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[Info]Stats Calculation


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Dyes and Stats

This is a guide on dyes,but mostly how your stats affect your character. This will help you make a better choice when deciding which dyes to use for your character.

 

Below I will include charts of the effects raising and lowering certain stats will have, in much greater accuracy and detail. But first I will summarize what each individual stat does, to make it simpler for those that can't understand the more complicated stuff:

 

STR - Increases p.atk. Each +STR from dye can increase it by as little as +2%, or by as much as +6%, depending on how high your STR is. The higher it is, the greater the bonus from each point.

CON - Increases maximum CP and HP, weight capacity, HP regen, underwater breath, stun resistance, and poison/bleed resistance. Just like STR, each point in CON will increase your HP/CP by +2-6%, depending on how high it is.

DEX - Increases attack speed, run speed, evasion, accuracy, critical chance, and shield block rate. Most of these stats will increase by 1% for each point, aside from accuracy and evasion, which are usually less.

INT - Increases m.atk and debuff land rate. The bonus to m.atk you receive from each point, is going to be as low as +4-5% per point for an elf mage, to about +8-9% for a dark elf mage.

WIT - Increases casting speed and magical critical chance. You'll see about a 5 to 6% casting speed increase for each point, for all mage classes.

MEN - Increases m.def, maximum MP, and decreases magic interruption chance. It also helps against debuffs due to the increased m.def. Each point will give you about +1% m.def and max MP.

 

 

Below is a table of exactly how STR affects your p.atk:

 

 

STR modifier STR modifier STR modifier

1    0.30       18   0.55     35 1.01

2    0.31          19   0.57     36   1.04

3    0.32       20   0.59     37 1.08

4    0.34       21   0.61     38 1.12

5    0.35       22   0.63     39 1.16

6    0.36       23   0.66     40 1.20

7    0.37       24   0.68     41 1.24

8    0.39       25   0.71     42 1.29

9    0.40       26   0.73     43 1.33

10  0.42       27   0.76     44 1.38

11  0.43       28   0.78     45 1.43

12  0.45       29   0.81     46 1.48

13  0.46       30   0.84     47 1.54

14  0.48       31   0.87     48 1.59

15  0.50       32   0.90     49 1.65

16  0.51       33   0.94     50 1.71

17  0.53       34   0.97

 

 

To put it simply, if the modifier is 1.20, that means it is +20%. So if you had a STR stat of 40 on your character (base human fighter STR), your STR is giving you a +20% modifier. If you had +4 STR from dyes, then your stat would increase to 44, giving you a modifier of 1.38, or +38%. That means the difference of having that +4 STR dye, is a +18% modifier to your p.atk (1.38 - 1.20 = .18).

 

But say you were a dark elf, with a base STR of 41, then a +4 to STR from dyes, would raise your p.atk modifier by 19%. In other words, the higher your stat is, the greater the benefit you get from raising it further, or the greater the loss is, from reducing it.

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Here is a chart for CON, and its effects on HP/CP:

 

 

CON modifier CON modifier CON modifier

1     0.46        21   0.82     41 1.48

2     0.47        22   0.85     42 1.53

3     0.48        23   0.87     43 1.58

4     0.50        24   0.90     44 1.62

5     0.51        25   0.93     45 1.67

6     0.53        26   0.95     46 1.72

7     0.54        27   0.98     47 1.77

8     0.56        28   1.01     48 1.83

9     0.58        29   1.04     49 1.88

10   0.59        30   1.07     50 1.94

11   0.61        31   1.10     51 2.00

12   0.63        32   1.14     52 2.06

13   0.65        33   1.17     53 2.12

14   0.67        34   1.21     54 2.18

15   0.69        35   1.24     55 2.25

16   0.71        36   1.28     56 2.31

17   0.73        37   1.32     57 2.38

18   0.75        38   1.36     58 2.45

19   0.77        39   1.40     59 2.53

20   0.80        40   1.44

 

 

This is pretty much the same as how STR modifiers work. If you have 40 CON, that's a 1.44 modifier to your HP, or +44%. Increasing it by +4, would give you a 1.62 modifier, or +18%. Again, just like STR, the higher your CON is, the greater the benefits (or losses) from dyes.

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As for DEX, it doesn't need a table, since the bonuses are consistent, no matter how high or low the stat is. For each +1 DEX, you gain +1% attack speed, +1% speed, +1% shield block rate, and +1% critical chance. The only exception, is that if you have 43 DEX, you gain an extra +1% to each of those (But 43 DEX is hard to come by, anyways.).

 

For accuracy and evasion, you take the square root of your DEX stat, and multiply it by 6. Basically what this means, is that unlike STR and CON, the higher your DEX is, the LESS evasion and accuracy you get from it. For example, a human fighter has base DEX of 30, which gives a bonus of +32 to accuracy/evasion. Conversely, an elf has a base DEX of 35, which gives them +35 to their accuracy/evasion, which is only +3 higher than the human. If the human fighter gets +4 DEX dye, he will get +2 to his evasion/accuracy.

 

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Here is a table of the m.atk modifiers for INT:

 

 

INT modifier INT Modifier

6  0.61        30   0.97

7  0.62        31 0.99

8  0.63        32 1.01

9  0.64        33 1.03

10 0.65        34 1.05

11 0.67        35 1.07

12 0.68        36 1.10

13 0.69        37 1.12

14 0.71        38 1.14

15 0.72        39 1.16

16 0.74        40 1.19

17 0.75        41 1.21

18 0.77        42 1.23

19 0.78        43 1.26

20 0.80        44 1.28

21 0.81        45 1.31

22 0.83        46 1.34

23 0.85        47 1.36

24 0.86        48 1.39

25 0.88        49 1.42

26 0.90        50 1.45

27 0.92        51 1.47

28 0.94        52 1.50

29 0.95        53 1.53

 

Unlike STR/CON, the effect these modifiers have on your character, are squared. In other words, whatever the modifier value is in the chart, you multiply by itself, and that is the actual effect. So if you have 40 INT, the modifier is 1.19, which you multiply by itself (1.19 x 1.19), which is 1.41, or +41% modifier. If you added +4 through dyes, then the modifier would be 1.28, which when squared is 1.63, giving you a +22% higher bonus.

 

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Here is a chart of the WIT modifers on casting speed:

 

 

WIT modifier WIT modifier

1    0.40         17 0.86

2    0.42      18 0.91

3    0.44         19 0.95

4    0.46     20 1.00

5    0.48     21 1.05

6    0.51     22 1.10

7    0.53     23 1.16

8    0.56     24 1.22

9    0.58     25 1.28

10  0.61      26    1.34

11  0.64      27 1.41

12  0.68      28 1.48

13  0.72      29    1.55

14  0.75      30    1.63

15  0.78      31    1.71

16  0.82

 

 

So, say you have 20 WIT, then the modifier is 1.00, which actually means no bonus or penalty to casting speed. But if you had +4 from dyes, then you would have a modifier of 1.22, or +22%.

 

As for its effects on magic critical chance, it's a bit more complicated. To keep it simple, I will just tell you that the base increase is about .04-.05% per point of WIT you add, which at its base is quite minimal, but is compounded by each +magic crit buff you have on. So say an elf has WM buff, valakas necklace, dance of siren, prophecy of water, and hero scepter, then their magic critical chance becomes about 68%, which then would be increased by about 3-4% more with each point of WIT. But again, that's with EVERY +magical crit bonus possible in the game. The WIT bonus becomes much and much less, the more magic critical bonuses you lack.

 

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Lastly, here is a chart of MEN modifier, and its effect on both m.def and max MP:

 

 

MEN modifier MEN modifier

25  1.28       38  1.46

26  1.30       39  1.48

27  1.31       40  1.49

28  1.32       41  1.50

29  1.34       42  1.52

30  1.35       43  1.53

31  1.36       44  1.55

32  1.38       45  1.57

33  1.39       46  1.58

34  1.40       47  1.60

35  1.42       48  1.61

36  1.43       49  1.63

37  1.45       50  1.65

 

 

So say you have 40 MEN, that would mean you are getting a +49% modifier to your m.def and max MP (both stats get the exact same modifier bonus from MEN), and increasing it by +4, would give you an extra +6% to both.

 

_________________________

 

Lastly, for any of you that want to be able to crunch numbers even further, here are some formulas on exactly how these modifiers effect you:

 

P.atk = (Weapon P.Atk. x Level Modifier x STR Modifier x Mastery Modifier x Armor Bonus x Necklace of Valakas bonus x Buffs Type 1) + Weapon Mastery + Buffs Type 2 + Weapon Bonus

            Buffs type 1 are multiplier buffs, like might and dance of warrior. Type 2 buffs are flat bonus buffs, like Final Frenzy and Soul Cry.

 

Max HP= ((Class Base HP x CON Modifier) x Buffs x Weapon Bonus) + Boost HP + Armor Bonus + Necklace of Valakas Bonus. The final HP is rounded down.

 

Max CP = (Class Base CP x CON Modifier) x Buffs x Weapon Bonus + Armor Bonus. The final CP is rounded down.

 

Max MP = ((Base MP x MEN Modifier) x Buffs x Weapon Bonus) + Boost Mana + Robe Bonus +Set Bonus + Armor Bonus. The final MP is rounded down.

 

M.Atk. = (Weapon M.Atk. x Level Modifier2 x INT Modifier2 x Armor Bonus x Necklace of Valakas Bonus x Buffs) + Mastery Modifier + Weapon Mastery + Weapon Bonus + Heroic Berserker

 

M.Def. = (Jewelry M.Def. x Level Modifier x MEN Modifier x Armor Bonus x Buffs Type 1) + M.Def. Mastery + Buffs Type 2. The final M.Def. is rounded down.

 

 

Credits to http://l2p.l2wh.com/ and Airwaves

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May be somehow useful

 

Please make Dyes stats tables better(by adding them better,color,% etc-even better if you can make an SS of the table you got them)

 

Anyway,keep posting useful things,i admit i didn't know exactly about them

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Credits to mobius1 and Airwaves

 

proper credits to http://l2p.l2wh.com/

 

sry I took the tables from mobius1's post and edited them a little and added info-text

Correction : Credits to http://l2p.l2wh.com/ and Airwaves :)

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  • 3 months later...

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