Stats System Guide

From OmegaMMO


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Primary Stats

The entire stats system has been revamped. With the higher level cap, the cap for max stats was also raised up to 130. The increase in available stat points allows true hybrid classes to be made. Below is a description of each primary stat.

STR (Strength)
  • For melee weapons, every point in STR increases Status ATK by +1 and Weapon ATK by +0.5%.
  • For ranged weapons, every 5 points in STR increases Status ATK by +1.
  • Each point of STR also adds +30 Weight Limit.
  • The old bonus ATK per 10 STR for melee weapons is no longer applied.
AGI (Agility)
  • Every point in AGI adds +1 FLEE and increases ASPD.
  • Additionally, every 5 points in AGI adds +1 Soft DEF.
VIT (Vitality)
  • Every point in VIT adds +1% Max HP, +2% effectiveness from HP healing items, and +1% resistance to several status effects.
  • Every 2 points in VIT adds +1 Soft DEF.
  • Every 5 points in VIT adds +1 Soft MDEF and +1 HP Recovery Rate.
INT (Intelligence)
  • Every point in INT adds +1.5 Status MATK, +1% Max SP, +1% effectiveness from SP healing items, and decreases variable cast time.
  • Every 2 points of INT adds +1 Soft MDEF.
  • Every 6 points in INT adds +1 SP Recovery Rate.
  • The old min/max MATK bonuses from multiples of 5 and 7 are no longer applied.
DEX (Dexterity)
  • For ranged weapons, every point in DEX increases Status ATK by +1 and Weapon ATK by +0.5%.
  • For melee weapons, every 5 points in DEX increases Status ATK by +1.
  • Every point in DEX also adds +1 HIT, increases ASPD, and decreases variable cast time.
  • Every 5 points in DEX adds +1 Status MATK and +1 Soft MDEF.
  • The old bonus ATK per 10 DEX for ranged weapons is no longer applied.
LUK (Luck)
  • Every point in LUK adds +0.3% Critical Hit Rate and resistance to several status effects.
  • Every 3 points in LUK adds +1 Status ATK, +1 Status MATK, and +1 HIT.
  • Every 5 points in LUK adds +1 FLEE and +1% Anti-Critical Rate.
  • Every 10 points in LUK adds +1 Perfect Dodge.

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Substats & Core Mechanics

Aside from the primary stats, several core mechanics known as substats were also drastically changed in Renewal.

ATK (Attack)
  • Attack Power (ATK) is now divided into Status ATK (derived from stats) and Weapon ATK (derived from your weapon and upgrades).
  • While both contribute to your final damage, bonuses from cards and effects that increase damage by a percentage (e.g., racial, size, or elemental cards) only amplify Weapon ATK.
  • This change makes high-level, highly refined weapons more important than low-level weapons with many card slots.
MATK (Magic Attack)
  • Like ATK, Magical Attack (MATK) is divided into Status MATK and Weapon MATK.
  • Weapon MATK generally contributes a larger portion of your final magic damage due to how it scales with the weapon's level.
DEF & MDEF (Defense)
  • Defense is split into Hard DEF (from equipment) and Soft DEF (from VIT).
  • Hard DEF/MDEF no longer provides immunity at 100. Instead, it offers damage reduction that scales exponentially (e.g., 200 Hard DEF gives ~25% reduction, while 400 Hard DEF gives ~40% reduction).
  • Soft DEF/MDEF (from VIT and INT) reduces damage by a flat amount after Hard DEF reduction is calculated.
Cast Time
  • Skill casting time is now split into Fixed Cast Time and Variable Cast Time.
  • Fixed Cast Time is not affected by stats and can only be reduced by specific gear and skills (e.g., Sacrament).
  • Variable Cast Time is reduced by DEX and INT. It can be completely eliminated when your stats satisfy the formula: (DEX × 2) + INT = 530.
Critical
  • Critical hits still ignore the target's FLEE.
  • However, they no longer ignore DEF. Instead, a critical hit deals +40% final damage by default.
  • This bonus damage can be further increased by equipment and cards that provide "+% Critical Damage".

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Trait System (4th Job Stats)

The Trait status window for 4th Job classes.

Upon reaching 4th Job, six new "Trait" stats are added to your character.

Key Information about Traits
  • Starting from Base Level 200, you will no longer receive points for the six primary stats (STR, AGI, etc.). Instead, you will receive Trait Status Points to distribute among the six new traits.
  • Unlike primary stats, the cost to raise a Trait is always 1 point per level.
  • 4th Job classes also gain bonus Trait stats as their Job Level increases.
  • Activity Points (AP) are a new resource used exclusively for some 4th Job skills.

Trait Descriptions

POW (Power) Increases Status Physical Attack and P.ATK (Power Attack).
  • +5 Status ATK per point.
  • +1 P.ATK per 3 points.
STA (Stamina) Increases physical resistance (RES).
  • +1 RES per point.
  • +5 RES per 3 points.
WIS (Wisdom) Increases magic resistance (MRES).
  • +1 MRES per point.
  • +5 MRES per 3 points.
SPL (Spell) Increases Status Magic Attack and S.MATK (Spell Magic Attack).
  • +5 Status MATK per point.
  • +1 S.MATK per 3 points.
CON (Concentration) Increases accuracy (HIT), evasion (FLEE), P.ATK, and S.MATK.
  • +2 HIT per point.
  • +2 FLEE per point.
  • +1 P.ATK per 5 points.
  • +1 S.MATK per 5 points.
CRT (Creative) Increases Heal Plus (H.PLUS) and Critical Rate (C.RATE).
  • +1 H.PLUS per point.
  • +1 C.RATE per 3 points.

Trait Substat Explanations

P.ATK (Power Attack) Increases final physical damage (both status and weapon) by a percentage.
S.MATK (Spell Magic Attack) Increases final magic damage (both status and weapon) by a percentage.
RES (Physical Resist) Reduces incoming physical damage by a percentage before DEF is calculated. (Note: RES Penetration effects are capped at 50%).
MRES (Magic Resist) Reduces incoming magic damage by a percentage before MDEF is calculated. (Note: MRES Penetration effects are capped at 50%).
H.PLUS (Heal Plus) Increases the final amount of healing received by a percentage. This bonus is applied after other healing modifiers.
C.RATE (Critical Damage Rate) Increases the critical damage bonus. At 0 C.RATE, critical hits deal 140% damage. At 10 C.RATE, this increases to 150% damage.