft MDEF; every 6 points add 1 SP Recovery Rate. MIN MATK and MAX MATK bonuses per multiples of 5 and 7 are no longer applied.

DEX: For ranged weapons, each point increases Status ATK by 1. For melee weapons, every 5 points increase Status ATK by 1. Each point also grants 1 HIT, speeds up cast time, and adds ASPD. Every 5 points add 1 Status MATK and 1 Soft MDEF. The bonus ATK per 10 DEX for ranged weapons is no longer applied.

LUK: Each point gives +0.3% Critical Hit Rate and resistance to various status effects. Every 3 points grant 1 Status ATK, 1 Status MATK, and 1 HIT. Every 5 points add 1 Flee and 1% Anti-Critical Rate. Every 10 points add 1 Perfect Dodge.


Sub Stats

There are also secondary stats, which come from the primary stats and are further affected by equipment and skills.


ATK

ATK is the result of STR and DEX and is divided into two parts: Status ATK ( red box ) and WeaponATK ( blue box ). Both contribute to the final damage, with Status ATK being multiplied by two. However, only Weapon ATK is increased by percent (%) card bonuses. This prevents players from relying on 4-slotted starter weapons ( such as a Quad-Racial Composite Bow ) and encourages them to seek better, rarer weapons for higher damage output.

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MATK

As with ATK, Magic Attack Power ( MATK ) is also split into two parts: Status MATK ( red box ) and Weapon MATK ( blue box ). In the case of MATK, Weapon MATK accounts for a larger portion of the final damage due to the variance factor related to weapon level.


DEF & MDEF

DEF and MDEF reduce incoming damage. There are two types of defense: Soft DEF ( red box ): Comes from INT and VIT and reduces damage by a flat amount. Hard DEF ( blue box ): Totals defense from equipment, including upgrades, and reduces damage by a percentage.

Examples of HardDEF effects:

  • 200 Hard DEF = 25% damage reduction

  • 400 Hard DEF = 40% damage reduction

  • 20 Hard MDEF = 15% damage reduction

  • 40 Hard MDEF = 25% damage reduction

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HIT

Hit rate is the accuracy rating that determines how often your physical attacks hit the target. It is influenced by both DEX and LUK.

  • HIT can be calculated as ( 175 + BaseLv + DEX + Floor ( LUK ÷ 3 ) + Bonus ).

  • Using the example above: ( 175 + 82 + 53 + Floor ( 5 ÷ 3 = 1 ) + 0 ) = 311 Hit.

Although LUK contributes less directly to hit rate compared to DEX, it significantly affects other important aspects like critical hit rate, perfect dodge, and resistance to status effects. LUK also adds to ATK and MATK and provides bonus hit rate every 3 points, which can make a noticeable difference overall. Essentially, while DEX improves accuracy and attack speed, LUK enhances critical hits and survivability, making it a more impactful stat in various combat scenarios beyond just hit rate.


FLEE

Flee is the stat that determines a character’s ability to dodge attacks. There are two types of flee: Flee ( red box ) and Perfect Dodge ( blue box ).

  • Flee helps you avoid physical attacks ( excluding critical hits ) and is calculated as ( 100 + BaseLv + AGI + Floor ( LUK ÷ 5 ) + Bonus ).

  • Using the example above: ( 100 + 82 + 52 + Floor ( 5 ÷ 5 = 1 ) + 0 ) = 235 Flee.

  • Perfect Dodge allows you to evade physical attacks including critical hits and increases by 1 for every 10 points of LUK. Its default value is 1. When you trigger a Perfect Dodge, an emote showing "lucky" will appear above your character.

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CRITICAL

Critical hits are a result of LUK and deal 40% more damage than regular attacks. They also ignore flee, meaning critical hits never miss. Like normal attacks, critical hits are reduced by the target’s defense. However, there are items that increase Critical Damage, allowing you to deal up to 200% or even more of your regular damage with the right gear and card combinations.

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Critical hits can trigger "Double Attack" if the character has the appropriate skill. Items like the Sidewinder card or Snake Head equipment give a chance to activate Double Attack.

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ASPD

Attack Speed ( ASPD ) is the number of hits per second. It depends on the player's class, equipped weapon type, speed modifiers, AGI, and DEX. ASPD increases the number of hits per second exponentially and has a maximum limit of 190.


CAST TIME

Cast time is the time required to fully activate a skill. It is divided into Fixed Cast Time and Variable Cast Time. Fixed Cast Time is the portion of casting time that cannot be reduced, except through special means such as certain third job skills or items (which are not yet implemented).

Variable Cast Time can be reduced by INT and DEX. To completely remove Variable Cast Time, the formula is: (( DEX × 2 ) + INT ) = 530.

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Not all skills have Fixed Cast Time.


DELAY & COOLDOWN

Delay is the time needed before you can cast another skill. Delay is divided into two types:

Cast Delay: This is the global cooldown that affects all skills, meaning you must wait this time before using any skill again.

Cooldown: This is the cooldown specific to each skill and only affects the reuse of that particular skill, not others.

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In summary, Cast Delay restricts all skill usage temporarily, while Cooldown only restricts the same skill.

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