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Stats

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Player Stats

HP (Health Point)

Is the player's total health point.

  • If value is 0, the player is dead.
  • If ?% of HP is left, the character's main HP meter will display red.
  • If ?% of HP is left, the character's party/allience HP meter will display red.

MP (Mana Point)

Is the player's total mana points.

Primary Stats

STR (Strength)

  • Every 5 STR adds 1 Short Range Physical Attack Damage.
  • Every 5 STR adds 1 Critical Additional Damage.


DEX (Dexterity)

  • Every 5 DEX adds 1 Long Range Physical Attack Damage.
  • Every 1 DEX adds 0.2 Accuracy.
  • Every 1 DEX adds 0.2 Evasion.
  • Every 1 DEX adds 0.00725% ~ 0.01125% Critical Chance depending on class.


INT (Intelligence)

  • Every 1 INT adds roughly 0.3 Magic Damage (see Damage for more information).
    • NOTE: The information does not appear in the character's stat window, but it is applied.
  • Every 5 INT adds 1 Skill Critical Additional Damage.
  • Every 1 INT adds to the base resistance (to all elements); the value is equal to sqrt{(INT) + 0.0495)} rounded to two decimal places.


CON (Constitution)

  • Every 1 CON adds 5 HP.
  • Every 5 CON adds 1 to HP Recovery.


MND (Mind)

  • Every 1 MND adds roughly 0.3 trap damage (see Damage for more information).
  • Every 1 MND adds 3.92 MP.
  • Every 5 MND adds 1 to MP Recovery.
  • Every 1 MND adds 0.3 HP Restoration to direct heal spells.
  • Every 1 MND adds 0.02246 Skill Critical Chance reflected by class.

Substats

Substats are all other stats on the character.

HP Recovery (HP Regen)

  • Occurs every 3 seconds.
  • Recovery ammount also depends on what stat the character is in.
    • Sitting: HP Recovery is 100% of the total value.
    • Standing: HP Recovery is 50% of the total value.
    • In Combat: HP Recovery stops and does not resume until the character out of combat.

MP Recovery (MP Regen)

  • Occurs every 3 seconds.
  • Recovery ammount also depends on what stat the character is in.
    • Sitting: MP Recovery is 100% of the total value.
    • Standing (S2 | Aug 2014): MP Recovery is 45% of total Value.
    • Standing (S2 Dec 2012): MP Recovery is 30% of total Value.
    • Standing (S1): MP Recovery is 50% of the total value.
    • In Combat (S2 Aug 2014): MP Recovery is 30% of total Value.
    • In Combat (S2 Dec 2012): MP Recovery is 16% of total Value.
    • In Combat (S2): MP Recovery is 25% of the total value.
    • In Combat (S1): MP Recovery is 33% of the total value.

Accuracy & Evasion

  • The value affects both long range and short range physical (Auto)attacks.

Miss = very low damage.

  • Skill attacks (include physical skills) are not affected by Accuracy or Evasion, but the level gap.

Miss = "Miss"

Acc (Accuracy)

Is the success rate of the player striking the opponent.

Eva (Evasion)

Is the success rate of the player avoiding a hit from the opponent.

  • Provided attacker accuracy is same as your evasion, you have around 5-10% chance to dodge. I believe 5% is minimum, since i dodged mobs 50lv higher than me. If attacker has 1000 accuracy, then every 1000 evasion you have above attacker accuracy should give you 10% higher chance to dodge. So if you had 10000 evasion, you would have 100% chance to evade. It's not very useful in PVP, since players can easily get to high accuracy. for example, a lv 30 rogue with lv 10 accuracy buff/DNA would have around 2-3k accuracy, so you would need 20-30k evasion. Which is something you could expect from maybe lv 65+ SR. or Soul Hunter that spent lots of work with xeons and there Evasion skill(s) + DNA.

Defense

Physical Defense (Def)

Is the total physical damage reduced when the opponent successfully hits the player.

  • The percentage reduced is as following:
    • Total Damage Taken = [22.994 * ln(Total Defense)] - 101.19
    • NOTE: A total defense of 6309 will yield the equation as, 100.0013 = 22.994 * ln(6309) - 101.19.
    • NOTE: There is an unconfirmed defense cap stated to be at ~2700 defense which will give an 80% reduction of damage and any increase will give diminish results.
      • More information can be found here.
  • S1 Defense: Physical damage was for every 10 defense reduces 1 melee damage.

Block Sucess

Is when the player recieves a success hit, the chance of that hit getting blocked.

  • Require shield
  • Block Sucess cap is 100%
  • Can be increased by reinforcing the shield and enchanting Block Sucess Xeons

Block Defense

Is the amount of damage reduced when a successful block is invoked.

  • There is a bug where skill based attacks invoke double block defense(fixed?).

Physical & Magical Attacks

Physical Attack Damage

Is the total physical damage that can be done on the opponent before factoring in their defense.

  • Minimum Physical Attack Damage:
    • Is the minimum value before opponent's defense is factored.
  • Maximum Physical Attack Damage:
    • Is the maximum value before opponent's defense is factored.

Magical Attack Damage

Is the total Magical damage that can be done on the opponent before factoring in their resistance.

  • Minimum Magical Attack Damage:
    • Is the minimum value before opponent's resistance is factored.
  • Maximum Magical Attack Damage:
    • Is the minimum value before opponent's resistance is factored.

Physical Critical Damage

(Auto Attack critical damage)

  • New: Final Damage *2 + CAD * (Defense/4) / [(Defense/4)+Attacker LV *10)]
    • [(2 * Total Damage) - Defense] + CAD * (Defense/4) / [(Defense/4)+ Target Lvl *10)]
      • e.g.: [200 *2] + 1000 * (5000/4) / [(5000/4)+ 85*10]
      • e.g.: 400 + 1000 * 1250 / (1250 + 850)
      • e.g.: 400 + 595
  • Total Damage = [(2 * Total Damage) - Defense] + CAD
      • e.g.: 400 + 1000

Physical Critical Chance (PCC)

(Auto Attack critical chance)

Is the percentage chance of performing a physical critical damage after factoring the opponent's defense.

Critical Additional Damage (CAD)

(Auto Attack critical additional damage)

Is the additional damage added after factoring in the opponent's defense.

Skill Critical Damage

(including Physical Skills)

  • New: [(2 * Total Damage) - Resistance] + SCAD * [1 - (Resist%/4)]
    • e.g.: 400 + 1000 * [1 - 20%/4]
    • e.g.: 400 + (1000 - 200)
  • Total Damage = [(2 * Total Damage) - Resistance] + SCAD
    • e.g.: 400 + 1000

Skill Critical Chance (SCC)

(including Physical Skills)

Is the percentage chance of performing a skill critical damage after factoring the opponent's resistance/defense.

Skill Critical Additional Damage (SCAD)

(including Physical Skills)

Is the additional damage added after factoring in the opponent's resistance/defense.

Elemental Attack Damage & Resistance

  • Sorry for the confusion: Lightning = Elec; Light = Light

Elemental Attack Damage

  • Is the elemental attack damage or heals added on those attacks based on those elements.
    • Fire: Adds damage to any fire base attacks, including the Fire Property HP Damage enchants.
    • Elec: Adds damage to any lightning base attacks, including the Lightning Property HP Damage enchants.
    • Water: Adds damage to any water base attacks, including the Water Property HP Damage enchants.
    • Wind: Adds damage to any wind base attacks, including the Wind Property HP Damage enchants.
    • Light: Adds damage to traps and heal value to heal casts, including the HP Recovery enchants.
  • The value are not reduced by resistance.

Elemental Resistance

  • Is the elemental resistance
    • Fire: Is the resistance to all fire base damage.
    • Elec: Is the resistance to all lightning base damage.
    • Water: Is the resistance to all water base damage.
    • Wind: Is the resistance to all wind base damage.
    • Light: Is the resistance to all hunter's/ranger's/avenger's bomb/trap damage.
  • Maximal resistance is 80%: That shown in character window and reduce enemys attacks up to that value.

Casting Time

  • Is the casting speed of non-instant skills. (The lower the better)
  • Casting speed can be decreased by Tempest Seal of Acceleration.gif Seal of Acceleration.
  • Casting speed can be increased by Battle Magician Gravity Up.gif Gravity Up

Attack Speed

Ex: A Weapon with a base Attack Speed of 3.0. If you have Quick Attack Level 10 then your Attack Speed = 3.0 - 1.0 = 2.0

Attack Speed of Weapon Classes


NOTE: In S1, attack speed buff was displayed as a negative number while in S2 is displayed as a positive number.

Movement Speed

  • The character speed when moving, whether on a mount or running.
  • Normal Movement Speed is 5.0 (The Higher Movement Speed The Better).
  • Movement Speed can be increased by using Mount.
  • Movement Speed can also be increased by using Commander Uplifting Cry.gif Uplifting Cry Skill from Commander.
  • Shoes increase movement speed.
  • Movement Speed can be decreased by certain skills:
  • Defender Chain of Restraint.gif Chain of Restraint (Commander).
  • Tempest Lightning Restraint.gif Lightning_Restraint (Tempest).
  • Warrior Shackle.gif Shackle (Berserker)
  • Shaman Loa's Curse.gif Loa's Curse (Forsaker).
  • Rogue Blinding Attack 2.gifBlinding Attack (Assasin).
  • Rogue Joint Strike.gif Joint Strike (Rogue).

Possession Beast Intensification

Possession Beast Intensification is the increase damage gained when in Possession Beast form.

  • Ignores opponent's resistance.
  • equation?
  • Increases damage on player's resistance (bug that has been fixed on (date?)).

Buffs & Debuffs

Are added temporary stat(s) to the character's stats.

  • Buff are advantage stat added to the character.
  • Debuff are disadvantage stat added to the character or disability stat added to an opponent.
  • NOTE: Any character/opponent can only hold a maximum of 16 buffs and debuffs.
    • Any additional buffs/debuffs added will remove an existing buff (first) then debuff.
    • The order of what buffs/debuffs that are removed when 16 total buffs/debuffs is reached is uncertain.
  • NOTE: Certain buffs or debuffs will not stack when additional buff/debuff of the same type is added.

Stat Growth

See Stat Growth.