HP/VIT/DEF/MDEF GUIDE

DISCLAIMER:- THIS THREAD IS A DATA DUMP FOR STATS/SKILLS RELATED TO DMG TAKEN AND HEALING, IF YOU ARE A TRUE GLASS CANNON BY HEART WHO DOESNT CARE ABOUT DYING A LOT THEN NOWS THE TIME TO CLICK AWAY.

FIRST LETS LIST ALL THE BASIC STATS RELATED TO SURVIVAL AND THE SKILLS THAT BOOST THEM.

1.) HP and VIT

The most basic stat towards gaining more survivability.
I prolly dont even need to explain but let me do it anyway:-
The more HP you have the more hits you are able to take without dying if they keep doing the same damage.
The only con towards HP is that the Fractional Attacks will keep doing more damage if your HP gets higher.

How to calculate hp given by VIT:-
The amount of hp you gain from VIT is directly proportion to the LVL of your char:-
--->Every point in VIT gives HP = (Lvl)/3 which means every VIT at lvl125 will give 50HP, that means 20VIT = Easy 1K HP if you dont want to add Roga on your armor.
In addition to that you also gain approx.7.45HP for every lvl UP.

What are fractional attacks?
An attack that is based on either your maxHP or your currentHP.
How to see if an attack is fractional or not?
Pull up the log box and select "Show Damage" or go to the chat settings and activate Damage to see it.
These fractional attacks cant be reduced by any form of defence either. Though there are a few ways to reduce them which we will discuss soon.

How to get more HP?
1.)Add more VIT*
2.)Get Skills like HP boost from Survival tree or Force/Magic shield from Shield tree* (force/magic shield adds 50HP per lvl so 1000HP when you cap both which is really underwhelming compared to HP+1000 HP+20% given by HP boost at lvl10, HP boost costing 15SP to max and force/magic shield costing 20sp tp max both so it isnt recommended to take these skills)
3.)Use add gears/xtas that give HP*
4.)Use vitaplus potions, VitaPlusII give 1000+ HP for a span of 30 minutes
5.)Lvl up more coz as mentioned above

Now you got your decent amount of hp and you wanna learn how to recover it during battle.
How to recover HP?
1.) Use Revita. The currently craftable revitaIV can heal 2000HP once every 10 seconds if you keep it as an auto-item.
2.) Use healing skills like Mini Heal or Bless+Enhanced bless (Mini heal recovers 10%+300HP of the target its used on) (Bless+Enhanced bless (Both lvl10 and staff equipped) recovers Base[120] + [MATK*2]/25 + [INT]/10)
3.) Get Passive skills like Fighter's High (Fighter's High recovers 0.4% HP at lvl10 at every 3 sec)
4.) The Support skill Life Recovery recovers 50HP every 3sec at lvl10.
As you can see both fighter's high and life recovery are nowhere as effective as bless+enhanced of a full int 2200matk mage so they are not recommended if you got a full int mage priest in your team.
5.)The skill p def heals 10% hp at lvl10 for every successful guard, the maximum hp it will heal is 2000.




2.) DEF and MDEF

According to the description given by the game:-
The physical/magical damage taken decreases as DEF/MDEf gets higher.
But by how much?
DEF/MDEF follows a very weird inverse exponential curve like if the stat is low (below 250 point) it will give larger reduction per stat but if it crosses a limit point (above 250 point) its effectiveness reduces drastically.
You can find my complete test over here http://toramonline.com/index.php?threads/does-defense-matter.20911/page-2#post-261655
So having very high DEF/MDEF Does Not make you tankier that much.
The optimum amount of DEF/MDEF for a DPS class is 200 try to reach that much first.

NEW SECRET INFO**:-
From secret sources the actual limits were found out to be:-
0 to 250:- 10def/mdef = 0.8% reduction
250 to 1250:- 100def/mdef = 1% reduction
1250+:- 1000def/mdef = 3% reduction









According to these limits actual optimum value seems to be 250
You will need 24584def/mdef to reduce non fractional attacks to 1dmg

Equipping an arrow as a sub weapon reduces your DEF/MDEF by 25% from total value.




How to get more DEF/MDEF:-
1.)Add VIT for DEF and INT for MDEF
2.)Equip Heavy armor
3.)Equip an armor having higher DEF value
4.)Add skills like Force/Magic shield from Shield Skills, DEF UP, Defence mastery from Battle Skills or add gears/xtas with DEF% stats (DEF UP and Defence mastery adds lvl/4 amount of defence ex. it adds 30Def at lvl120. force/magic shield adds +20 def/mdef and +10% def/mdef). Now heres the thing if your def/mdef is already at 250 it wont give much reduction in damage past that so these skills are advised ONLY if your def/mdef is lower than that.
5.)Gloria skill is support skill that multiplies your base def/mdef by 3 at lvl10
NEW INFO:-
Even tho I said multiplies gloria actually adds that amount instead of being a multiplier which means it is useful to remove the nerf of the skill reflex which reduces your def/mdef by 90%.
6.)The support skill magic barrier gives +30% def/mdef at lvl10.



3.) Dodge/FLEE/Evasion

According to the description given by the game:-
The more FLEE you have the more you will be able to dodge enemy attacks.

Difference between dodge and evasion?
1.)Dodge rate increases with the amount of FLEE you have while evasion only depends on its total value.
2.)Dodge will not activate if the enemy critical hits while evasion can occur on enemy criticals too.
3.)Dodge is rather easy to obtain while Evasion is difficult to obtain.
4.)As its difficult to obtain evasion is more useful than dodge not only for survival but also for skills like flash blast

How to calculate Dodge rate?
calculation of dodge rate depends on the type of attack the enemy uses, enemy's assigned hit and the flee of the char. Its difficult to find how much you will dodge exactly at a boss for a given attack and given flee as the value keeps varying so much.

How to calculate Evasion rate?
Evasion rate calculation is simpler.
Evasion rate = Addition of all individual Evasion+% stats

What kinds of enemy attacks can be Dodged/Evaded?
As far as i have observed Normal, Single Target, Physical attacks and Physical, Small Circular AOE attacks can be evaded.
Physical Linear or Physical Surrounding AOE attacks are unevadeable.
All magic attacks are unevadeable too.

Its possible to evade a fractional attack if it satisfies the condition (looks like physical, single target or small circle aoe). Its possible to dodge any physical or fractional attack regardless of its shape/aoe its just it needs a very high amount of flee (>900) to actually start its mechanism. Which works as a proof for boss' aoes having higher accuracy/hit rate than boss' normal single target attacks


How to get more Dodge/Evasion?
1.)Equip light armor (It gives 10% evasion and -20% guard rate)
2.)Lots of daggers usually have evasion+% stats
2.)For Dodge increase your AGI
3.)Evasion can not be obtained from AGI so you can only gain it from the stats of your gears or by skills like Reflex and Light Mastery
Light mastery and advanved evasion both give 10% evasion at lvl10.
Reflex gives 30% evasion at lvl10
4.)Dodge can also be gained from skills like Dodge UP and from gears/xta with Dodge% of course. (Dodge UP adds +lvl amount of flee... ikr utter disappointment)
5.)Potions Black Mist Candy for Evasion and Hot tomato Juice for Dodge
The evasion rate gets capped at 75% evasion you wont be able to increase your evasion further than that.
Recent tests show that dodge is actually not useful for new bosses so evasion actually wins in comparision
​4.) Physical/Magical/Elemental Resistance

Resistance is currently the best defensive stat available right now.

How does it work?
Resistance directly reduces the set % of dmg dealt on you
My complete test can be found here http://toramonline.com/index.php?th...ow-bs-vit-105-update.17062/page-2#post-236638
Some conclusions:-
1.)Resistance is always applied in sets and not as a whole
e.g. In the test that i conducted the total resistance was divided into 3parts (37% from refinement, 19% from gear stats, 2% elemental from stats) So your 100% damage gets reduced to 63% by 37% refinement resistance first then THAT 63% is further divided by 19% resulting in a 51% dmg now this will further be reduced by 2% resulting to 50% dmg.
This means refine resistance, ele resistance and physical resistance, all reduce damage seperately as a multiplier.
2.)Physical/Magical Resistance apply to all elements but will only reduce respective Physical/Magical dmg while Elemental resistance only works for that specific element but works for both Physical and Magical attacks.
3.)Resistance will NOT reduce the dmg done by fractional attacks as they are fixated to your HP.Except if its refine resistance, refine resistance applies to everything including fractionals
4.)NEW INFO**:-
It was found out that resistance got a cut off value of 50% which means if your resistance exceeds 50% it will seperate into two different reduction points.
Example:-If you have 45% resistance it will reduce 45% damage exactly, but if you have 70% resistance the total reduction will cut off into 50% + 20% giving a total off 60% reduction instead of 70%. So does that mean resistance is useless above 50% ? Depends on the situation. For ele bosses its advised to add (if possible) same amount of ele resist as physical/magic resist (i.e 50%). But in general its not a bad idea to stack large amount of resistance as compared to large amount of fractionals.

How to obtain more resistance?
1.)Refining your armor, add and shield (Every refine value adds 1% Physical+Magical Resistance)
It was recently found out that refining add armor shield also gives a very special stat known as fractional resistance.
Yep refining your gears will actually reduce the amount of fractional damage that you take.
2.)Resistance is not obtainable by any main stat so its either refine on your Defence gears or the stats of gears/xtas.
3.)Potions like Stab Proof Sheet, Magic Barrier Wand or Any of the Elemental Charms


5.)Guard Rate/Power

The ability to "Guard" enemy attacks to reduce damage taken.

Guard Rate:-
Its the Chance/Rate of "Guard" to occur whenever you take damage from the enemy
Guard power:-
Its the % amount of the damage that will get reduced if the attack was successfully Guarded

1.)Guard rate/power are the lesser version of resistance as they require 2 stats to be functional.
2.)Another disadvantage is that Guard rate can never be 100% and Guard power is very difficult to obtain.
3.)But it works on all types of attacks Physical/Magical/Elemental regardless of their nature.
4.)Just like resistance Guard does NOT help reduce dmg taken from fractional attacks.

How to calculate Guard rate:-
Just like evasion rate just add all Guard rate values to get the total rate.

How to calculate Guard power:-
The base Guard power without shield is 25% but if you equip a shield the 25% will be cancelled and the Guard power of the shield will become base. After that its directly Added as usual.

Unlike resistance Guard is not calculated in steps so if 100% guard power was possible someway it would mean 100% damage reduction just like evasion.

How to gain more Guard rate/power?
1.)Equip heavy armor.
Heavy armor provides 10% guard rate and -20% evasion
2.)All Shields possess Guard rate/power.
3.)Same as Resistance/Evasion its unobtainable by main stats but obtainable by gear/xta stats.
4.)Guard rate can also be obtained by Heavy mastery skill
Heavy mastery gives 10% guard rate at lvl10
Advanced guard gives 5% guard rate and 5% guard power at lvl10
Guardian skill increases guard rate by formula 15 + refine on shield % (e.g a +C refine gives +27% guard rate with guardian)
Gloria skill increases 10% Guard rate at lvl10. 5% extra if you have staff equipped total 15% at lvl10 with staff.
5.) Guard rate and guard power can be increased by using the pot shock absorbing cream.
Guard rate gets capped at 90% unable to increase guard rate any more than that.


Well enough of that crappy old stuff that everyone already knows of.
Lets get to the practical side of stuff.
Time to debunk all sorts of frequently asked questions.

Frequently asked questions if you are making a DPS character.

Q.1 What armor should i equip? Light or Heavy?
The answer to this depends on your stat build, your playstyle and the boss that you are fighting.
Though there are a few points to note:-
--->Heavy armor is +10% guard rate and -10% evasion rate while Light armor is +10% evasion rate and -10% guard rate.
--->Heavy armor has higher DEF/MDEF but lower ASPD,Dodge than Light armor while light armor is higher ASPD,Dodge and lower DEF/MDEF than normal armor respectively. I am not gonna explain how its calculated right now since its not really necessary and also too much of a hassle. Though if you still wanna know comment below.
--->The difference in Def/Mdef of two armors of same DEF but one light and one heavy is that the heavy armor will have 46-48 Def/Mdef more than the light armor for a 110+ lvl character with no VIT or INT.
--->The difference in dodge rate for the same two above armors is that the light armor will have around 135 more dodge than the heavy armor with no AGI.
--->So we can conclude that between 46def/mdef vs 135dodge. The light armor is better than heavy armor for any class without VIT and INT coz 46def lost will make you take only 4% more dmg but give you the ability to dodge/evade (100% reduction) This 4% will become even lower when High DEF Armors will be available later in the future even then its highly possible that the devs will change how the stat works by then.
--->Though this is not the case for Mage classes as most of them when in party have very low aggro because of which they do not get hit by evadeable attacks much so they need more defence for surviving long range magical AOEs from bosses. Also being pure INT they are vulnerable to take 9-10% more damage from Magical attacks if they opt for light armor instead of heavy.
---> Also depends on your playstyle and the type of boss. Me as a pure tank i prefer heavy armor and high guard power for any boss that has very strong magic attacks. While for a boss that has a powerful evadeable fractional attack i prefer light armor with high evasion stats.
--->Further Discussions for tank in Evasion/dodge vs. Guard/Resistance later.

Q.2)How to make my glass cannon dps char more tanky in general?
--->Get HP boost skill to lvl10. Yes edit your skill build to add this skill it needs total 15 skill points to max just do it you will thank me later. For those who need explaination:- It adds +1000HP and also gives maxHP+20% on the top of it.
--->Add optimum amount of VIT to your build. I know its no good adding ton of VIT on your DPS char as you may lose on a ATK stat if you add too much VIT and neglect your secondary stat.
At the current cap and lvl10 HP boost you gain ~920HP by adding only 20VIT.
--->Get Xta like Roga on your armor. It gives another +1000HP
--->Carry vitaplusII with you. They are only 200spina each at the shop at ElScaro. They give +1000HP for 30Minutes. With 20VIT, Roga, HP boost, Vitaplus you will get 5000HP which is more than enough for surviving most of the attacks in game.
--->Tho sometimes just high HP is not enough. Thats why you also need to increase your Resistance by refining your armor and add (Shield too if you use it). Refine them at least +C or higher to gain around 24-38% resistance.
Note:-If you are rich enough you can do +B on your Armor/add/shield but more than that is unnecessary and waste of spina as it remains constant +1% resistance per refinement.
--->You can change your add gear to something thats beneficial for both getting more survival and getting a bit of DPS/Utility.
Note:-This is completely optional as depending on your build there possibly will not be any option possible for you as a tank+utility add gear or you may lose a lot of potential DPS by changing to a add gear with more survival.
Later on in the thread I will list out the Add gears which can substitute your current gear for more survivability.
--->AVOID xtas or gears that may have utility or DPS stats but have Negative Resistance stats. E.g. Scrader xta, Metal stinger xta, Time warp watch, iron mask. This includes any player made weapons that have negative resistance instead of negative DEF/MDEF.
Note:-I would say avoid xtas like chocolate ooze that give negative HP too but the thing is HP-10% only acts on the base HP so with 20VIT only you will possibly lose only 200HP which can be quickly obtained back unlike the valuable resistance.

Q.3) Is having high Def worth it?
As i explained before on the stat explainations DEF/MDEF have a very unique utility curve which reduces their efficiency at higher points.
Even at low points its only 1% reduction every 10points. That means you are making a mistake if you are buying a III talisman slotted 8DEF for like 4-5m. If you really care so much about that 1% then refine your armor and add gear to +B there you got +2% reduction but at cheaper price.
If you still think paying ton of spina for higher than base DEF armor or ring you prolly got too much spina on your hands and should donate a bit. (P.S. i am always ready to accept donations <3 )

Frequently asked questions related to tanks and their stat comparisions:-

Q.1)Vit% or maxHP% ?
Since VIT is a stat which scales its HP growth with respect to your Lvl it will always give slightly more HP than maxHP% stats. so if you have the choice between VIT+7% or maxHP+7% go for VIT+7%.

Q.2)Resistance or DEF/MDEF ?
After discussing this so many times previously it should be obvious now who is the winner.

Q.3)How to use Sanctuary skill effectively? or which stat is more effective for Sanctuary using tanks?
I will discuss all the tank/support skills for defence/buffing later on but for now lets discuss sanctuary skill in advance coz its utility will depend on the stats of your gears.
Sanctuary skill can reduce your damage taken by 90% if its lower than 10% of your maxHP
lets take an example:- Suppose you are tanking Jade Raptor on Hard mode. As you may know if you have tanked it that it has got a very powerful linear AOE magic attack which causes SLOW suppose it does 3K damage to you currently without any armor. And lets say you got around 22k HP
In such a situation you can use either of these two armors:-
1.)A VIT+7% maxHP+7% VIT+11 with Arco xta player made armor.
2.)Brigandine NPC version NS (25% resistance, +1000HP)
The player made armor with arco xta will give you around +3700HP making it 25.7K now but still its not 30K+ so Sanctuary wont work on it.
While Brigandine NPC version even though NS gives 25% resistance that means it will reduce the 3K damage to 2.25K and then with the additional 1K HP now you will have 23K HP now so 2.25K is less than 10% of your maxHP making Sanctuary functional on it.
I am not kidding when i say this but Brigandine NPC version will be the best pure tank armor till lvl200 Cap for non Dark/Light element bosses.
In short Resistance% work better with Sanctuary as the bosses get more and more tougher or for tanking on gem runs and such.
For Light and Dark Element bosses you can use Twilight dress DROP from twilight dragon as it gives +20% Dark and Light Resistance.
Still if you feel like a pleb using a NPC/DROP armor you can craft a light/dark resist12% m/p.resist7% vit7% armor once lvl120 cap is out it will be slightly better than twilight dress.

Q.4) How does Guardian aggro work? How is aggro calculated in general?
Aggro determines whom will the boss target how is it calculated though? :-
Aggro generated by a skill depends directly on the mp cost of the skill, basically skills with high mp cost but fast in motion speed are the highest aggro generation (e.g. smoke shot, tempest prime reason why 2h and archer classes have high aggro). Some classes have extremely fast combos so even if their skills dont have high mp cost their aggro generated per second is fairly high (e.g. trigger boosted sword fu combo).

My tests are almost complete will post stuff about guardian aggro very very soon. Till then the stuff we already know:-
It is not recommended to use guardian in your regular combo if you are fighting a boss that moves a lot over a large map (example: empress) as in maps where party will be scattered all over. Recent testing shows that guardian does not generate any aggro (not even 600aggro) if theres not a single party member inside the aura.
Party members staying inside the guardian aura can get upto 90% reduced aggro depending on the refine of the shield this makes the skill extremely op for holding aggro against melee units.


But that also means that long range archer spammers are the ones that can easily steal aggro of the guardian user. It is advised for archers to stay near the guardian user to gain the aggro reduction and the ampr boost if not they are advised to spam wisely.
CHECK POST NO.4 FOR MORE INFO!!!!

Q.5) How to calculate mdef/def gained by remodeling.
Heavy armor:-
Makes your def mdef growth 2 per 1stat (INT/VIT)
You also get +50% of your base def [base def is the def that you can see when you remove your armor/add/shield/ring]
Base def formula = 40% of your current lvl + VIT/10 and for mdef its INT/10
It also adds +10% guard rate and -20% evasion rate.

Light armor:-
Makes your def mdef growth 1 per 2stat (INT/VIT)
You also get -50% of your base def
It also adds +10% evasion and -20% guard rate.

lvl dependency of def/mdef
normal armor:- +lvl*1 def/mdef
light armor:- +lvl*0.8 def/mdef
heavy armor:- +lvl*1.2 def/mdef
no armor:- +lvl*0.4 def/mdef

The def mentioned on armor/additional/ring/shield are flat values which are unchanged by remodel and added directly
Thats about def/mdef evasion/guard

About aspd:-
Heavy armor = -50% of whatever aspd you had on your normal armor
Light armor = +50% of whatever aspd you had on your normal armor.
Thats about all you need to know tbh no need to dive into complex stuff about base aspd, agi/str or other stuffs
And of course when I say the aspd you have on normal armor that should be base aspd without considering flat aspd+ that you gain from gears.

About dodge:-
Base flee of heavy armor = -15
Growth of flee with char lvl = 0.5 per lvl
Growth of flee with agi = 0.75 per agi

Base flee of light armor = 30
Growth of flee with char lvl = 1.2 per lvl
Growth of flee with agi = 1.75 per agi
By multiplying and adding all factors you can find your flee for any given lvl and agi.


Ailments/Heals/Cures

Lets talk about ailments shall we?
If you are tanking more often then not you will get hit by attacks that will cause ailments.
Heres a list of ailments that you need to look out for while tanking and how to heal/avoid them:-

1.)Flinch/Tumble/Stun:- You will be incapable of moving and using any skill for a few seconds depending on the ailment, your combo will be interrupted as well. (They can not be healed)
Theres a cooldown on these skills so if you get them once you can not get them again for a few seconds --->
Flinch:- 3sec cooldown (1sec duration)
Tumble:- 10sec cooldown (3sec duration)
Stun:- 30sec cooldown (6sec duration)

2.)Stop:- You will be incapable of moving for a few seconds, your combo wont be interrupted (can be healed). The duration of all ailments except flinch/tumble/stun varies for different bosses. After using Stop some bosses will follow with a very deadly fractional attack so its advised to quickly heal such an ailment. Stop ailment can also be avoided by using motion skills like charging slash, shadow step, sonic blade and assault attack.

3.)Knockback:- You will pushed back to a certain distace which varies for different bosses, your combo will be interrupted as well. Its cooldown depends on the distance that you were pushed back to. (It can not be healed... coz its just a push back)

4.)Poison:- You will get inflicted by currentHP% (5% currentHP fractional ticks) based poison damage ticks everytime you use a skill or auto attack. This ailment can be avoided by just moving around without attacking to let its duration pass. (It can also be healed). It is recommend to just heal it as soon as you get it to start attacking immediately.

5.)Ignite:- You will get inflicted by currentHP% fraction once every 5sec (It takes 15% currentHP as damage). Its much worse than poison as you cant avoid it by moving and also the ticks are much larger almost 2x. Its advised to heal it immediately if you get it. Its duration is 10sec which results in 4ticks of burn which can reduce your HP by 47% if you get it at full health.

6.)Paralysis:- It resets your aspd back to 0. This ailment will be troublesome if you prefer to prorate for the party while tanking (like me). (It can be healed as well)

7.)Freeze:- It will slow down the motion speed of your skills and auto attacks. Its an annoying ailment as it make your already long combo 2x longer in duration. (It can be healed)

8.)Bleed/Silence:- Bleed will make you unable to use physical skills and silence will make you unable to use magic skills for a set duration of time. And your combo will also get interrupted if they have physical skills while bleeding and magic skills while silenced. (It can be healed)

NEW**
9.)Fear:- The player that gets it has a 30% chance to get their action canceled. It can be removed by using war cry.

Now onto the next topic:-
How to avoid them?
--->Simply avoiding the aoe attack will do the trick in most of the cases but there will be times when manual dodging ailments wont be possible so we need alternate methods

--->For the ailments that can be healed theres 2 ways to do it:-
1.)Using the support skill "Recover". Heres how the skill works:-
-->If the skill is used when you already have an ailment or 2 it will remove it.
-->If the skill is used when you dont have any ailment it will give you a support buff which will last for a few seconds during which if you get any ailment it will get removed automatically
-->At lvl10 the support buff stays for 15sec
-->Below lvl6 it only heals 1 ailment if you already have and at lvl6 and above it will heal 2 of them.
-->So based on that you at least want to lvl the skill upto 6 so that it can start healing 2 ailments instead of 1
2.)Using the item vaccine I/II/III
-->The vaccine item works exactly same as the recover support buff except that its duration depends on the item that is used.

Now vaccines do seem handy but do note that if your auto revita use is set too high you wont be able to use vaccine as you will have the item cooldown of 10sec. It also sometimes fails to work if it is used when you already have the ailment. They are good to use only if you set your auto revita very low and you are healing through other means like mini heal or p def both of which cost mp.
If you just wanna use revita as your healing method and dont like using mp to heal then its advise to use that mp for recover skill it costs 2mp each but it is instantaneous to use and depending on how you build your char 2mp wont be a problem for you.

--->For ailments that can not be healed theres the stat ailment resistance% and the personal stat MTL which will prevent the ailments to be inflicted on you. The support skill immunity also gives 50% ailment resist at lvl10 which is calculated seperately.
The chance to be inflicted by an ailment depends on the boss attack if its aoe or not and such so difficult to get an exact value here just like dodge rate c.c

HP HEALING:-
Since you are getting hit all the time you gonna need to heal that hp asap.
Current HP potion is revita4 which heals 2000hp so your main healer is fixed at 2k heals.
Lets make a relation of revita vs. high hp. If your hp is very high lets say 30k a fractional hit with 66% power will do 20k damage to you that takes 10revitas to heal (revita cooldown being 10sec it will take a total of 1min 40sec to heal) while if you have 10k hp it will do 6.6k damage to you which roughly takes 3revitas to heal (30sec).
Thats just revita though, tanks got 2 major skills for healing aside from that namely p def and mini heal.

Mini heal:- 10%maxHP of target +300flat at lvl10
P def:- 10%maxHP whenever successful block at lvl10 [**P def gets maxed at 2000heals as proven by a good friend]

Lets consider the same 2examples with these heals, The 30k tank will only get 2000 hp heals from p def but 3300 heals from mini heal. While the 10k hp tank will have 1300 mini heals and 1000 p def heals. Which means in like 10-12sec the 10k hp tank will regain full health while the 30k hp tank will take 20+ seconds to regain full health which can eventually make them lose aggro and lot of mp loss. Just goes to prove again High hp is not equivalent to high survival.


Q.)physical/magical/fractional barrier how do they work?
Physical/Magical barrier:- It reduces the amount of damage taken at the end of the calculation by a flat number for that respective type of attack (magical barrier reduces magic damage and physical barrier reduces physical damage.)
example:- If you have +500magic barrier and get hit by a magic attack that would do 1000damage otherwise would only do 500damage now.
Fractional barrier:- It reduces the fractional attack by that of the % based on your maxHP
example:- You got 10K HP and get hit by a fractional that does 30% maxHP dmg and you got fractional barrier+10% with you so now that attack that would usually do 3K dmg (30%) would do 2K dmg now as 10% is subtracted from 30% (30% - 10% = 20%)
All barriers have a cooldown of 30sec before they can be used again as shown by the support icon below your HP bar.
The stat barrier cooldown% reduces the cooldown by 1sec for every +5% stat and increase it by 1sec for every -5% stat.

Biggest question: Are they useful?
Answer: Yes and No
It mainly depends on your class and your playstyle, it also depends on the boss that you are fighting.
---Are you a long ranger dps that barely gets hit or barely tanks? then yes the barriers are useful as they will reduce damage taken once in a while if the boss targets you with a blue aoe, as you are not getting hit that many times the 30sec cooldown doesnt affect you much.
---Are you a tank char but you prefer dodging than taking hits? then its semi useful for you as well
---Are you fighting a boss with lots of minions or multiple boss event battles? then this stat isnt as useful for you as most of the time the barrier will be eaten by the weaker attacks of the mobs.

Q.)How exactly is the flow of damage reduction calculated?
--First of all the system will check if the attack done on you is dodgeable or not if it is then it will roll the rng which depends on your flee and the enemy's hit and decide if you got the dodge roll. If yes then the attack will be classified as miss and no further calculation will occur.

--If dodge roll fails the system will check evasion roll and if the attack is evadeable and you got the successful evasion roll from the rng then the attack is classified as evaded and no further calculation will take place.

--If both above rolls fail the system will classify the attack as hit and will proceed with a long stream of damage calculations. First in line comes the base damage calculation.
It goes as follows: (Assigned value + enemyLVL - playerLVL) Assigned value is the number of damage stored in the game data for different attacks of the enemy for bosses it also scales with higher difficulty.

--After base damage is calculated the system applies the def/mdef multiplier that is given above. E.g. Having 550def and being hit by a physical attack it will be reduced by 23% or in other words multiplied by 0.77

--After def the EqDef is applied on the damage. EqDef is the term that defines Refine resistance in the system. E.g having +B armor add and shield reduces damage taken by 39% or in other words multiplied by 0.61

--After EqDef comes physical/magical resistance on its respective category. If the attack done on you satisfies the check of physical/magical it will move on to reducing damage further. E.g you got 70% physical resistance that would reduce physical damage taken by 60% according to the formula I gave on post no.1 60% reduction is like 0.4 multiplier.

--After physical/magical resistance elemental resistance is calculated. Same as physical/magical resistance the system first checks if the attack done on you has the same element as the resistance if yes then it proceeds to reduce further. E.g. having 60% wind resistance it gives a reduction of 55% (Elemental resistance has the same 50% shaving like physical/magical resistance) 55% reduction is 0.45 multiplier. The system here also checks if the player has the ailment armor break if yes then it will apply physical/magical resistance-50%.

--After ele resistance the system will roll rng and check if we get the guard rate roll. If yes the damage taken is reduced by guard power% again guard power calculation as shown above.
e.g. if the attack on you is physical and you have guard power of 40% then the damage will be reduced by 40% on a successful guard roll. 40% reduction is a 0.6 multiplier. If guard check fails the system will do parry check. lvl10 parry has 30% proc rate to reduce damage by 20% which is a 0.8 multiplier.

--After guard check the system will check if the boss has ailment lethargy. If true then the damage is reduced by 30% which gives a 0.7 multiplier.

--After lethargy check the system will check if you have the sanctuary buff on and also check the lvl of sanctuary skill. If true and sanctuary lvl is found to be lvl10 it will move on to check if the sanctuary condition is satisfied, which is to check if the damage done on you is less than 10% of the player's maxHP. If this is satisfied then the damage is reduced by 90%. which is a 0.1 multiplier.

--Finally in the multipliers zone the system will check if you have GuardianParty buff which is given to party members that stay near the guardian user. If satisfied and guardian is lvl10 it will reduce the damage taken by [35 + shield refine]% which for a +B refined shield is equal to 48% reduction or a multiplier of 0.52

--Theres a few skills left like cross parry check, desperate resist check, magic barrier check but cmon... Do people even care about these skills? Comment and let me know if you need info anyway.

--After all the multiplier checks the system does a barrier check if barrier is found to be active the system reduces the damage taken by subtracting the barrier value from the damage.

--And finally at the very bottom it will do the check for the ultimate defense. Yep I am talking about perfect defense if the buff was found to be active the system directly sets the damage taken by you to 0. No further checks are done after perfect defense. Remember at any point before perfect defense if the damage taken by you is 0 or less than 0 the system will still return 1 damage.

For the calculation of fractional attacks:-
--The system will check the dodge and evasion rolls as usual if the attack on you is dodgeable/evadeable same as non fractional attacks.

--The system will then directly consider the assigned value to calculate the base damage so lvl of boss or player does not affect calculation of fractional damage. As mentioned before there are 2 types of fractional attacks 1 that do a % of your maxHP and other that does a % of your current HP.

--The system will skip def/mdef check as they do not affect fractionals. But the system WILL check EqDef that is the refine resistance obtained by refining armor/add/shield and will reduce damage according to the % obtained.

--The system will also skip physical/magical/elemental resistances and also guard check.

--The system WILL do lethargy, sanctuary and guardianparty checks all of which will reduce % based damage the same way it would reduce non fractional attacks.

--The system will then check fractional barrier buff if on will reduce damage based on the calculation I mentioned above.

--And finally pdef check would be done the same way as it would for non fractional attacks.

Q.)How exactly is aggro calculated?
We already know what aggro is right, a number which will determine whom the boss targets.
How is it calculated tho:-
Every skill generates aggro equal to its mp cost. With that in mind we can assign an APS (aggro per second) for any combo that a dps member uses to determine the amount of aggro we need to generate to keep the boss target us.
The skill smoke shot has the highest APS, The skill animation only takes 1sec but the aggro generated is 500 (500mp). Basically remember archers are gonna be your biggest challenge to hold aggro against.
Now we want to have a combo that has much higher APS than archers so that we can hold aggro easily.


Whenever you start the fight by attacking first you will gain a base of 200aggro which is unchanged by aggro% skills. You also gain this 200base as an extra whenever you steal aggro from your party members. Aggro% stats on your gears have a minimum value of -100% in which case it will generate no aggro while it does not have any maximum value (not that I know of).

There are certain skills that do not follow the common rule of MP cost = aggro and they are:-
1.)Guardian
2.)Provoke
3.)Rage Sword
4.)Bind strike
Rage sword is 350aggro at lvl10
Binding sword is 500aggro at lvl10 see how this new high aggro knight skill got the same amount as smoke shot from shot skills? Just another reason why archers are a threat to tanks.

Provoke does not generate aggro based on its MP cost instead it generates aggro based on formula (SkillLvl)*100 that is a total of 1000aggro at lvl10.
Now heres the catch... Provoke does not gain extra aggro from aggro+% gears. It remains at 1000aggro no matter how much aggro+% you get.
It doesnt mean its unusable tho, you can still use it, 1000aggro is a big amount... at least for now.

Phew... Now lets get to guardian... things get even more weird now. As you may know guardian generates this 6m wide aura at lvl10 which gives a variety of buff to the party member that steps on it.
Guardian has 600mp cost and can be used in a combo so people would be tempted to keep it in a combo at all times.... but little do they know.
Ahem so heres how it works, if you dont already have guardian active (i.e. Start of the battle)
It will generate 600aggro just fine. But if guardian buff is already present and theres no one inside the aura of guardian, it will generate NO aggro. Yep this is the most stupidest way I have seen someone code a skill.
That doesnt mean guardian is useless either. If theres even 1 member standing inside the aura it will generate the regular 600mp and on the top of that, the player thats standing inside the aura will get -80% to -90% aggro depending on the refine of your shield.
This is the reason why high refine shield is actually more useful than high refine armor.
If you are in a cooperative party you can ask your party members to stick close by even with their long range char so that they can have reduced aggro.
But that also means guardian eats up your APS if you use it in a combo against a boss with a large map, where party members cant stick close by. SO THATS WHY, that's why in some cases guardian lvl1 is a better aggro generator than lvl10 guardian. If you are a pure tank with lvl10 guardian you should avoid spamming guardian in case theres no party members near you, keep it on a separate combo and use when it runs out in such cases.


Are you a sniper that is sick of dying just because you accidentally took aggro from your tank? Are you done with your tank complaining that you have too much aggro?? Do you have a hard time playing toram and don't wanna here about your own incompetence of dodging aoes???
Well then you might wanna use sneak attack!
Q.)How does sneak attack work???
Sneak attack at lvl10 gives you 10 counters.
What do these counters do? Well they count the number of attacks directly after you use sneak that will generate no aggro at all.
So if you use snipe 10times that would usually generate 4000aggro but if used after sneak will generate no aggro at all.
But heres the thing, These counters DO NOT consider support skills, so being a support skill itself sneak can not cancel the aggro of sneak itself.. sneak will still generate aggro equal to its mp cost. spamming sneak in hopes of cancelling the aggro you have gotten yourself into will just make the things worse.
Also when I say 10 attacks after sneak it also considers auto attacks... so 10 auto attacks after 1 manual sneak = sneak wasted.
These points should be kept in mind before you start using sneak

SOME EXTRA INFO FROM TESTING/DATAMINING:--
--After all that guardian discussion you would think why even keep it at lvl10 where its duration is 3mins why not keep it at lvl1 for 40sec duration?? Well to answer that we all know guardian gives a lot of additional buffs to the party but the best one of them is AMPR+25 at lvl10 yep that is one huge amount of ampr it gives to the party especially the DPS members.

--To those people that were planning to make a build that can both evade and guard with high rate I have bad news for you. It seems the system does not allow you to have a total rate of guard+evasion to ve higher than 100%. Meaning if the addition of Guard rate and evasion is higher than 100 the system will do a calculation to reduce the higher of the 2 rates to 100-lower rate.
E.g if you have 75% evasion rate and 50% guard rate, evasion will be reduced to 100-50(guard rate) = 50% which means having such a combination will make both your evasion and guard rate to be 50% nerfing your evasion by -25%

--Advanced Guard skill is a big frickin mistake... apparently it does a check if your character has shield sub equipped or not if it does then it will give you NO additional guard power at all... The only thing you would get from it in such a case is +5% guard rate.



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