Новая ReNewal механика
Renewal Information
Stats:
Strength (STR) *
- 1 point of STR increases status physical attack power by 1
- 1 point of STR increases your weight limit by 30
Agility (AGI)
- 1 point of AGI increases flee rate by 1
- 5 points of AGI increases status defense by 1
- Each point of AGI increases attack speed (aspd) by a good amount
Vitality (VIT)
- 1 point of VIT increases your Max HP by 1%
- 1 point of VIT increases your recovery rate by 2%
- 2 points of VIT increases your status defense by 1
- 5 points of VIT increases your status magic defense by 1
Inteligence (INT)
- 1 point of INT increases your status magic attack by 1.5
- 2 points of INT increases your status magic defense by 1
- Each point of INT decreases your variable cast time by a bit (about half much as dex)
Dexterity (DEX) *
- 1 point of DEX increases your hit rate by 1
- 5 points of DEX increases your status magic defense by 1
- 5 points of DEX increases your status magic attack by 1
- 5 points of DEX increases your status physical attack power by 1
- Each pont of DEX increases attack speed (aspd) by a very low amount
- Each point of DEX Decreases your casttime by a good amount
Luck (LUK)
- 1 point of LUK increases your Critical by 0.3
- 3 points of LUK increases your status physical attack power by 1
- 3 points of LUK increases your status magical attack power by 1
- 3 points of LUK increases your hit by 1
- 5 points of LUK increases your flee by 1
- 10 points of LUK increases your perfect dodge by 1
Base Level
- 1 level increases your HIT rate by 1.
- 1 level increases your FLEE rate by 1.
- 2 levels increases your status DEF by 1
- 4 levels increases your status ATK by 1.
- 4 levels increases your status MATK by 1.
- 4 levels increases your status MDEF by 1.
* With bows, guns, musical instruments and whips, the increase in physical attack power from Dex and Str are swapped, making Dex the primary damage stat.
Stat allocation
When becoming 3rd class you are able to spend more statpoints on your stats, your basestats can go up to 120.
However, while stats from 1-99 will cost the classic amount of statpoints (2~10 : 2 points each, 11~20 : 3 points each, 21~30 : 4 points each) stats over 99 will cost you more:
100 -> 104: 16 points each
105 -> 109: 20 points each
110 -> 114: 24 points each
115 -> 119: 28 points each
Job Boni (Job 50)
Mechanic : str 6, agi 3, vit 7, int 5, dex 3, luk 5
Guillotine X : str 6, agi 7, vit 5, int 4, dex 7, luk 0
Arch Bishop : str 5, agi 4, vit 5, int 8, dex 6, luk 0
Rune Knight : str 3, agi 3, vit 5, int 10, dex 7, luk 3
Warlock : str 1, agi 5, vit 4, int 11, dex 6, luk 1
Ranger : str 2, agi 8, vit 5, int 8, dex 6, luk 0
Shadow Chaser : unknown
ASPD
Normal Aspd formula:
aspd = baseaspd + floor(sqrt((agi^2/2) + (dex^2/5))/4 + (potskillbonus*agi/200) + shieldpenalty)
If you use % aspd-modifiers like cecil damon card, doppelganger card or merchant battleground medals you have to use the following calculation to calculate your final aspd (for "aspd" use the aspd you calculated in the calculation above):
final aspd = aspd + round((190 - aspd) * (sum%modifiers/100))
The potskillbonus is the bonus gained by aspd potions (like concentration potion) or aspd skills (like twohand quicken).
Currently only the currently highest active potion modifier and the currently highest active skill modifier works (concentration potion and awake potion wont stack, only awake potion will work in this case. Twohand quicken and Frenzy wont stack, only Frenzy will work in this case).
If you dont like calulating the aspd yourself feel free to use Doddlers calculator
http://ro.doddlercon.com/r/aspdcalc/calc.php
Consumable Items:
Concentration potion : +4
Awakening potion : +6
Berserk potion : +9
Skills:
Adrenalin rush as caster : +7
Adrenalin rush as partymember : +6
Two-hand quicken : +7
Frenzy : +15
Last Stand : unknown
Single Action : unknown
Study : unknown
Shield penalties:
Novice : -10
Super novice : -5
Swordsman : -5
Knight : -5, Crusader : -5
LordKnight: -5, Paladin : -5
Runeknight : -5
Thief : -6
Assassin : -6, Rogue : -5
Assassin Cross : -6, Stalker : -5
Guillotine Cross : -9, ShadowChaser : -4
Acolyte : -5
Priest : -5, Monk : -5
High Priest : -5, Champion : -5
ArcBishop : -10, Shura : -5
Archer : -5
Hunter : -9, Bard/Dancer : -7
Sniper : -9, Minstrel/Gypsy : -7
Ranger : -8, Minstrel/Wanderer : -7
Mage : -5
Wizard : unknown, Sage : -5
HighWizard : unknown, Scholar : -5
Warlock :-5
Merchant : -5
Blacksmith : -5, Alchemist : -4
Mastersmith : -5, Biochemist : -4
Mechanic : -6
Taekwon kid : -5, TKM : -5, Linker : -8
Ninja : -6, Gunslinger : -6
Attacks:
Physical attack formula:
statusATK for melee attacks = [STR + DEX/5 + LUK/3 + BLv/4]
statusATK for ranged attacks = [Dex + STR/5 + LUK/3 + BLv/4]
statusDEF = [BLv/2 + Vit/2 + Agi/5]
armorDEF = Def provided by equipment + sum of refines of all equipments (except weapons)
upgradeATK:
+2 atk per upgrade for level 1 weapons
+3 atk per upgrade for level 2 weapons
+5 atk per upgrade for level 3 weapons
+7 atk per upgrade for level 4 weapons
a)Calculating statusATK:
statusATK * 2 * element * cards
b)Calculating equipment attack
[(weaponATK+upgradeATK) * size penalty + equipment atk] * element endow * cards
c)Bonus for weaponlevel:
weaponATK * size penalty * element*cards*weaponlevel*0.05
d)Adding all together:
a + b + c - (600/(ArmorDEF + 600)) * %reductionmodifiers - StatusDEF
Full formula for physical attacks:
[(statusATK * 2 * element * cards) +
[[(weaponATK+weaponrefineATK)* size penalty + equipment atk] * element endow * cards] + [weaponATK*size penalty*element*cards*weaponlevel*0.05]] - (600/(ArmorDEF + 600)) * %reductionmodifiers - StatusDEF
Notes :
Atk increasing cards like Andre or Porcellio as well as atk increasing gear like Bloody Shackled Balls or Pirate dagger count as EquiptmentATK.
Normal damage increasing cards, like 20% cards (like Santa poring, Drainliar, Skelworker) increase the damage from equipmentATK/weaponAtk only, not from status atk.
Special damage increasing cards, like the "7/10-cards" (Goblin Steamrider, Assaulter, etc) or The Paper card increase the damage of both statusATK and equipATK/weaponATK, but only when critting.
Also, this bonus damage provided by these cards only affects normal attacks, not skills.
Critical attacks ignore flee of the enemy and the final damage is multiplied by 1.4, however crits get reduced by def.
Magic attack formula:
statusMATK = Int + [Int/2] + [Dex/5] + [Luk/3] + [BLvl/4]
statusMDEF = [Int + Vit/5 + Dex/5 + BLv/4]
armorMDEF = MDef provided by equip (see Def section for details)
upgradeMATK:
+2 matk per upgrade for level 1 weapons
+3 matk per upgrade for level 2 weapons
+5 matk per upgrade for level 3 weapons
+7 matk per upgrade for level 4 weapons
Min magic damage:
(weaponMatk+upgradeMATK) * 2 + 1.5 * statusMatk * %MATKbonus * 111.5/(111.5+equipMDEF) - statusMDEF
Max magic damage:
[weaponMatk+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMatk * %MATKbonus * 111.5/(111.5+equipMDEF) - statusMDEF
Flee and Hit
Flee formula:
Flee = Level + Agi + Flee equips + Flee skills + 100
Hit formula :
Hit : Level + Dex + Hit equips + Hit skills + 175
Dodge formula:
Dodge Rate(%) = 100% - (Attacker Hit - Defenders Flee)
Flee Penalty in mobs: unknown
Defense & damage reduction
Def:
Damage reduction per status def : -1 damage per status def
Status def formula : Status Def = [(Vit+Baselevel)/2] + [Agi/5]
Armordef and upgradedef reduces the damage by a certain percentage depending how much def you have:
%Damage reduced by armordef+upgradedef = (1-(600/(ArmorDEF+Upgradedef + 600)))*100
DEF Reduct w/Assumpt
20 3.2% 6.3%
40 6.3% 11.8%
60 9.1% 16.7%
80 11.8% 21.1%
100 14.3% 25.0%
120 16.7% 28.6%
140 18.9% 31.8%
160 21.1% 34.8%
180 23.1% 37.5%
200 25.0% 40.0%
220 26.8% 42.3%
240 28.6% 44.4%
260 30.2% 46.4%
280 31.8% 48.3%
300 33.3% 50.0%
Here are some defense values of items:
Headgear
Bone Helm : 15
Drooping Cat 3
Puppy Headband 3
Orc Helmet 9
Iron Chain 4
Wizard Hat 7
Apple of Archer 1
Sakkat 4
Pirate Bandana 4
Ribbon 1
Goibne's Helm 10
Magni's Cap 9
Grand Circlet 7
Biretta 8
Indian Fillet 5
Gallapago Cap 4
Egg Shell 6
Shields
Magic Tactics 18
Guard 20
Memory Book 25
Angel's Protection 30
Naga Scale Shield 35
Buckler 40
Advanced Arm Guard 45
Mirror Shield 45
Stone Buckler 45
Arm Guard 50
Shadow Guard 52
Shield 60
Flame Launcher 60
Orleans Server 75
Valkyrie Shield 80
Thorn Shield 85
Strong Shield 90
Platinum Shield 95
Bradium Shield 98
Tournament Shield 105
Holy Guard 110
Sacred Mission 120
Cross Shield 130
Footgear
Shadow Walk 0
Crystal Pumps 5
Sandals 5
High Fashion Sandals 7
Angel's Reincarnation 8
High Heels 10
Shoes 10
Sprint Shoes 10
Fricco Shoes 12
Goibne Greavs 13
Tidal Shoes 13
Valkyrie Shoes 13
Variant Shoes 13
Vidar Boots 13
Diabolus Boots 15
Boots 16
Black Leather Boots 16
Shackles 18
Safety Boots 22
Greaves 27
Armor
Cotton Shirt 10
Leather Jacket 15
Orlean's Gown 15
Adventurer's Suit 20
Silk Robe 20
Sprint Mail 20
Pantie 22
Silver Robe 23
Scapular 24
Angelic Protection 25
The 4 Elemental Armors 25
Wooden Mail 25
Tights 27
Mink Coat 30
Padded Armor 35
Candra 36
Mantle 37
Improved Tights 38
Casting Robe 40
Thief Clothes 40
Magic Coat 40
Formal Suit 40
Long Coat 42
Sniping Suit 42
Chain Mail 45
Divine Grace 45
Naga Scale Armor 45
Saint Robe 50
Divine Clothes 50
Odin's Blessing 53
Chameleon Armor 55
Valkyrie Armor 55
Holy Robe 57
Diabolus Robe 57
Ninja Suit 58
Glittering Jacket 58
Goibne's Armor 58
Lords Clothes 59
Full Plate 65
Life Link 75
Legion Full Plate 79
Diabolus Armor 79
Meteor Plate 85
Brynhild 120
Garment
Hood 4
Ragamuffin Manteau 4
Running Shirt 5
Diabolus Manteau 5
Angelic Warmpth 6
Skin of Ventus 7
Muffler 8
Falcon Muffler 8
Morpheus Shawl 8
Mithril Magic Manteau 8
Morigane's Manteau 9
Ancient Cape 9
Survivor's Manteau 10
Valkyrie Manteau 10
Mushika 10
Wool Scarf 11
Goibne's Spaulders 11
Eagle Wing 12
Manteau 13
Skeleton Manteau 13
Vali's Manteau 13
Crest of the Rider 13
Wolfheiden 13
Dragon Coat 14
Tendrillion Skin 14
Dragon's Warmth 16
Naght Seiger Flame Manteau 16
Heavenly Maiden Robe 18
Pauldron 25
Asprika 40
MDEF :
Magic damage reduction per status def : -1.5 damage per status mdef
Status mdef formula : Status Mdef = [Int + Vit/5 + Dex/5 + BLv/4]
ArmorMdef reduces the damage by a certain percentage depending how much def you have:
Damage from magic = Magic Attack * 111.5/(111.5+eMDEF)
Total magic damage calculation:
Damage = Magic Attack * 111.5/(111.5+eMDEF) - sMDEF
MDEF | %
0 | 100.0%
10 | 91.8%
20 | 84.8%
30 | 78.8%
40 | 73.6%
50 | 69.0%
60 | 65.0%
70 | 61.4%
80 | 58.2%
90 | 55.3%
100 | 52.7%
110 | 50.3%
120 | 48.2%
130 | 46.2%
140 | 44.3%
150 | 42.6%
160 | 41.1%
170 | 39.6%
180 | 38.3%
190 | 37.0%
200 | 35.8%
% Damage reductions:
Racial reductions :
Percentual reductions against races, like Thara Frog, Khallizburg and Beret work against both normal attacks and skills.
Critical attacks are now also affected by reductions so Racial reductions also work against crits.
Elemental reductions:
Garment cards protecting against certain elements, like Raydric card or Jakk card, reduces damage from all statusATK/weaponATK/equipATK.
Elemental reductions like raydric card reduce the damage of monsters by a certain %.
Since monsters dont use weapons but use a simple base atk to determine their attack power (contrary to players using statusATK and weaponATK) garment reduction cards work against the whole atk of monsters.
Defense skills:
Assumptio:
Assumptio increases your statusdef, armordef, statusmdef and armordef by 100% (which means Assu doubles it).
If you have 100+30 def without assu it will increase your def to 200+60.
Angelus :
Angelus increases statusdef provided by vit by (5*Skilllevel)%
Angelus level 10 increases status def from vit by 25%, if you have 100 vit the vit gives you 50 status def.
Angelus 10 would increase this to 75 status def.
Cast time
While a few skills (Gravitation field, Ganbantein, Tracking for example) have a fixed casttime most skills casttime can be reduced by upping stats and getting cast time reduction equipment/skills.
Each skill with reduceable casttime has two parts of casttimes : a variable casttime and a fixed casttime.
The fixed casttime is always 20% of the original casttime and can only be reduced by special skills and special equipment, the variable casttime can be reduced by dex, int, magic strings, suffragium and casttime reducing equip/cards.
For example:
A skill with 10 seconds total casttime has 2 seconds fixed casttime and 8 seconds variable casttime.
No matter how much int, dex and cast time reduction equipment you have, you wont be able to make the casttime faster than the fixed casttime (in this case 2 seconds) with normal methods (unless you use special skills like sacrament or radius).
castTime = (1 - SQRT((Dex * 2 + Int) / 530)) * (1 - sum_castReduction/100%) * baseCast * 0.8 + (1 - max_fixedReduction/100%) * baseCast * 0.2
Basecast = base casttime of a skill
sum_castReduction = Sum of reduction for variable casttime (like suffragium, isilla card effect or kathrene keyon card)
max_fixedReductrion = Highest reduction modifier of fixed casttime (for example if both Sacrament (50) and Radius (20) are active only Sacrament will work)
Element table
The element of the attacking weapon is left, the monster/player that is attacked (recieving the damage) is the top line.
Experience points:
You only gain full experience of a monster if your level is about the same or up to five levels higher than the monster.
If your level is lower than the monster you will get additional experience for killing that monster, however if the monster level is too high (more than 10 levels higher than you) you will get only 40% experience.
Also, if the monster is lower than you you will get less experience at all.
For best experience points you should hunt monsters that are the same level as you or up to ten levels higher.
NOTE: Boss protocoll monsters (MVPs and other Boss protocoll monsters like Kasas) give always the same XP, regardless what level the killer is.
For example : You encounter a level 44 orcwarrior who gives 3800 XP on a 10x XP server (renewal server)
Magic attack equipment
Equipment Changes
Some pieces of equipment have been changed for the renewal patch. In particular, most rods and some books now grant equipment magic attack power.
Daggers
Ashura - 50 MAtk
Bazerald - 105 MAtk, Int +5
Rods
Rod[4]: matk +30
Wand[3]: matk +45, int +1
Staff[3]: matk +70, int +2
Arc Wand[2]: matk +95, int +3
Might Staff: matk +100, str +10
Wand of Occult: matk +105, int +3
Bone Wand: matk +110, int +4
Staff of Wing: matk +115
Survivor Staff[1]: matk +120, dex or int +3, hp +400
Hypnotist Staff[2]: matk +120, int +1
Lich's Bone Wand[2]: matk +170, int +1, dex + 1, trans only
Recovery Staff: matk +105
Staff of Piercing: matk +145, int +4, trans only
Gentleman Staff[1]: matk +125, dex +1
Release of Wish: matk +125, int +3
Holy Stick[1]: matk +140
Thorn Staff of Darkness: matk +160, int +3, dex+3, Trans Only
Eraser: matk + 170, Int +3, Dex +2
Staff of Soul: matk +200, int+5, agi +2, Two Hands
Wizardry Staff: matk +200, int+6, dex +2, Two Hands
Divine Cross: matk +210, dex +4, Two Hands
Chronos : matk + 240, int +3 Two Hands, Trans Only
Staff of Destruction[1]: matk +280, int+3, agi +10, Two Hands, Trans Only
Books
Hardcover Book - 25 Matk
Giant Encyclopedia - 70 Matk, +15% statusMATK
Sage's Diary - 120 Matk
Magic Tactics - 160 Matk, Int +1
Ancient Magic - 140 Matk
Swords
Elemental sword : +95 MATK, Int +4, Dex +1, Str +1
Worldmap and new monster spawns
Dungeons
This topic is not supposed to be a competition topic to Doddlers renewal post or made because Doddlers post was bad or whatever (which it wasnt), this topic is supposed to be an info-collection topic only without discussions or questions and this first post will be constantly updated to provide accurate info for both renewal players and people who are interested in renewal and to avoid the same questions asked again and again.
Things to do :
-Flee/def penalty in mobs
-Critshield
-Status resistance
-Experience chart
-Changed 1st class/2nd class/trans class skills
-Other stuff that i forgot right now
-Find out where the entrance to Nydhogg is