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Dyes and Symbols

 

Certain items in Lineage II can change the basic ability values (STR, DEX, CON, INT, WIT, MEN) of your character.

 

Ability/Effect

STR

Increases amount of physical damage.

DEX

Increases attack speed, physical skill speed, accuracy, evasion, critical hit probability, success rate of dagger skills (such as Deadly Blow), shield defense success rate, and movement speed.

CON

Increases maximum HP and CP, HP recovery speed, weight limit, underwater breath gauge, shock resistance, and bleeding resistance.

INT

Increases damage of magic attacks and success rate of curse spells.

WIT

Increases chance of magic critical hits, casting speed, resistance to Hold, resistance to curses (such as HP degeneration, decreased HP recovery rate, increased skill re-use time, and decreased effect of heals).

MEN

Increases magic defense, maximum MP, MP recovery speed, poison resistance, and curse resistance. Decreases probability of magic interruption.

To change these ability values, a symbol can be created through the Symbol Maker.

 

# The chance to land a debuff depends on several things with slight variations between them. From personal observations, the chance to land a debuff depends on:

 

    * One of the base stats affects the chance of resisting a debuff

          o CON resists stun and bleed

          o MEN affects poison, root, sleep resistance and basically everything not covered by another stat.

          o From experience, base stats do not provide a great amount of resistance to a debuff. There are no exact numbers to provide but you're looking at a 1% or even less difference per point of a base stat in debuff resistance.

    * Magic-based debuffs are affected by both the M.Atk. of the caster and the M.Def. of the target.

    * The level of the skill affects the chance to land a debuff. I'm calling this Learn Level on L2P. Basically to ensure that a debuff will land, you need to keep the skill leveled up. In general, getting a debuff skill at level 70 will ensure that it lands normally on a target who is level 70, but has a reduced chance on a level 71 or higher and of course an increased chance on a level 69 or lower target. Specifically, it sets an effect multiplier which seems to correlate to a target's level similarly to accuracy & evasion. Skills like shield stun have an extremely high effect multiplier and skills like a tyrant's stun skill have a low multiplier.

    * Any buff a character might have to resist a specific debuff, such as Resist Shock, Invigor, Mental Aegis, etc.

 

# Since little is known about the actual formula for determining debuffs, here is a general outline of how it seems to work:

 

    * Resistance would be anything like Armor Set Bonuses, Buffs, Passives, Toggles or such that resistance the debuff in question. There are many different ways to resist various debuffs.

 

    * Stun - (Base Land Rate/CON Modifier*Resistance)*(Learn Level/Target Level)

    * Physical Bleed - (Base Land Rate/*CON Modifier*Resistance)*(Learn Level/Target Level), can be cured by a cure bleed spell.

    * Magical Bleed -

      (Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk./M.Def.),

      cannot be cured.

    * Poison - (Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk/M.Def.)

          o Viper Cubic ignores any kind of resistance to Poison because the genius who coded the skill forgot to make it poison attribute. It can be cured by Cure Poison skills.

    * Holy Aura - (Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level); holy aura is not a magical skill

    * Root/Hold - (Base Land Rate*Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk./M.Def.)

    * Physical Slow (Cripple) - (Base Land Rate/Men Modifier)*(Learn Level/Target Level)

    * Magical Slow - (Base Land Rate/Men Modifier)*(Learn Level/Target Level)*(M.Atk/M.Def.)

    * Sleep - (Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk./M.Def.)

    * Paralyze (Base Land Rate/Men Modifier*Resistance)*(Learn Level/Target Level)*(M.Atk./M.Def.)

    * Misc. - most of the rest like the overlord debuffs are the same as roots

 

 

 

Dyes

Dyes are items that serve as ingredients for carving symbols (also referred to as tattoos). The dyes have + or - values for the basic ability values. There are ordinary dyes and high-quality dyes. Ordinary dyes can be used as ingredients for carving symbols after the first class transfer, but not after completing the second. Greater Dyes can be used only by players who have completed the second class transfer.

 

Symbol Engraving

Characters of level 20 or above have slots where they can use dyes in the inventory window to engrave symbols. Characters that haven't yet completed their first class transfer cannot use symbols. After completing the first class transfer, they can carve two symbols. After the second class transfer, they can carve one more symbol, for a total of three. Also, the symbols that were affixed before the second class transfer lose their effect when the character completes the second class transfer.

If players have enough quantity of dyes and want to engrave a symbol, they must speak to a Symbol Maker NPC. Symbol Makers charge a fixed fee to carve the symbol for the player. Carving a symbol consumes the dye used as an ingredient.

The amount that can be increased from symbols for a single basic ability value cannot be more than +5. For example, if two symbols cause STR to increase by +3 and +4 respectively, the total increase of STR cannot exceed +5. There is no limit to the reduction in values, but it is not possible to reduce an ability value all the way to zero.

Some limitations apply to certain symbol types, as shown in the table below.

 

Symbol Combination can Be Used By

STR, CON, and DEX

All classes

INT and MEN

Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner

INT and WIT

Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Warrior, Human Knight, Paladin, Rogue, Gladiator, Warlord, Dark Avenger, Treasure Hunter, Hawkeye, Elven Knight, Temple Knight, Swordsinger, Plainswalker, Silver Ranger, Palus Knight, Assassin, Shillien Knight, Bladedancer, Abyss Walker, Phantom Ranger, Orc Raider, Orc Monk, Destroyer, Tyrant, Scavenger, Artisan, Bounty Hunter, Warsmith

MEN and WIT

Human Wizard, Sorcerer, Necromancer, Warlock, Elven Wizard, Spellsinger, Elemental Summoner, Dark Wizard, Spellhowler, Phantom Summoner, Cleric, Bishop, Prophet, Elven Oracle, Elven Elder, Shillien Oracle, Shillien Elder, Orc Shaman, Overlord, Warcryer

 

Symbol Removal

 

To remove a symbol, the player must speak to the Symbol Maker. Removal of a symbol costs a certain fee, and once removed, half of the dye used for carving the respective symbol is returned to the inventory.

 

Hope its helpfull ^^.

 

Posted
Just say me what dyes is the best to Spoiler; P

Everyone Got To Understand Something.There Are No Specific Dyes For Every Class.YOU Draw What Dyes YOU WANT.What Dyes Helps You Most.

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