Difference between revisions of "Common & Uncommon Status"
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== Common Status list == | == Common Status list == | ||
− | === Damage over Time === | + | ==== Damage over Time ==== |
− | {| class="wikitable weapons-table" style="text-align: center; margin: auto; width: | + | <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"| | ||
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| style="border: 0px"| | | style="border: 0px"| | ||
|- | |- | ||
− | ! Poison | + | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Deadly Poison | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Burning | ! 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"| | | style="border: 0px"| | ||
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| 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"| | | style="border: 0px"| | ||
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| 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 === | + | ==== Status Effects ==== |
− | {| class="wikitable weapons-table" style="text-align: center; margin: auto; width: | + | {| class="wikitable weapons-table" style="text-align: center; margin: auto; width:100%; border-collapse: separate; padding: 0.5em;" |
|- | |- | ||
! colspan="2"| | ! colspan="2"| | ||
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|- | |- | ||
! Stun | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Sleep | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Stone Curse | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Freeze | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Curse | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Blind | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Confusion / Chaos | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Decrease Agility | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Sick | ! 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"| | | style="border: 0px"| | ||
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| 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"| | | style="border: 0px"| | ||
|- | |- | ||
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| 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"| | | style="border: 0px"| | ||
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| 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Chill | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Fever | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Feeble | ! 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"| | | style="border: 0px"| | ||
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|- | |- | ||
! Oath | ! 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"| | | style="border: 0px"| | ||
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| style="border: 0px"| | | style="border: 0px"| | ||
|- | |- | ||
− | ! | + | ! Stop |
− | | | + | | <ul><li>Can't move anymore for the status' duration.</li></ul> |
|- | |- | ||
| style="border: 0px"| | | style="border: 0px"| | ||
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| 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"| | | style="border: 0px"| | ||
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| 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"| | | style="border: 0px"| | ||
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|- | |- | ||
| 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"| | | style="border: 0px"| | ||
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|- | |- | ||
| 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> | ||
|} | |} | ||
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|} | |} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
- 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_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) | ||
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- 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 | - 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 | - 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) : | + | - 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 | -> 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 | - Others (SC_INC_MAXHP, SC_SUB_MAXHP, SC_INC_MAXSP, SC_SUB_MAXSP) : Those effects gives bonus or malus to maximum HP or SP |
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".
- While you are playing on the server, you may see some particular effects on two types of 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
| ||||||||||||||||||||
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
| ||||||||||||||||||||
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
| ||||||||||||||||||||
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
| ||||||||||||||||||||
Venom | Poison DoT inflicted by the skill Throw Venom Knife inflicts Venom instead of the basic Poison.
|
Status Effects
Status Effects | ||
---|---|---|
Stun |
| |
Silence |
| |
Sleep |
| |
Stone Curse |
| |
Freeze |
| |
Curse |
| |
Blind |
| |
Confusion / Chaos |
| |
Decrease Agility |
| |
Hallucination |
| |
Sick |
| |
Fast |
|
|
Slow |
| |
Creeple |
| |
Chill |
| |
Fever |
| |
Feeble |
| |
Oath |
| |
Stop |
| |
Weak |
| |
Brake |
| |
Crack |
| |
Joint Beat effects |
|
Uncommon Status list
Damage over Time | ||
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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