Difference between revisions of "Common & Uncommon Status"

From DARO
(Created page with "== Introduction == :*While you are playing on the server, you may see some particular effects on '''"Common Status"'''. '''"Uncommon Status"''' are another category that are...")
 
 
(25 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
== Introduction ==
 
== Introduction ==
  
:*While you are playing on the server, you may see some particular effects on '''"Common Status"'''.
+
:*While you are playing on the server, you may see some particular effects on two types of Status :
'''"Uncommon Status"''' are another category that are affected by different items or kugans for example.
+
:**'''"Common Status"'''.
 +
:**'''"Uncommon Status"'''.
  
 
== Common Status list ==
 
== Common Status list ==
  
 +
==== Damage over Time ====
  
 +
<div class="center-item">
 +
  Poison / Venom / Deep Poison / Burning / Toxin status effects received changes in order to make them viable.
 +
</div>
  
 +
 +
<div class="center-item">
 +
'''''If you kill a monster using DoTs damage, Items will not be autolooted and Benedictions will never appear if you aren't in a range of 36 cells away from the monster.<br>36 cells means approximatively 2 screens.'''''
 +
</div>
 +
 +
 +
*Take note that the success rate of inflicting DoTs is affected by the total amount of LUK of the target and the caster :
 +
**Caster's LUK will increase the chance to inflict the status effect to a target by 0.2% per point of LUK.
 +
**Target's LUK will increase the chance to resist to the status effect by 0.2% per point of LUK.
 +
 +
 +
All effects listed below will affect all DoTs effects :
 +
 +
*All DoTs will deal damage each second.
 +
*DoT's ticks can be critical and critical ticks add '''50%''' damage ignoring all race resistances.
 +
*DoTs like Venom, Poison, Deep Poison, Bleeding, Burning, Venom, Toxin can't last less than 7 seconds.
 +
*Every DoTs with a duration exceeding 10 seconds will have a duration of 10 seconds, plus an additional 33% of the surplus duration.
 +
 +
 +
 +
All effects listed below will only affect '''Venom / Poison / Deep Poison / Burning''' DoTs effects, Toxin being a special case :
 +
 +
*The portion of the formula affected by '''Target's statistics''' can reduce damage up to '''50%''' received damage.
 +
*DoTs damage are increased based on '''Target's maximum HP'''. Each '''100 current HP''' of the target increase damage by '''0.1%'''. Up to 200% damage bonus if the target has at least 200 000 HP.
 +
*DoTs can now kill affected targets.
 +
 +
<div class="center-item">
 +
  '''An entity affected by a DoT can't be at more than 24 cells from the caster.'''
 +
  '''Otherwise, it will nullify these DoT damage received by the target.'''
 +
  '''24 cells being around a whole screen while playing.'''
 +
</div>
 +
 +
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:100%; border-collapse: separate; padding: 0.5em;"
 +
|-
 +
! colspan="2"|
 +
|-
 +
! colspan="2" style="border :0px"| Damage over Time
 +
|-
 +
! colspan="2"|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! width="10%"| Poison
 +
| <div class="center-item">
 +
'''Damage Formula'''
 +
  [2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1,5 * (Target's LUK + Target's VIT + Target's BaseLV)] + Caster's HIT Bonus
 +
</div>
 +
 +
::*''VIT of the target will increase the resistance to this effect.
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Deadly Poison
 +
| <div class="center-item">
 +
'''Damage Formula'''
 +
  2 * [2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1,5 * (Target's LUK + Target's VIT + Target's BaseLV)] + Caster's HIT Bonus
 +
</div>
 +
 +
::*''VIT of the target will increase the resistance to this effect.
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Burning
 +
| <div class="center-item">
 +
'''Damage Formula'''
 +
  2 * (Caster's LUK + Caster's INT + Caster's BaseLV) - 1,5 * (Target's LUK + Target's AGI + Target's BaseLV) + Caster's HIT Bonus
 +
</div>
 +
 +
::*''Mdef of the target will increase the resistance to this effect.
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Bleeding
 +
| <div class="center-item">
 +
'''Damage Formula'''
 +
  2 * (Caster's LUK + Caster's STR + Caster's BaseLV) - 1,5 * (Target's LUK + Target's STR + Target's BaseLV) + Caster's HIT Bonus
 +
</div>
 +
 +
::*''VIT of the target will increase the resistance to this effect.
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Venom
 +
| Poison DoT inflicted by the skill ''Throw Venom Knife'' inflicts '''Venom''' instead of the basic Poison.
 +
 +
::*Specificities of '''Venom''' :
 +
::**It can be stacked up to 4 times, each new stack refresh status duration.
 +
::**Venom count other DoTs as an additional stack for its damage calculation. Meaning a target affected by 4 stacks of Venom and also affected by Burning will be count as a 5 stacks target.
 +
::**Venom damage formula is based on the formula above, however, it is weaker at start and stronger as stacks increase.
 +
::***The overall damage formula is (50 + 25 * '''StacksAmount''')% of DoT's damage.
 +
 +
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width: 70%; border-collapse: separate; padding: 0.5em;"
 +
|-
 +
! colspan="2"|
 +
|-
 +
! Number of stacks
 +
! Damage compared to Poison DoT
 +
|-
 +
! colspan="2"|
 +
|-
 +
| 1
 +
| 75%
 +
|-
 +
| 2
 +
| 100%
 +
|-
 +
| 3
 +
| 125%
 +
|-
 +
| 4
 +
| 150%
 +
|-
 +
| 5
 +
| 175%
 +
|-
 +
| 6
 +
| 200%
 +
|-
 +
| ...
 +
| ...
 +
|}
 +
|}
 +
 +
==== Status Effects ====
 +
 +
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:100%; border-collapse: separate; padding: 0.5em;"
 +
|-
 +
! colspan="2"|
 +
|-
 +
! colspan="2" style="border :0px"| Status Effects
 +
|-
 +
! colspan="2"|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Stun
 +
| <ul><li>Any flee will be negated.</li>
 +
<li>Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Silence
 +
| <ul><li>Inability to use any active or auto-casted skills.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Sleep
 +
| <ul><li>Affected target have around 30% chance to recover from Sleeping when hit if its HP are full.</li>
 +
<li>Affected target have around 100% chance to recover from Sleeping when hit if its HP are low.</li>
 +
<li>Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.</li>
 +
<li>If enemy attacks you, you will always get hit.</li>
 +
<li>If enemy attacks you, they will have 2x CRIT chance with their attack.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Stone Curse
 +
| <ul><li>All DEF contributed by items is reduced by 50%.</li>
 +
<li>Monsters Hard-DEF and Soft-DEF is reduced by 50% (round up).</li>
 +
<li>If HP is over 25%, you will lose 1% of your HP every 5 seconds.</li>
 +
<li>Increases your MDEF by 25%.</li>
 +
<li>Changes your elemental status as "Earth LV 1".</li>
 +
<li>Ignores Steal and Lex Aeterna.</li>
 +
<li>Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Freeze
 +
| <ul><li>All DEF contributed by items reduced by 50%.</li>
 +
<li>Monsters Hard-DEF and Soft-DEF is reduced by 50% (round up).</li>
 +
<li>Any flee will be negated.</li>
 +
<li>Increases your Hard-MDEF by 25%.</li>
 +
<li>Ignores Steal, Lex Aeterna, Wizard's skill - Storm Gust, Ninja's skill - Snow Flake Draft.</li>
 +
<li>Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.</li>
 +
<li>Armor attribute becomes "Water 1".</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Curse
 +
| <ul><li>Reduces STR/INT/DEX by 5 and an additional 10% of these statistics.</li>
 +
<li>Reduces affected player's damage and heals by 10%.</li>
 +
<li>Reduces affected monster's damage and heals by 20%</li>
 +
<li>Reduce affected entity's ATK by 25%.</li>
 +
<li>LUK becomes 0.</li>
 +
<li>Drastically Reduces your Movement Speed.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Blind
 +
| <ul><li>Reduce your HIT and FLEE rate by 25%.</li>
 +
<li>Also graphically reduces range of your visibility.</li>
 +
<li>Affected player or monster has 35% chance to inflict 0 damage with all attacks.</li>
 +
<li>Reduces critical rate to 0.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Confusion / Chaos
 +
| <ul><li>Causes the character to move into unintended directions when trying to navigate.</li>
 +
<li>30% chance to attack itself instead of the target. Damage or effect calculations are based on the player's resistances if the player attacks himself.</li>
 +
<li>Monsters have half less chances to use skills.</li>
 +
<li>Affected target hit have around 30% chance to recover from Confusion if their HP are full.</li>
 +
<li>Affected target hit have around 100% chance to recover from Confusion if their HP are low.</li>
 +
<li>SP / Zeny / Ammunitions / Catalysts / Gemstones requirement and consumption multiplied by 4.</li>
 +
<li>Spirits Sphere requirement and consumption multiplied by 2.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Decrease Agility
 +
| <ul><li>Decreases AGI statistic and reduces movement speed.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Hallucination
 +
| <ul><li>The screen goes upside-down and you see crazy numbers for all damage that is processed around you, but they are all fake. Even other players see those numbers at you.</li>
 +
<li>Damage and heals done are randomly changed to a value between 0 and the normal value.</li>
 +
<li>25% more chance to receive critical hits.</li>
 +
<li>Critical hits received inflict 33% more damage.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Sick
 +
| <ul><li>Double after hit delay</li>
 +
<li>Damage received are increased by 5% of your actual HP, can't exceed 100% of caster's ATK or MATK</li>
 +
<li>May cause stun for a very short period of time</li>
 +
<li>Cured by Cure, considered has common status</li>
 +
<li>Resistance attribut is DEF</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Fast
 +
| <ul><li>Speed, ASPD, Flee and Hit are increased by 20%.</li>
 +
<li>Casting Time & After Skill Delay are increased by 50%.</li>
 +
<li>Dismissed by Slow</li></ul>
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Slow
 +
| <ul><li>Speed, ASPD, Flee and Hit are reduced by 20%.</li>
 +
<li>Casting Time & After Skill Delay are increased by 50%.</li>
 +
<li>Cured thanks to Cure & dismissed by Fast.</li>
 +
<li>MDEF helps preventing this status.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Creeple
 +
| <ul><li>Maximum HP and SP reduced by 30% (debuff halved on MVP)</li>
 +
<li> Reduces incoming HP or SP healing</li>
 +
<li>Cured by Cure, considered has common status</li>
 +
<li>Resistance attribut is MDEF</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Chill
 +
| <ul><li>Speed, ASPD, Flee and Hit are reduced by 10%.</li>
 +
<li>Casting Time & After Skill Delay are increased by 25%.</li>
 +
<li>DEF and MDEF are reduced by 15%.</li>
 +
<li>Cured by Cure.</li>
 +
<li>MDEF helps preventing this status.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Fever
 +
| <ul><li>All damage received are increased by 25%.</li>
 +
<li>Cured by Cure.</li>
 +
<li>MDEF helps preventing this status.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Feeble
 +
| <ul><li>All damage inflicted are reduced by 25%.</li>
 +
<li>Cured by Cure.</li>
 +
<li>MDEF helps preventing this status.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Oath
 +
| <ul><li>Increases chance to receive a status effect by 50%.</li>
 +
<li>Reduces PFlee to 0.</li>
 +
<li>Cured by Blessing.</li>
 +
<li>MDEF helps preventing this status.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Stop
 +
| <ul><li>Can't move anymore for the status' duration.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Weak
 +
| <ul><li>Critical rate inflicted is reduced by 10 and an additional 33%.</li>
 +
<li>Critical rate received is increased by 10 and an additional 33%.</li>
 +
<li>After Hit Delay is reduced by 33%.</li>
 +
<li>Cured by Cure.</li>
 +
<li>DEF helps preventing this status.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Brake
 +
| <ul><li>Casting Time & After Skill Delay are doubled.</li>
 +
<li>ASPD is reduced by 50%.</li>
 +
<li>Cured by Cure.</li>
 +
<li>DEF helps preventing this status.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Crack
 +
| <ul><li>DEF and MDEF are reduced by 33%.</li>
 +
<li>DEF2 and MDEF2 are reduced by 50%.</li>
 +
<li>Cured by Cure.</li>
 +
<li>DEF helps preventing this status.</li></ul>
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! Joint Beat effects
 +
| <ul><li>STR can prevent this status ailment.</li>
 +
<li>Causes one of the following effect :</li>
 +
<ul><li>Break Ankle = SPEED reduced by 50%</li>
 +
<li>Break Wrist = ASPD reduced by 33%</li>
 +
<li>Break Knee = SPEED and FLEE reduced by 33%</li>
 +
<li>Break Shoulder = DEF/MDEF reduce by 15</li>
 +
<li>Break Waist = HIT/CRI/ATK/MATK reduced by 33%</li>
 +
<li>Break Neck = DEF/MDEF reduced by 30%</li></ul></ul>
 +
|}
  
 
== Uncommon Status list ==
 
== Uncommon Status list ==
 +
 +
 +
{| class="wikitable weapons-table" style="text-align: center; margin: auto; width:90%; border-collapse: separate; padding: 0.5em;"
 +
|-
 +
! colspan="2"|
 +
|-
 +
! colspan="2" style="border :0px"| Damage over Time
 +
|-
 +
! colspan="2"|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="2"|
 +
|-
 +
! colspan="2" style="border :0px"| Status Effects
 +
|-
 +
! colspan="2"|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
!
 +
|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
| style="border: 0px"|
 +
|-
 +
! colspan="3" style="border: 0px" |
 +
|-
 +
| style="border: 0px"|
 +
|}
 +
 +
 +
            - SC_BUFF_HEAL / SC_DEBUFF_HEAL : Increase/decrease by x heal (val1 for x%, val2 for fix value) (affect heal recieved/given (HP or SP) but do not stack if user and targets both have this boost, only val1 affect item heal)
 +
            - SC_BUFF_ATK / SC_DEBUFF_ATK : Increase/decrease by x atk (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_MATK / SC_DEBUFF_MATK : Increase/decrease by x (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_SATK / SC_DEBUFF_SATK : Increase/decrease by x special damage (val1 for x%)
 +
            - SC_BUFF_DEF / SC_DEBUFF_DEF : Increase/decrease by x def (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_MDEF / SC_DEBUFF_MDEF : Increase/decrease by x mdef (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_HIT / SC_DEBUFF_HIT : Increase/decrease by x hit (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_FLEE / SC_DEBUFF_FLEE : Increase/decrease by x flee (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_WALK / SC_DEBUFF_WALK : Increase/decrease by x walk speed (val1 for x%)
 +
            - SC_BUFF_CAST / SC_DEBUFF_CAST : Increase/decrease by x cast speed (val1 for x%)
 +
            - SC_BUFF_ASPD / SC_DEBUFF_ASPD : Increase/decrease by x aspd speed (val1 for x%)
 +
            - SC_BUFF_ASD / SC_DEBUFF_ASD : Increase/decrease by x after skill delay rate (val1 for x%) (works on mob delay if M5G00011 is enabled)
 +
            - SC_BUFF_HP / SC_DEBUFF_HP: Increase/decrease by x maximum HP (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_SP / SC_DEBUFF_SP : Increase/decrease by x maximum SP (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_CRI / SC_DEBUFF_CRI : Increase/decrease by x critical (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_DCRI / SC_DEBUFF_DCRI : Increase/decrease by x damage done by critical (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_PCRI / SC_DEBUFF_PCRI : Increase/decrease by x critical defense (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_PFLEE / SC_DEBUFF_PFLEE : Increase/decrease by x perfect flee (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_PHIT / SC_DEBUFF_PHIT : Increase/decrease by x perfect hit (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_STR / SC_DEBUFF_STR : Increase/decrease by x the attribute (val1 for x%, val2 for fix value) (same with DEX, etc)
 +
            - SC_BUFF_STATUS / SC_DEBUFF_STATUS : Increase/decrease by x status rate and duration applied to others (val1 for x%, val2 for fix value (in seconds for duration))
 +
            - SC_BUFF_DSTATUS / SC_DEBUFF_DSTATUS : Reduce/increase by x status rate and duration applied to self (val1 for x%, val2 for fix value (in seconds for duration))
 +
            - SC_BUFF_DAMAGE / SC_DEBUFF_DAMAGE : Increase/decrease by x all kind of damage done (val1 for x%, val2 for fix value) (val3 : 0 for any, 1 for physical melee only, 2 for physical ranged only)
 +
            - SC_BUFF_RESISTANCE / SC_DEBUFF_RESISTANCE : Reduce/increase by x all kind of damage recieved (val1 for x%, val2 for fix value)
 +
            - SC_BUFF_IGNORE / SC_DEBUFF_IGNORE : Increase/decrease by x ignore defenses (def or mdef) values (val1 for x%, val2 for fix value)
 +
 +
        - Slow (SC_SLOW) : SPD, ASPD, FLEE, HIT reduced by 20%, CAST and ASD augmented by 50%, cured by Cure, dismiss by Fast, considered has common status, resistance attribut is MDEF
 +
        - Fast (SC_FAST) : SPD, ASPD, FLEE, HIT augmented by 20%, CAST and ASD reduced by 50%, dismiss by Slow
 +
        - Chill (SC_CHILL) : SPD, ASPD, FLEE, HIT reduced by 10%, CAST and ASD augmented by 25%, DEF and MDEF reduce by 15%, cured by Cure, considered has common status, resistance attribut is MDEF
 +
        - Fever (SC_FEVER) : All damage received augmented by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
 +
        - Feeble (SC_FEEBLE) : All damage inflicted reduce by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
 +
        - Weak (SC_WEAK) : Critical rate reduce by 10 and 33%, Critical rate recieved augmented by 10 and 33%, hit recovery speed penalized by 33%, cured by Cure, considered has common status, resistance attribut is DEF
 +
        - Brake (SC_BRAKE) : CAST and ASD doubled, ASPD reduce by 50%, cured by Cure, considered has common status, resistance attribut is DEF
 +
        - Crack (SC_CRACK) : DEF/MDEF reduce by a third, DEF2/MDEF2 reduce by half, cured by Cure, considered has common status, resistance attribut is DEF
 +
        - Oath (SC_OATH) : Increase chance to recieve a status effect by 50%, reduce PFLEE to 0, cured by Blessing, considered has common status, resistance attribut is MDEF
 +
        - Venom (SC_VENOM) (M5G00001 required) : DoT damage (just like poison etc), cured by Detoxify, considered has common status, resistance attribut is VIT
 +
            -> Venom is based on LUK has OFFSTAT and VIT has DEFSTAT, VIT of the target can prevent this common status
 +
        - Others (SC_INC_MAXHP, SC_SUB_MAXHP, SC_INC_MAXSP, SC_SUB_MAXSP) : Those effects gives bonus or malus to maximum HP or SP
 +
        - On a general note : SPD (speed) from those status adjustements are cumulative with other form of speed buff or debuff
 +
 +
    -> Brave (SC_BRAVE) : Resistance to status increase by half, SP recovery (0,5 %) every seconds, maximum SP increased by 25%
 +
    -> Recovery (SC_RECOVERY) : Duration of status reduce by half, HP recovery (0,5 %) every seconds, maximum HP increased by 25%
 +
    -> Swift (SC_SWIFT) : Gives 30% to only get a scratch (1 damage) from an attack (no matter the type)
 +
    -> Fortitude (SC_FORTITUDE) : Gives 50% chance to resist knockback or cancel, halved knockback distance, increase by 33% heal/potion recieved and hit recovery speed
 +
    -> Rejuvenation (SC_REJUVENATION) : SP recovery (based on source attributes) every seconds

Latest revision as of 13:52, 6 November 2022

Introduction

  • While you are playing on the server, you may see some particular effects on two types of Status :
    • "Common Status".
    • "Uncommon Status".

Common Status list

Damage over Time

  Poison / Venom / Deep Poison / Burning / Toxin status effects received changes in order to make them viable.


If you kill a monster using DoTs damage, Items will not be autolooted and Benedictions will never appear if you aren't in a range of 36 cells away from the monster.
36 cells means approximatively 2 screens.


  • Take note that the success rate of inflicting DoTs is affected by the total amount of LUK of the target and the caster :
    • Caster's LUK will increase the chance to inflict the status effect to a target by 0.2% per point of LUK.
    • Target's LUK will increase the chance to resist to the status effect by 0.2% per point of LUK.


All effects listed below will affect all DoTs effects :

  • All DoTs will deal damage each second.
  • DoT's ticks can be critical and critical ticks add 50% damage ignoring all race resistances.
  • DoTs like Venom, Poison, Deep Poison, Bleeding, Burning, Venom, Toxin can't last less than 7 seconds.
  • Every DoTs with a duration exceeding 10 seconds will have a duration of 10 seconds, plus an additional 33% of the surplus duration.


All effects listed below will only affect Venom / Poison / Deep Poison / Burning DoTs effects, Toxin being a special case :

  • The portion of the formula affected by Target's statistics can reduce damage up to 50% received damage.
  • DoTs damage are increased based on Target's maximum HP. Each 100 current HP of the target increase damage by 0.1%. Up to 200% damage bonus if the target has at least 200 000 HP.
  • DoTs can now kill affected targets.
  An entity affected by a DoT can't be at more than 24 cells from the caster.
  Otherwise, it will nullify these DoT damage received by the target.
  24 cells being around a whole screen while playing.
Damage over Time
Poison

Damage Formula

  [2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1,5 * (Target's LUK + Target's VIT + Target's BaseLV)] + Caster's HIT Bonus
  • VIT of the target will increase the resistance to this effect.
Deadly Poison

Damage Formula

  2 * [2 * (Caster's LUK + Caster's DEX + Caster's BaseLV) - 1,5 * (Target's LUK + Target's VIT + Target's BaseLV)] + Caster's HIT Bonus
  • VIT of the target will increase the resistance to this effect.
Burning

Damage Formula

  2 * (Caster's LUK + Caster's INT + Caster's BaseLV) - 1,5 * (Target's LUK + Target's AGI + Target's BaseLV) + Caster's HIT Bonus
  • Mdef of the target will increase the resistance to this effect.
Bleeding

Damage Formula

  2 * (Caster's LUK + Caster's STR + Caster's BaseLV) - 1,5 * (Target's LUK + Target's STR + Target's BaseLV) + Caster's HIT Bonus
  • VIT of the target will increase the resistance to this effect.
Venom Poison DoT inflicted by the skill Throw Venom Knife inflicts Venom instead of the basic Poison.
  • Specificities of Venom :
    • It can be stacked up to 4 times, each new stack refresh status duration.
    • Venom count other DoTs as an additional stack for its damage calculation. Meaning a target affected by 4 stacks of Venom and also affected by Burning will be count as a 5 stacks target.
    • Venom damage formula is based on the formula above, however, it is weaker at start and stronger as stacks increase.
      • The overall damage formula is (50 + 25 * StacksAmount)% of DoT's damage.
Number of stacks Damage compared to Poison DoT
1 75%
2 100%
3 125%
4 150%
5 175%
6 200%
... ...

Status Effects

Status Effects
Stun
  • Any flee will be negated.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
Silence
  • Inability to use any active or auto-casted skills.
Sleep
  • Affected target have around 30% chance to recover from Sleeping when hit if its HP are full.
  • Affected target have around 100% chance to recover from Sleeping when hit if its HP are low.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
  • If enemy attacks you, you will always get hit.
  • If enemy attacks you, they will have 2x CRIT chance with their attack.
Stone Curse
  • All DEF contributed by items is reduced by 50%.
  • Monsters Hard-DEF and Soft-DEF is reduced by 50% (round up).
  • If HP is over 25%, you will lose 1% of your HP every 5 seconds.
  • Increases your MDEF by 25%.
  • Changes your elemental status as "Earth LV 1".
  • Ignores Steal and Lex Aeterna.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
Freeze
  • All DEF contributed by items reduced by 50%.
  • Monsters Hard-DEF and Soft-DEF is reduced by 50% (round up).
  • Any flee will be negated.
  • Increases your Hard-MDEF by 25%.
  • Ignores Steal, Lex Aeterna, Wizard's skill - Storm Gust, Ninja's skill - Snow Flake Draft.
  • Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.
  • Armor attribute becomes "Water 1".
Curse
  • Reduces STR/INT/DEX by 5 and an additional 10% of these statistics.
  • Reduces affected player's damage and heals by 10%.
  • Reduces affected monster's damage and heals by 20%
  • Reduce affected entity's ATK by 25%.
  • LUK becomes 0.
  • Drastically Reduces your Movement Speed.
Blind
  • Reduce your HIT and FLEE rate by 25%.
  • Also graphically reduces range of your visibility.
  • Affected player or monster has 35% chance to inflict 0 damage with all attacks.
  • Reduces critical rate to 0.
Confusion / Chaos
  • Causes the character to move into unintended directions when trying to navigate.
  • 30% chance to attack itself instead of the target. Damage or effect calculations are based on the player's resistances if the player attacks himself.
  • Monsters have half less chances to use skills.
  • Affected target hit have around 30% chance to recover from Confusion if their HP are full.
  • Affected target hit have around 100% chance to recover from Confusion if their HP are low.
  • SP / Zeny / Ammunitions / Catalysts / Gemstones requirement and consumption multiplied by 4.
  • Spirits Sphere requirement and consumption multiplied by 2.
Decrease Agility
  • Decreases AGI statistic and reduces movement speed.
Hallucination
  • The screen goes upside-down and you see crazy numbers for all damage that is processed around you, but they are all fake. Even other players see those numbers at you.
  • Damage and heals done are randomly changed to a value between 0 and the normal value.
  • 25% more chance to receive critical hits.
  • Critical hits received inflict 33% more damage.
Sick
  • Double after hit delay
  • Damage received are increased by 5% of your actual HP, can't exceed 100% of caster's ATK or MATK
  • May cause stun for a very short period of time
  • Cured by Cure, considered has common status
  • Resistance attribut is DEF
Fast
  • Speed, ASPD, Flee and Hit are increased by 20%.
  • Casting Time & After Skill Delay are increased by 50%.
  • Dismissed by Slow
Slow
  • Speed, ASPD, Flee and Hit are reduced by 20%.
  • Casting Time & After Skill Delay are increased by 50%.
  • Cured thanks to Cure & dismissed by Fast.
  • MDEF helps preventing this status.
Creeple
  • Maximum HP and SP reduced by 30% (debuff halved on MVP)
  • Reduces incoming HP or SP healing
  • Cured by Cure, considered has common status
  • Resistance attribut is MDEF
Chill
  • Speed, ASPD, Flee and Hit are reduced by 10%.
  • Casting Time & After Skill Delay are increased by 25%.
  • DEF and MDEF are reduced by 15%.
  • Cured by Cure.
  • MDEF helps preventing this status.
Fever
  • All damage received are increased by 25%.
  • Cured by Cure.
  • MDEF helps preventing this status.
Feeble
  • All damage inflicted are reduced by 25%.
  • Cured by Cure.
  • MDEF helps preventing this status.
Oath
  • Increases chance to receive a status effect by 50%.
  • Reduces PFlee to 0.
  • Cured by Blessing.
  • MDEF helps preventing this status.
Stop
  • Can't move anymore for the status' duration.
Weak
  • Critical rate inflicted is reduced by 10 and an additional 33%.
  • Critical rate received is increased by 10 and an additional 33%.
  • After Hit Delay is reduced by 33%.
  • Cured by Cure.
  • DEF helps preventing this status.
Brake
  • Casting Time & After Skill Delay are doubled.
  • ASPD is reduced by 50%.
  • Cured by Cure.
  • DEF helps preventing this status.
Crack
  • DEF and MDEF are reduced by 33%.
  • DEF2 and MDEF2 are reduced by 50%.
  • Cured by Cure.
  • DEF helps preventing this status.
Joint Beat effects
  • STR can prevent this status ailment.
  • Causes one of the following effect :
    • Break Ankle = SPEED reduced by 50%
    • Break Wrist = ASPD reduced by 33%
    • Break Knee = SPEED and FLEE reduced by 33%
    • Break Shoulder = DEF/MDEF reduce by 15
    • Break Waist = HIT/CRI/ATK/MATK reduced by 33%
    • Break Neck = DEF/MDEF reduced by 30%

Uncommon Status list

Damage over Time
Status Effects


           - SC_BUFF_HEAL / SC_DEBUFF_HEAL : Increase/decrease by x heal (val1 for x%, val2 for fix value) (affect heal recieved/given (HP or SP) but do not stack if user and targets both have this boost, only val1 affect item heal)
           - SC_BUFF_ATK / SC_DEBUFF_ATK : Increase/decrease by x atk (val1 for x%, val2 for fix value)
           - SC_BUFF_MATK / SC_DEBUFF_MATK : Increase/decrease by x (val1 for x%, val2 for fix value)
           - SC_BUFF_SATK / SC_DEBUFF_SATK : Increase/decrease by x special damage (val1 for x%)
           - SC_BUFF_DEF / SC_DEBUFF_DEF : Increase/decrease by x def (val1 for x%, val2 for fix value)
           - SC_BUFF_MDEF / SC_DEBUFF_MDEF : Increase/decrease by x mdef (val1 for x%, val2 for fix value)
           - SC_BUFF_HIT / SC_DEBUFF_HIT : Increase/decrease by x hit (val1 for x%, val2 for fix value)
           - SC_BUFF_FLEE / SC_DEBUFF_FLEE : Increase/decrease by x flee (val1 for x%, val2 for fix value)
           - SC_BUFF_WALK / SC_DEBUFF_WALK : Increase/decrease by x walk speed (val1 for x%)
           - SC_BUFF_CAST / SC_DEBUFF_CAST : Increase/decrease by x cast speed (val1 for x%)
           - SC_BUFF_ASPD / SC_DEBUFF_ASPD : Increase/decrease by x aspd speed (val1 for x%)
           - SC_BUFF_ASD / SC_DEBUFF_ASD : Increase/decrease by x after skill delay rate (val1 for x%) (works on mob delay if M5G00011 is enabled)
           - SC_BUFF_HP / SC_DEBUFF_HP: Increase/decrease by x maximum HP (val1 for x%, val2 for fix value)
           - SC_BUFF_SP / SC_DEBUFF_SP : Increase/decrease by x maximum SP (val1 for x%, val2 for fix value)
           - SC_BUFF_CRI / SC_DEBUFF_CRI : Increase/decrease by x critical (val1 for x%, val2 for fix value)
           - SC_BUFF_DCRI / SC_DEBUFF_DCRI : Increase/decrease by x damage done by critical (val1 for x%, val2 for fix value)
           - SC_BUFF_PCRI / SC_DEBUFF_PCRI : Increase/decrease by x critical defense (val1 for x%, val2 for fix value)
           - SC_BUFF_PFLEE / SC_DEBUFF_PFLEE : Increase/decrease by x perfect flee (val1 for x%, val2 for fix value)
           - SC_BUFF_PHIT / SC_DEBUFF_PHIT : Increase/decrease by x perfect hit (val1 for x%, val2 for fix value)
           - SC_BUFF_STR / SC_DEBUFF_STR : Increase/decrease by x the attribute (val1 for x%, val2 for fix value) (same with DEX, etc)
           - SC_BUFF_STATUS / SC_DEBUFF_STATUS : Increase/decrease by x status rate and duration applied to others (val1 for x%, val2 for fix value (in seconds for duration))
           - SC_BUFF_DSTATUS / SC_DEBUFF_DSTATUS : Reduce/increase by x status rate and duration applied to self (val1 for x%, val2 for fix value (in seconds for duration))
           - SC_BUFF_DAMAGE / SC_DEBUFF_DAMAGE : Increase/decrease by x all kind of damage done (val1 for x%, val2 for fix value) (val3 : 0 for any, 1 for physical melee only, 2 for physical ranged only)
           - SC_BUFF_RESISTANCE / SC_DEBUFF_RESISTANCE : Reduce/increase by x all kind of damage recieved (val1 for x%, val2 for fix value)
           - SC_BUFF_IGNORE / SC_DEBUFF_IGNORE : Increase/decrease by x ignore defenses (def or mdef) values (val1 for x%, val2 for fix value)
       - Slow (SC_SLOW) : SPD, ASPD, FLEE, HIT reduced by 20%, CAST and ASD augmented by 50%, cured by Cure, dismiss by Fast, considered has common status, resistance attribut is MDEF
       - Fast (SC_FAST) : SPD, ASPD, FLEE, HIT augmented by 20%, CAST and ASD reduced by 50%, dismiss by Slow
       - Chill (SC_CHILL) : SPD, ASPD, FLEE, HIT reduced by 10%, CAST and ASD augmented by 25%, DEF and MDEF reduce by 15%, cured by Cure, considered has common status, resistance attribut is MDEF
       - Fever (SC_FEVER) : All damage received augmented by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
       - Feeble (SC_FEEBLE) : All damage inflicted reduce by 25%, cured by Cure, considered has common status, resistance attribut is MDEF
       - Weak (SC_WEAK) : Critical rate reduce by 10 and 33%, Critical rate recieved augmented by 10 and 33%, hit recovery speed penalized by 33%, cured by Cure, considered has common status, resistance attribut is DEF
       - Brake (SC_BRAKE) : CAST and ASD doubled, ASPD reduce by 50%, cured by Cure, considered has common status, resistance attribut is DEF
       - Crack (SC_CRACK) : DEF/MDEF reduce by a third, DEF2/MDEF2 reduce by half, cured by Cure, considered has common status, resistance attribut is DEF
       - Oath (SC_OATH) : Increase chance to recieve a status effect by 50%, reduce PFLEE to 0, cured by Blessing, considered has common status, resistance attribut is MDEF
       - Venom (SC_VENOM) (M5G00001 required) : DoT damage (just like poison etc), cured by Detoxify, considered has common status, resistance attribut is VIT
           -> Venom is based on LUK has OFFSTAT and VIT has DEFSTAT, VIT of the target can prevent this common status
       - Others (SC_INC_MAXHP, SC_SUB_MAXHP, SC_INC_MAXSP, SC_SUB_MAXSP) : Those effects gives bonus or malus to maximum HP or SP
       - On a general note : SPD (speed) from those status adjustements are cumulative with other form of speed buff or debuff

-> Brave (SC_BRAVE) : Resistance to status increase by half, SP recovery (0,5 %) every seconds, maximum SP increased by 25% -> Recovery (SC_RECOVERY) : Duration of status reduce by half, HP recovery (0,5 %) every seconds, maximum HP increased by 25% -> Swift (SC_SWIFT) : Gives 30% to only get a scratch (1 damage) from an attack (no matter the type) -> Fortitude (SC_FORTITUDE) : Gives 50% chance to resist knockback or cancel, halved knockback distance, increase by 33% heal/potion recieved and hit recovery speed -> Rejuvenation (SC_REJUVENATION) : SP recovery (based on source attributes) every seconds