Stats
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Contents |
Player Stats
HP
HP: Player's Hit Points
- 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
MP: Player's Mana Points
Primary Stats
STR
Strength
- Every 5 STR adds 1 Melee Damage.
- Every 5 STR adds 1 Physical Critical Additional Damage.
DEX
Dexterity
- 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.
- Every 5 DEX adds 1 Long Range Physical Attack Power.
INT
Intelligence
- Every 1 INT adds 0.5 Spell Damage.
- Every 5 INT adds 1 Spell Critical Additional Damage.
- Please note that your damage will not show decimals and will be rounded.
- Every INT adds to the base resistance (to all elements), which is equal to round( sqrt(INT) + 0.0495 , 2) (round to two decimal places the sum of the square root of INT and 0.0495).
CON
Health
- Every 1 CON adds 5 HP.
- Every 5 CON adds 1 to HP Recovery.
MND
Spirit
- Every 1 MND adds 4 MP.
- Every 1 MND adds 0.5 HP Restoration to direct heal spells.
- Every 5 MND adds 1 to MP Recovery.
- Adds 0.011% ~ 0,0138% Skill Critical Chance reflected by class.
Substats
HP & MP Recovery
HP and MP Recovery occurs once every 3 seconds. The amount regenerated depends on the state of the character, as well as equipment, and stats.
Obs: However, buffs on HP Recovery, MP Recovery, Attack Speed, Moving Speed, Vision wil not be stacked. When those buffs are performed, the higher level buff will override the lower. info
- Sitting
- A sitting or resting character gains 100% of their HP and MP Regen.
- Standing
- A standing character gains 50% of their HP and MP Regen.
- Combat
- A character in combat gains 25% of their MP Regen. (S1 was 1/3, now in S2 its 1/4)
- HP does not regenerate naturally during combat.Source
Defense
In S1, every 10 Defense reduces Melee Damage by 1 point.
In S2, the damage reduced is % based on an amount of defense, wich is calculated using this formula:
y=22.994*ln(x)-101.19
In wich:
y = % of damage reduced
x = defense
Also, it seems like defense caps at around 80% reduction, wich is roundly 2700 defense, although this is not confirmed. More info about it here: http://forums.playrequiem.com/forums/thread-view.asp?tid=29866&posts=60&start=1
Block Chance & Block Defense
Block Chance is the percent chance that a melee attack will be blocked. On a successful block, Block Defense is the amount of damage that that melee attack is reduced by.
Accuracy
Player's chance to successfully hit the target with a physical attack. NOTE: Accuracy does also help with long range physical damage, not only short range physical Damage!
Evasion ( huh? )
Raises your ability to dodge all types of attacks.(asside from attacks that cannot miss)
- with what chance? it is most likely their accuracy divided by your eva. ex, someone with 3000 acc/ 15000 evasion, about 20% chance of hitting.
- Another stab at accuracy formula. (Enemy EVA - Your ACC) / Your Level.
Critical Chance & Critical Additional Damage
Critical Chance is the player's chance to perform a critical hit with any auto attack. On a successful Critical Hit, damage = base x 2 + Critical Additional Damage.
Skill Critical Chance & Skill Critical Additional Damage
Skill Critical Chance is the player's chance to perform a critical hit with any skill that heals or damages HP. On a successful Skill Critical hit, damage/heal = base x 2 + Skill Critical Additional Damage. Status effects are not affected.
Note: There may be exceptions.
Stat Growth
See Stat Growth.