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Stats and various formulas

Discussion in 'Questions' started by Deathangel, Nov 4, 2013.

  1. Deathangel

    Deathangel True Chill Forum Legend

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    Basic Attributes


    This attributes are peculiar of each class. Every class has different attributes, and therefore different weak and strong points.These stats are different from the ones found on manastones and armors and can be viewed on the character creation screen.

    Power:
    This stat determines the character's physical strength and influences its power in meele combat.

    Health:
    This stat determines the amount of damage you can take.

    Agility: Influences your chance to parry,block,evade physical attacks.

    Note: Do NOT confuse this with Agility % displayed on certain websites (Like Aion Armory / Aion DB), that's a completely different stat.

    Accuracy:
    Determines the chance of hitting your target and how often a certain attack lands, affects only physical/melee combat.

    Knowledge: Determines the amount of damage inflicted by spells and their "accuracy".

    Will: Influences your MP and MP regeneration rate.

    Class Stats:


    Warriors:
    Power: 110
    Health: 110
    Accuracy: 100
    Agility: 100
    Knowledge: 90
    Will: 90

    Scouts:
    Power: 100
    Health: 100
    Accuracy: 110
    Agility: 110
    Knowledge: 90
    Will: 90

    Mages:
    Power: 90
    Health: 90
    Accuracy: 95
    Agility: 95
    Knowledge: 115
    Will: 115

    Priests:
    Power: 95
    Health: 95
    Accuracy: 100
    Agility: 100
    Knowledge: 100
    Will: 110

    Technist:
    Power: 100
    Health: 100
    Accuracy: 110
    Agility: 110
    Knowledge: 90
    Will: 90

    Muse:
    Power: 95
    Health: 95
    Accuracy: 100
    Agility: 100
    Knowledge: 100
    Will: 110

    Now, each class, after the Ascention, gets an additional boost in some of these attributes.
    We will concentrate mainly on the most important and influent attributes of them all, Knowledge and Power.

    Power increases directly the base damage of autoattacks, skills and whatsoever. Infact, considered that these stats change from class to class, it will never be possible to replicate, let's say a gladiator's damage with an Assassin, even if this Assassin owns all the passives and skills of a gladiator.

    Knowledge influences the base damage of each spell, and its chance to hit.
    Lets make this example:
    Gladiator X has Spell X as skill
    Sorcerer Y has Spell X as skill, the same skill as a gladiator.
    Since Sorcerer's knowledge is higher than Gladiator's, the base damage displayed by gladiators will be lower than the Sorcerer's one, even if the Magic Boost is the same.

    There is a particular formula, which is used to calculate how much Magic Boost is needed to get a 100% damage bonus on a skill:

    Knowledge x 10 = Magic Boost required to inflict +100% damage

    Here are the Knowledge Attributes of each class:

    Gladiator: 90
    Templar: 90
    Ranger: 90
    Assassin: 90
    Cleric: 105
    Chanter: 105
    Sorcerer: 120
    Spiritmaster: 115
    Songweaver: 110
    Gunslinger: 100

    Example, if a Sorcerer wants to hit with a +100% damage bonus, he will have to calculate the Magic Boost needed with the previous formula:

    =

    120 (Sorcerer's Knowledge) x 10 = 120x10 = 1200 = 1.200 Magic Boost to inflict +100% bonus damage.

    So if this Sorcerer has 2.000 Base Damage on SpellX, he will need 1.200 MB to inflict +100% bonus damage:

    2.000 + 100% = 4.000

    Another important factor is the maximum damage multiplier for each class:

    Gladiator: 4x
    Templar: 4x
    Ranger: 4x
    Assassin: 4x
    Cleric: 3,57x
    Chanter: 3,57x
    Sorcerer:3,5x
    Spiritmaster: 3,47x
    Songweaver: 3,45x
    Gunslinger: 3,7x
    Aethertech: 3,57x

    Example: Templar's Magic Smash VII is 2094 x 4 (Max MB) = 8376 max damage a templar can deal with that skill

    Note: Skills displayed on websites like Aion Database show up a base damage calculated on characters with 120 Knowledge, so don't worry if the damage displayed on your screens is different from the one on the Database.

    Item and Common Stats


    Magical Attack: Base magical damage 1 = 1 damage increase. Orbs/Spellbooks/Harps/Pistols/Aethercannons inflict magical damage. Magical attack influences the base damage of their auto attacks.


    Magic Boost: This Stat influences the damage inflicted by Skills. The higher is your MB, the higher will be your damage.

    An Alternative way to calculate damage inflicted by spells is using this formula:

    The cap of this stat, after which damage does not get increased, stands at 3k. Everything over this value is used as counter for Magic Suppression (PvP).

    Magic Resistance: This stat influences on your chance to resist spells and negative states (Stun/Silence/Blind/Godstone effects/any alterated status).
    Certain skills are not influenced by magic resist, such as SM's Debuffs and some other particular skill exceptions.
    Magic Resist is linked to another important stat, Magic Accuracy.

    10 more MR than your opponent's Magic Accuracy= +1% chance to resist

    Magical Accuracy: This stat influences your spells' chance to hit. It is directly linked to Magic Resist, but it also works as a boost of certain Alterated States.
    Silence/Blind/Stun/Alterated states/Debuffs/Godstone procs are directly influenced by this stat. The higher the MA value, the higher is the chance to land one of those on your enemy.

    See the formula above about MR to calculate your chance to hit with a spell.

    Example: Your Magic Accuracy is at 2.300 and your opponent's MR is 2.700:

    2700-2300= 400 -> 400/10 = 40 -> 40% chance to resist your spells.

    Magic Suppression: Magic Suppression is a particular stat introduced with the 3.0 patch and it works as MB counter, with a 1:1 ratio. This stat reduces the damage inflicted on your character by lowering the opponent's MB in the damage calculation process.

    Example: you have got 1.700 MS and your opponent has got 2.500 MB:

    2500-1700= 800 -> Your opponent will hit on you as if he had 800 MB.

    Critic Spell: Crit spell is the chance you have to inflict critical hits with your spells.

    10 Crit Spell = 1% Chance to inflict crit hits with your spells

    Note: magic crits are all 1.5x, this means if my skill normall inflicts 2.000 damage, it will inflict 2.000x1.5=3000 as Crit.

    Crit Spell Resist:
    This one works as counter for Crit Spell on a 1:1 ratio.

    Magical Defence: This stat, introduced with the 3.0 patch, reduces the damage inflicted by spells.
    It can be found as additional stat on armors which were enchanted with enchant stones.

    10 Magical Defence = -1 Damage from spells

    Conentration: The higher the value of this stat, the lower is the chance to get interrupted while casting skills.

    ___________________________________________________________________

    Attack: This stat is very simple. 1 Attack = 1 Damage increase. Every meele weapon is influenced and influences this stats (Swords,Daggers,GS,Polearm,Mace,Staff,etc).
    (Half of the damage in PvP due to global reduction)

    Crit Strike: The chance to inflict critical hits with your meele attacks.
    What are critical hits? Ciritcal hits are hits with higher damage, which follow a particular multiplier formula:

    Dagger - 2.3x
    Sword - 2.2x
    Mace - 2.0x
    Greatsword - 1.8x
    Polearm - 1.8x
    Bow - 1.7x
    Staff - 1.7x

    So, if i'm wearing my dagger and my base damage is 100, my critical hit will be 100x2.3 = 230.

    How do i calculate my chance to land critical hits?
    Using the following formula:

    From 0 crit to 440 crit = 10 Crit -> 1% chance
    440-550 = 20 Cirt -> 1%
    550-660 = 50 Crit -> 1%
    660 and above = 100 Crit -> 1%

    Sounds complicated, but it is not.

    Let's say my Crit strike is 580.

    580-550= 30/50 -> 0,6%
    550-440= 110/20-> 5,5%
    440/10 -> 44%.

    So: 44%+5,5%+0,6%= 50,1% chance to land a critical hit.

    Strike Resist: Chance to not get hit by crit attacks, counters Crti Strike on 1:1 ratio.

    Physical Defense:
    This stat influences and reduces the damage taken from normal attacks.

    10 Physical Defense = -1 damage

    Evasion: Chance to evade the opponent's attack. This stat follows this formula:

    10 Evasion over the opponent's Accuracy = 1% Chance to evade

    This stat's Cap is at 30% chance to evade the opponent's attack.

    Parry: Chance to parry the opponent's attack. This stat follows this formula:

    10 Parry over the opponent's Accuracy = 1% Chance to parry

    This stat's Cap is at 40% chance to parry.

    By parrying attacks, you can reduce the damage taken of about 50%.

    Block: Chance to Block the opponent's attack. This stat follows this formula:

    10 Block over the opponent's Accuracy = 1% Chance to Block

    This stat's Cap is at 50% chance to Block.

    By blocking attacks, you have a chance of reducing your opponents damage of 70%. (Depends on the quality and enchantment level of your shield)
    __________________________________________________________________________

    Stun/abnormal state resist: Chance to resist any abnormal status

    10 stun resist/abnormal state = 1% increase

    Elemental defence:

    100 elemental defence = -7,5% spell damage

    Healing boost:
    Increases the effect taken by healings:

    10 Healing Boost = 1% healing increase

    Special Movement Bonus (Hidden)


    Forward Movement:

    +10% Physical Damage

    -20% Physical Defense

    +10% Magic Damage

    -20% Elemental defence

    Left/Right Movement:

    +300% to Evasion

    -70% Physical Damage

    -20% Movement Speed

    Backward Movement:

    +500% to Parry

    -70%Physical Damage

    +500% to Block

    -40% Movement Speed


    ___________________________________________________________________
     
    Last edited by a moderator: Jul 10, 2014
  2. Deathangel

    Deathangel True Chill Forum Legend

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    There it goes, if anyone has any sort of questions regarding this, just post here.
     
  3. Frix

    Frix 고독한 Forum Legend

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    How much strike resist we can get now? And is there a crit cap? I mean, can I stack crit till I'll have 100% cri chance? :p
     
  4. Deathangel

    Deathangel True Chill Forum Legend

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    Strike resist can be increased by wearing specific armors and accessories, there is no cap for it. i'm wearing Arbiter's Plate set + Exalted Opal Accessories and my strike resist is at 434.
    No, crit strike is not capped, but since you need 100 crit strike to increase your crit rate by 1% after you get over 660 crit, you would need insane amounts of crit strike to get up to 100% crit chance.
     
    2 people like this.
  5. Frix

    Frix 고독한 Forum Legend

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    Thanks. :)

    Btw. Awesome thread. Me gusta! :p
     
  6. Stephen

    Stephen I always chill bruh

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    Just a quick QQ about Godstones, they said stacking MA on all of the items will increase the chance of the godstone to proc? Is that true? Coz Ive been stacking MA on my cloth set and MA on my wep and also the fuse, but the godstone didnt proc much, btw my godstone is gold para, its very rare when my godstone proc on the target, does MA really increase the probability of godstone to hit? Thats all I want to ask.
     
  7. stratic

    stratic Expert

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    is it true that a female glad cuts animation of the spear?
     
  8. Guille

    Guille i am chillermo Forum Legend

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    It seems faster in your eyes but in reality it's not xD
     
  9. nikpanda

    nikpanda New Member

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    Ari , tell me something . if i have 2700 evasion as of now, and i choose to move sideways in pvp and my evasion goes up by 300% does that mean that my evasion is now 2700x3 = 8100 ?
     
  10. Rome

    Rome ソロモン・ヨアズ・アブラハム Forum Legend

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    Can you explain detailedly how moving forward would affect the opposite faction's elemental defense? I know is cut by 20% but is it affected by MR and by how much? I mean when does MR kicks in in the situation?
     
  11. Guille

    Guille i am chillermo Forum Legend

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    Press P, go to tab 4, walk forward, open your eyes.
     
  12. Rome

    Rome ソロモン・ヨアズ・アブラハム Forum Legend

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    come on sir guille lord I'm being serious here man, can you explain me because I don't understand this.
     
    Last edited by a moderator: Dec 4, 2013
  13. Guille

    Guille i am chillermo Forum Legend

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    Sure.

    Press P, go to tab 4, walk forward, open your eyes.
     
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  14. periwinkle

    periwinkle New Member

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    So according what Deathangel posted earlier, if Magic Accuracy is 2600 and opponent's Magic Resist is 2000, what is the percentage of you landing your magic skills on your opponent then? He only mentioned 10MR = 1% resist. So 600MA = how many %?
     
  15. Akikaze

    Akikaze Elohim, Essaim...I implore you Forum Legend

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    MA 2600 vs MR 2000. 2600 minus 2000 = 600. Guarantee successful hit.
    MR resist chance only applies if MR is equal or above MA.
     
  16. Praxa#400

    Praxa#400 Banned

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    Still the same 4.8? ^^

    and ty :rolleyes:
     
  17. Nueve

    Nueve DØ THË BŪRST Forum Legend

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    this one is true

    BTW @Deathangel thanks for this info. it really helped me a lot.
     
    Last edited by a moderator: Apr 19, 2016
  18. Louy

    Louy ʍѳɴʂ†ɛʀ Forum Legend

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    What do you mean by Still the Same 4.8?
    If you're talking about the guide, well, yes, still useful because the stats still the same.
    Anyway, if you have any questions, feel free to post or PM any Staff Member.
     
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