Sunday, July 28, 2013 3 comments

Ragnarok a Deeper Understanding of Stats

Basic Stats
There are six basic stats which will affect a large number of aspects of a character's combat worthiness against given opponents. These stats can be directly altered by the player either at character creation or when gaining a base level.

Strength: Increases attack strength in melee combat and weight limit.
Agility: Increases attack speed and dodge rate.
Vitality: Increases physical defense, maximum HP and HP recovery rate.
Intelligence: Increases magic attack, magic defense and maximum SP.
Dexterity: Increases accuracy, ranged attack strength and minimum damage dealt, and lowers the cast time for some skills and spells.
Luck: Increases Critical hits and perfect dodge rate.
When a character gains a base level, he or she will gain a number of stat points equal to FLOOR(A / 5) + 2 where A is the base level gained. For example, at base level 10, the player will receive 4 stat points as (10/5)+2 = 4.

To increase a stat, the player must spend a number of stat points equal to FLOOR((A - 1) / 10) + 2 where A is the current value of the stat, not including any bonuses.

Strength (STR)

Strength affects the physical melee attack power of a character. The higher your strength, the more damage you do by swinging fists, books, swords, maces, and axes. Strength also increases the limit on the weight of items a character can be carrying.

Strength will often be abbreviated STR.

This is what Strength does in more detail:

Increases melee attack damage by 1 per point of STR.
Also increases melee attack damage by [STR/10]^2, where the value in [ ] is rounded down and ^2 means squared.
Increases missile attack damage by 1 per 5 full points of STR.
Increases weight capacity by 30 per point of STR (Note that this only applies to base STR, which is the left value in the status window).

Agility (AGI)

Agility affects the attacking speed as well as dodging ability of a character. A character with high agility not only does more damage but also takes less as well.

Agility is often abbreviated AGI.

This is what Agility does in more detail:

Increases attack speed by about 0.1 per point of AGI; it depends on your equipped weapon, and also the higher your attack speed is, the less effect each point of AGI has on it.
Increases flee rate by 1 per point of AGI.
Reduce spell delays. (animation delay)

Dexterity (DEX)

Dexterity affects how accurate your attacks are, as well as how much damage ranged weapons such as bows do. The hit rate bonus of Dexterity is point-by-point equivalent with the dodge rate bonus of Agility.

Dexterity is often abbreviated DEX.

This is what Dexterity does in more detail:

Increases hit rate by 1 per point of DEX.
Increases missile attack damage by 1 per point of DEX.
Also increases missile attack damage by [DEX/10]^2, where the value in [ ] is rounded down and ^2 means squared.
Increases melee attack damage by 1 per 5 full points of DEX.
Increases attack speed by 1/4 the amount each point of AGI would.
Increases minimum attack damage by 1 per point of DEX; your minimum attack damage is just your total attack power minus your equipped weapon's attack power. (Note that once your DEX equals your weapon's attack power, then each of your attacks will do about the same damage; minimum attack damage won't exceed maximum attack damage)
Decreases casting time of skills by 2/3% per point of DEX; therefore, at 150 DEX you can instantly cast skills.
Increases forging success rates for Blacksmiths and brewing success rates for Alchemists...by an unknown amount.

Vitality (VIT)

Vitality is a measure of survivability. It provides a variety of benefits: First, it increases the maximum hit points (HP) of a character, and so this character will be able to take more damage. Having a high Vitality also means you take reduced damage from physical attacks. Third, vitality helps a character overcome debilitating effects such as blindness and stun. Finally, vitality increases the effectiveness of healing potions.

Vitality is abbreviated VIT.

This is what Vitality does in more detail:

Increases max HP by 1% per point of VIT; this stacks, so technically if you have 2 VIT, then your max HP is increased by 101% * 101% = 102.01%; it may not seem like much, but with enough VIT it'll make a big difference.
Increases HP healing items' effectivity by 2% per point of VIT.
Increases HP recovery power by 1 per 5 full points of VIT (meaning it increases the amount of HP you heal when you stand or sit).
Increases physical defense (VIT DEF) by 1 per point of VIT; VIT DEF decreases physical damage received by numbers (the rough estimate being, VIT DEF = number subtracted from base damage received); the damage actually reduced depends on whether you are hit by a monster or a player, and there are also some bonuses to VIT DEF at certain intervals.
Increases magical defense (INT MDEF) by 1 per 2 full points of VIT (this doesn't show on the status screen, however); works in the same way that INT decreases damage from magical attacks.
Decreases status infliction rate and time by an unknown amount.

Intelligence (INT)

Intelligence is a measure if ability in the arcane arts. It increases the damage of magic spells much as strength does for physical attacks. High intelligence also gives increased spell points (SP), which allows a character to cast more spells for a longer time. Finally, Intelligence reduces the damage taken from spell effects.

Intelligence is abbreviated INT.

This is what Intelligence does in more detail:

Increases max SP by 1% per point of INT; just as with VIT, this stacks.
Increases SP healing items' effectiveness by 2% per point of INT.
Increases SP recovery power by 1 per 6 full points of INT (note that you also recover SP even if you are moving, just really slowly); once INT is past 120, however, SP recovery power increases by 1 every 2 full points of INT.
Increases magic attack power by 1 per point of INT (in your status window MATK has a range; whenever you cast a skill that uses MATK to calculate damage, a value from the range is randomly selected).
Increases maximum magic attack power by [INT/7]^2, where the value in [ ] is rounded down and ^2 means squared.
Increases minimum magic attack power by [INT/5]^2, where the value in [ ] is rounded down and ^2 means squared.
Increases magical defense (INT MDEF) by 1 per point of INT; INT MDEF decreases the damage received from magical attacks by its value.
Decreases status infliction rate and time by an unknown amount.

Luck (LUK)

Luck raises the rates at which certain randomly triggered combat events happen. Primarily, luck increases your chance of making a critical strike, a normal attack that always hits the target and is not reduced by armor or by vitality. It also increases, to a lesser degree, the chance of a lucky dodge, which is a chance of completely avoiding a regular attack. It also figures into the calculations for certain class skills such as the hunter's Blitz Beat or the priest's Turn Undead.

Luck is abbreviated LUK.

This is what Luck does in more detail:

Increases critical hit rate by 0.3% per point of LUK (only the integer rounded down is shown in the status window).
Increases perfect dodge rate by 0.1% per point of LUK (same with critical hit rate, only the integer is shown).
Increases attack damage by 1 per 5 full points of LUK (this is for any type of physical attack).
Decreases status infliction rate and time by an unknown amount (but less than VIT and INT's effects).
Increases forging success rate for Blacksmiths and brewing success rate for Alchemists by an unknown amount (but less than for DEX's effect); INT apparently affects brewing success rate for Alchemists as well.
Derived Stats
While basic stats are directly controlled by the player, derived stats are not directly controlled by the player. These stats are functions of the basic stats (and, in some cases, functions of skills or equipment the character is wearing) and thus altering them requires changing some aspect of the character's equipment, skills, or basic stats.

Derived stats generally have more of an impact on the actual power of a given character and should be strongly taken into consideration when evaluating a particular stat set.

Maximum Hit Points

MaxHP = Base level * (1.01)^VIT

Max HP increases by 1% per point of VIT; this stacks, so technically if you have 2 VIT, then your max HP is increased by 101% * 101% = 102.01%; it may not seem like much, but with enough VIT it'll make a big difference.

Maximum Spell Points

MaxSP = Base level * (1.01)^INT

Max SP increases by 1% per point of INT; just as with max HP, this stacks.

Attack Power (ATK)

Attack Power = STR (str + str bonus) + Mastery (e.g. sword mastery +40 Attack) + Weapon's Damage + Weapons Refine Bonus

Damage Dealt = ((Attack Power - (Attack Power/(100/Enemy's Def))) × Card Effect) - Enemy's Vit

Magical Attack Power (MATK)

MATK = INT+(INT div 7)^2 .. INT+(INT div 5)^2.

Defense (DEF)

Hard Defense
From Armors, each base DEF gives 1% reduction. Each refine gives .66% (2/3) damage reduction. For example, if you have 50 hard def and 1,000 damage inflicted unto you, the formula is:

\frac{DamageInflicted}{(100 / (HardDef + (Refine*\frac{2}{3})))} = Reduction 



If you don't have any refine you can just think of it as Damage ÷ (100 ÷ HardDef), or in this case, simply 1000 ÷ 2 = 500. Note that this number refers to the amount reduced and not the total amount of damage taken. The amount of damage taken can be calculated as:

DamageInflicted - Reduction = DamageReceived


In this case, it would be 1,000 - 500 = 500. If you had 60 HardDef, instead of 50, the rounded result would be 1,000 - 600 = 400.


Soft Defense

Soft defense is based on Vitality, and the formula is: damage - soft def. For example, if you have 50 soft def and 1,000 damage inflicted unto you, you would have 1000 - 50 = 950.

Magical Defense (MDEF)

The first number is the total magical defense of all your armor, while the second is your INT.

Accuracy (HIT)

HIT=Base level + DEX

Chance of hitting an enemy = 80 + HIT - Enemy Flee = %

Minimum Hit = 5%

Critical Hit Chance (CRIT)

CRIT = LUK*0.3 + 1

The resulted number is a percentage of a chance of a critical hit.

Dodge Chance (FLEE)

FLEE = Base level + AGI + Skill Effects + Card Effects

Perfect Dodge

Every 10 luck points brings 1 % of perfect dodge.

Chance (%) = 1 + (LUK div 10)

Hit/miss chance

(80 + AttackerHIT - DefenderFLEE) %

Attack Speed (ASPD)

ASPD = 200 - 7(Base level - AGI - DEX/4)

100 is the slowest attack speed, 200 is max - 195 the fastest in dRO

Hits/sec = 50/(200 - ASPD).

Hit Point Recovery

HPR = Base level + (VIT div 5)

HP recovery power (the amount of HP you heal when you stand or sit) increases by 1 per 5 full points of VIT.

Spell Point Recovery

INT<120: SPR = Base level + (INT div 6)
INT>120: SPR = Base level + (INT div 2)

SP recovery power increases by 1 per 6 full points of INT (note that you also recover SP even if you are moving, just really slowly); once INT is past 120, however, SP recovery power increases by 1 every 2 full points of INT.

Casting time

CastTime = Base level * max[0, 1 - DEX/150]

Casting time of skills decreases by 2/3% per point of DEX; therefore, at 150 DEX you can instantly cast skills.

Weight capacity

MaxWeight = Base level + STR*30

Weight capacity increases by 30 per point of STR (note that this only applies to base STR, which is the left value in the status window).

Source: Strategy Wiki.
Wednesday, July 10, 2013 0 comments

Dreamer RO Commands List

• MESSAGE COMMANDS •
@noask - Auto rejects Deals/Invites
@me <message> - Displays normal text as a message in this format: *name message* (like /me in mIRC)
@away/@aw- Displays an automated message to the person PM'ing you


• INFORMATION COMMANDS •
@commands - Displays a list of commands that you can use.
@rates - Displays the server's current rates.
@uptime - Displays how long the server has been online since the last server boot
@showdelay - Shows/Hides the "there is a delay after this skill" message.
@exp - Displays current levels and % progress
@mobinfo/@monsterinfo/@mi [Mob ID|Part of monster name] - Shows Monster Info (rates, stats, drops, MVP stuff)
@iteminfo/@ii [Item ID|Part of item name] - Shows Item info (type, price, etc)
@whodrops [Item ID|Part of item name] - Shows who drops an item (mobs with highest drop rates)
@time/@date/@server_date/@serverdate/@server_time/@servertime - Display the date/time of the server
@showexp - Displays/Hides Experience gained.
@showzeny - Displays/Hides Zeny gained.
@mobsearch [Mob ID|Monster Name] - Shows the location of a certain mob on the current map.
@myinfo - Displays your current Deathmatch/Cashpoints, Kafra Points, and your IP address
@jailtime - Displays the time remaining in jail
@bgregular - Displays the Battlegrounds Fame list
@whereis "mob name/ID - Displays location of the mob
@leader "Name" - Change the Team Leader in Battlegrounds


• MISCELLANEOUS COMMANDS •
@autoloot [on|off|#] - Makes items go straight into your inventory.
@aloot rate <amount> - For autolooting items with percentage of drop <amount> and lower.
@aloot item <id/name> - For autolooting the item. You can change it up to 20 times.
@aloot info - To see autoloot's configuration list.
@aloot clear - To erase autoloot's configuration & deactivate it.
@autotrade/@at - Allows you to vend while you are offline.
@changegm [Player Name] - Changes the leader of your guild (You must be guild leader)
@changeleader [Player Name] - Changes the leader of your party (You must be party leader)
@request [Message] - Sends a message to all connected Staffs/GM (via the gm whisper system)
@load/@return - Warps you to your save point
@jump [x [y]- Randomly warps you like a flywing.
@warp [map_name x,y] - Warps you to that map and coordinates specified
@storage - opens your storage
@rentstorage - opens secondary storage
@gstorage - opens guild storage
@security - Activates a password on your account. While on, this disables trades
@refresh - Refreshes your screen
@autorefresh "30-300 seconds" - Automatically refreshes your screen in the time intervals indicated
@showmobs - display monster locations on the mini map except boss monsters.


• DUEL COMMANDS •
@duel - Starts a duel.
@invite - Invites a player to a duel.
@accept - Accepts an invitation to a duel.
@reject - Rejects an invitation to a duel.
@leave - Leaves a duel.
@pvpmode - Enters/Exits a PK mode


• SKILL RELATED COMMANDS •
@feelreset - reset the Star Gladiator skill "Feeling"
@hominfo - displays the information of homunculus (Creator/Genetic)
@homstats - displays the stats of homunculus (Creator/Genetic)
@memo - displays the memo saved for the Acolyte type class skill "Warp Portal"
@guildskill [EC/RS/RG/BO] - Uses the guild skill [reserved for Guild Leaders only]
@cashshop - opens a Cash Shop/ Deathmatch Point Shop (Merchant Class)
@autotrade - Allow you vend while offline (Skill Vending Required)
@order - Broadcasts in Bold Red Text for guildmembers to see (Guild Leader only)


• CHANNEL COMMANDS •
@create - allows you to create a chat channel
@join - allows you to join a chat channel
@exit - allows you to leave a chat channel

source: (Ryu - dreamerro Forum) added @showmobs command
Sunday, July 7, 2013 1 comments

Elemental Resistance/Element Nerfing

            Elemental Resistance is a form of defense a player can use to counter or nerf different elements available in the game. This is the popular defensive build use in different dungeons, PVP and WOE. Knowledge about elemental resistance is necessary especially for tanking and survival in PVP well even in PVE. Anyway, Elemental Resistance is different in Armor Property Resistance. Armor Property resistance is another source,  it is the natural resistance of an element to another and it doesn't stack with with cards and equipments elemental resistance. Meaning if you are wearing holy property armor, you will have 25% resistance against a certain element but it doesn't mean that you will only need 75% more elemental resistance against an element to fully nullify it. Attack will be first reduce by your armor property then it will be further reduced by your elemental resistance. Player can have a level 1 elemental armor property.

Ratemyserver.net
The rows represent the attributes of the spell or skill, and columns are the monsters attribute. The side that is using an elemental attack doesn't have separate levels, but the side receiving damage is separated into 4 different levels. The number indicates the amount of damage done to the monster (units are in percentage). The greenindicates additional damage is applied (above 100%), and the red indicates damage is below 100% (in case of negative value, monster will gain HP from the attack). 
Again this resistance through armor property doesn't stack w/ elemental resistance.


         There's a lot of equipment, potions and booster that can aid you in reaching at least 4 elemental resist. In fact you can reach up to 8 full elemental resist (100% on each element) by simply combining items and equipment bonus, but that's not all, you can actually reach 9 full elemental resist with only asprika equip lol. There are also some skills that can help you receive some elemental resist, in fact a mechanic have two passive skill that grants them a natural 70% fire and 50% earth resist.

         The most popular items used in making elemental resist builds are aesprika(v4p - 30% elemental resistance on all elements including neutral), elemental resist potions (20% in one of the four basic element - fire water wind and earth), undead scrolls (20% resistance on fire water wind and earth) and the glorious rings (accessory - 10% on each of the four basic elements).
Thursday, July 4, 2013 0 comments

Learning Scripts and Knowing damage formula

Reading Scripts is very important to make your Ragnarok gaming effective, it's actually a very good foundation for every player who wanted to progress fast in game. Knowing scripts can help you a lot in understanding how most of the things in game works. It can also help you in identifying the best combination for your equipment.

You can see most of the items, equipment and card script in ratemyserver.net.

Most of the time, the scripts in ratemyserver is much accurate than the description you can found in game. One good example is Fallen Bishop Hibram Card:


According to it's description it increases damage inflicted on Demi human and Angel monster by 50%. Normal players would think it can also affect phsyical attack but if you are going to read the script you will see. { bonus bMatkRate,10; bonus bMaxSPrate,-50; bonus2 bMagicAddRace,RC_Angel,50; bonus2 bMagicAddRace,RC_DemiHuman,50; },{},{} <~ this is the actual script of FBH card. 

If you know a little bit of english like me, you can easily understand and see that it only gives bonus on "magic" damage against angel and demi human as the color purple text in script says.

Understanding Damage Modifier Card (DMC) and other scripts

One popular belief about Damage Modifier Card is that, its efficiency is reduced the more times a card is repeated that is why people tends to use 2x hydra 2x skeleton worker combo or 2x hydra 2x turtle general card combo for PVP. Another wrong notion is that simply different cards multiply... well this one is half correct but still not accurate.

But a more accurate explanation on why different cards combo usually results in a better results lies on their script/factor and the correct computation. Each DMC at least affect one factor. So what are the factors?

Basic Factors (not including critical and defense piercer [Thanatos Card])
Race: Demi human/Brute/Insect/Fish/Dragon/Plant/Formless/Demon/Undead
Element: Neutral/Fire/Water/Earth/Wind/Poison/Shadow/Undead/Holy/Ghost
Size: Small/Medium/Large
Class: Boss/Non Boss

Race Cards: (iRO)
Usual Script: (bonus2 bAddRace,RC_"Race",x)
where x = percent of additional damage
"Race" = any of the following race




Note: This is for physical. Magic cards are not yet implemented in dRO because they are only available at renewal.

Element Cards
Usual Script: (bonus2 bAddEle,Ele_"Element",x;)
where x= percent of additional damage
"Element" = any of the following element.



Size Cards
Usual Script: (bonus2 bAddSize,Size_"size",x)
where x = percentage of the additional damage
"size" = either small, medium or large



Class Cards
Usual Script (bonus2 bAddRace,RC_"class",x;)
 where x = percent of additional damage
"class"= either boss or non boss
(boss and non boss is just another race that categorized monsters in 2 category)

Boss and Non Boss: 
Turtle General Card 20% on boss and non Boss
Valkyrie Randgris Card 10% on boss and non Boss
Byorgue Card (Rogue Only) 10% on boss and non Boss

Boss only:
Abysmal Knight Card 25% on boss only

Computation of Damage Output.

Knowing these factors are important because cards of the same scripts/factors just stacks or add up their percentage of damage while cards of different scripts/factors multiply. This is the real reason why the same cards tends to give lower damage output than different cards combo.

Example: 
Note: In this formula, 100% is the base damage.
Hydra Card/ Hydra Card/ Hydra Card/ Hydra Card Combo
100% + 20% + 20% + 20% + 20% = 180%

Hydra Card/ Hydra Card/ Skeleton Worker/ Skeleton Worker Combo
(100% +20%+ 20%) (100%+15%+15%) = 182%
or simply (1.4)(1.3) = 1.82

Hydra Card/ Skeleton Worker/ Turtle General / Turtle General
(100%+20%) (100%+15%) (100% +20%+20%) = 193.2%
or simply (1.2)(1.15)(1.4) = 1.932

Hydra Card/ Hydra Card/ Turtle General / Turtle General Combo
(100%+20%+20%) (100%+20%+20%) = 196%
or simply (1.4)(1.4) = 1.96
As you can see, even though turtle general and hydra both gives the same amount of additional damage (20%) a proper combination of card is still necessary to gain higher output.

Now lets move to the same card with the same factor/script such as turtle general and valkyrie randgris

Hydra Card/ Turtle General / Turtle General/ Valkyrie Randgris Combo
(100%+20%) (100%+ 20%+20% +10%) = 180%
or simply (1.2)(1.5) = 1.80
Note: Valyrie Randgris and Turtle General have the same script/factor so they just add up.

Hydra Card/Hydra Card/Turtle General/Valkyrie Randgris Combo
(100%+20%+20%) (100+20%+10%) = 182%
or simply (1.4)(1.3) = 1.82

This is the reason why you need to have a proper knowledge about card script and their computation, if you don't know the proper computation even though you are already using what you believe is better combination you might end up having a quite lower damage output.

You see in the example combo 1 Hydra 2x TGc and 1 VRc you only get a total of 180% when in fact turtle general is way more expensive than hydra card.  Some people have a wrong notion that if cards are not the same they also multiply, as we stated earlier that is wrong. In fact even equipment with the same script/factors are bound on these formula.

Example: If you wear Feather Valkyrie Helm which increase 20% more damage to demi human and you are wearing a weapon w/ 2 hydra 2 TGc. The damage modification will be computed like this:

FVH headgear with Hydra/Hydra/TGc/TGc
(100%+20%+20%+20%) (100%+20%+20%) = 224%
or simply (1.6)(1.4) = 2.24

Just understanding this you can already visualize that if you are wearing a weapon with 3 TGC and 1 hydra combo and then you wear FVH it will result with the same damage output, since the computation will be: (1.4)(1.6) again.

So now lets add more equipment with damage modifier against demi human. How about Feather Valkyrie Helm (20%) With Incarnation Spirit (25%) and Melee Poring Ring (20%) and wearing the normal combo in your weapon 2 TGC, 2 Hydra card.

The computation will be:
 FVH+IS+MePR and 2x TGc + 2x Hydra on weapon combo.
(100%+20%+25%+20%+20%+20%)(100%+20%+20%) = 287%
or simply (2.04) (1.4) = 2.87

Now what if you're weapon card is 4 TGC instead of the normal combo 2 hydra 2 TGc?
Then it will be like this
FVH+IS+MePR and 4 TGC on weapon combo
(100%+20%+25%+20%)(100%+20+20%+20%+20%) = 297%
or simply (1.65)(1.8) = 2.97

Learning  how to compute for the damage output can help you in achieving the maximum damage output that your character can do.

If you wanted to learn more about damage formula you can use this link
DreamerRO RO-Math Formula by Wordless


 
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