Difference between revisions of "Status Resistance"
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---- | ---- | ||
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=== ✅ Status Resistance Final Formula === | === ✅ Status Resistance Final Formula === | ||
− | <pre | + | <pre>rate = base_rate - (base_rate * sc_def / 10000) - sc_def2; |
− | + | </pre> | |
Where: | Where: | ||
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*<code>sc_def</code> is the '''percentage resistance''' calculated from stats (e.g., <code>MDEF * 20</code> for Freeze). | *<code>sc_def</code> is the '''percentage resistance''' calculated from stats (e.g., <code>MDEF * 20</code> for Freeze). | ||
*<code>sc_def2</code> is the '''flat resistance''' also from stats (e.g., <code>LUK * 5</code> for Freeze). Subtracts a flat value after percentage reduction, making LUK, MDEF, or other stats critical for full immunity. | *<code>sc_def2</code> is the '''flat resistance''' also from stats (e.g., <code>LUK * 5</code> for Freeze). Subtracts a flat value after percentage reduction, making LUK, MDEF, or other stats critical for full immunity. | ||
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To achieve '''100% immunity''', your combined reductions must reduce <code>rate = 10000</code> down to <code>0</code>. | To achieve '''100% immunity''', your combined reductions must reduce <code>rate = 10000</code> down to <code>0</code>. | ||
− | + | <!-- notionvc: 89bb035d-7f92-4ebb-8658-d3120a9f22da --><!-- notionvc: bf00741e-7d91-42c6-a70c-f2fa2fd33a1f --> | |
− | <!-- notionvc: bf00741e-7d91-42c6-a70c-f2fa2fd33a1f --> | ||
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---- | ---- | ||
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=== 📊 Status Resistance Table === | === 📊 Status Resistance Table === | ||
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| Poison | | Poison | ||
| VIT * 40 | | VIT * 40 | ||
− | | | + | | .4% |
− | | | + | | LUK * 3.5 |
− | | | + | | 0.035% |
|- | |- | ||
| Deadly Poison | | Deadly Poison | ||
| VIT * 40 | | VIT * 40 | ||
− | | | + | | .4% |
− | | | + | | LUK * 3.5 |
− | | | + | | 0.035% |
|- | |- | ||
| Stun | | Stun | ||
| VIT * 50 | | VIT * 50 | ||
− | | | + | | .5% |
− | | | + | | LUK * 5 |
− | | | + | | 0.05% |
|- | |- | ||
| Silence | | Silence | ||
| VIT * 50 | | VIT * 50 | ||
− | | | + | | .5% |
− | | | + | | LUK * 5 |
− | | | + | | 0.05% |
|- | |- | ||
| Bleeding | | Bleeding | ||
| VIT * 40 | | VIT * 40 | ||
− | | | + | | .4% |
− | | | + | | LUK * 3.5 |
− | | | + | | 0.035% |
|- | |- | ||
| Sleep | | Sleep | ||
| VIT * 50 | | VIT * 50 | ||
− | | | + | | .5% |
− | | | + | | LUK * 5 |
− | | | + | | 0.05% |
|- | |- | ||
| Stone Curse | | Stone Curse | ||
| MDEF * 12.5 | | MDEF * 12.5 | ||
− | | | + | | 0.125% |
− | | | + | | LUK * 5 |
− | | | + | | 0.05% |
|- | |- | ||
| Freeze | | Freeze | ||
| MDEF * 20 | | MDEF * 20 | ||
− | | | + | | 0.200% |
− | | | + | | LUK * 5 |
− | | | + | | 0.05% |
|- | |- | ||
| Curse | | Curse | ||
| LUK * 20 | | LUK * 20 | ||
− | | | + | | 0.5% |
− | | | + | | LUK * 5 |
− | | | + | | 0.05% |
|- | |- | ||
| Blind | | Blind | ||
− | | VIT * 25 | + | | VIT * 25 + INT * 25 |
− | | | + | | 0.25% |
− | | | + | | LUK * 5 |
− | | | + | | 0.05% |
|- | |- | ||
| Confusion | | Confusion | ||
− | | | + | | STR * 25 + INT * 25 |
− | | | + | | 0.25% |
− | | | + | | LUK * 5 |
− | | | + | | 0.05% |
|- | |- | ||
| Decrease Agi | | Decrease Agi | ||
− | | | + | | - |
− | | | + | | - |
− | | | + | | MDEF * 12.5 |
− | | | + | | 0.125% |
|- | |- | ||
| Ankle Snare | | Ankle Snare | ||
− | | | + | | AGI * 25 |
− | | | + | | 0.25 % |
− | | | + | | - |
− | | | + | | - |
|} | |} | ||
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+ | === 🧮 Example: Freeze Immunity Calculation === | ||
+ | |||
+ | '''Goal:''' Find '''LUK''' needed for '''100% Freeze immunity at 0 MDEF''' | ||
+ | |||
+ | '''(based on updated formula in Arunafeltz Server)''' | ||
+ | |||
+ | '''Using:''' | ||
+ | |||
+ | *<code>sc_def = MDEF × 20</code> | ||
+ | *<code>sc_def2 = LUK × 5</code> | ||
+ | |||
+ | Formula: | ||
+ | <pre>0 = 10000 - (MDEF × 20) - (LUK × 5) | ||
+ | LUK = (10000 - (MDEF × 20)) ÷ 5 | ||
+ | </pre> | ||
+ | |||
+ | ---- | ||
+ | |||
+ | '''At 0 MDEF:''' | ||
+ | <pre>sc_def = 0 × 20 = 0 | ||
+ | sc_def2 = LUK × 5 | ||
+ | |||
+ | 10000 = LUK × 5 | ||
+ | LUK = 2000 | ||
+ | </pre> | ||
+ | |||
+ | ✅ '''2000 LUK required for 100% Freeze immunity at 0 MDEF''' | ||
+ | |||
+ | ---- | ||
+ | |||
+ | '''At 100 MDEF:''' | ||
+ | <pre>sc_def = 100 × 20 = 2000 | ||
+ | Remaining = 10000 - 2000 = 8000 | ||
+ | LUK = 8000 ÷ 5 = 1600 | ||
+ | </pre> | ||
+ | |||
+ | ✅ '''1600 LUK required for 100% Freeze immunity at 100 MDEF''' | ||
+ | |||
+ | <!-- notionvc: 5e8aaf44-c91d-4cef-8ebd-e4a39b3344ee --> | ||
+ | |||
+ | ---- | ||
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+ | | ||
+ | |||
+ | === 📊 Required LUK for 100% Freeze Immunity === | ||
+ | |||
+ | {| | ||
+ | |- | ||
+ | ! MDEF | ||
+ | ! Required LUK | ||
+ | |- | ||
+ | | 0 | ||
+ | | 2000 | ||
+ | |- | ||
+ | | 100 | ||
+ | | 1600 | ||
+ | |- | ||
+ | | 200 | ||
+ | | 1200 | ||
+ | |- | ||
+ | | 300 | ||
+ | | 800 | ||
+ | |- | ||
+ | | 400 | ||
+ | | 400 | ||
+ | |- | ||
+ | | 500 | ||
+ | | 0 | ||
+ | |- | ||
+ | | 600+ | ||
+ | | ✅ Immune | ||
+ | |} | ||
+ | |||
+ | ✅ '''Summary:''' | ||
+ | |||
+ | *Every +100 MDEF reduces required LUK by '''400'''. | ||
+ | *At '''400 MDEF''', you need '''0 LUK''' to fully resist Freeze. | ||
+ | *You can freely combine MDEF and LUK to reach 100% resistance. | ||
+ | |||
+ | <!-- notionvc: 6fba83fb-0445-4487-a0f5-c448c078dba6 --> |
Latest revision as of 19:13, 15 August 2025
Contents
What changed
- With Magic Builds Boosted & MDEF Items Revamped we are also adjusting how MDEF affects our current status resistance for balancing.
- Adjusted required MDEF for Freeze status effects resistance.
- We are referring to HARD MDEF for this section.
✅ Status Resistance Final Formula
rate = base_rate - (base_rate * sc_def / 10000) - sc_def2;
Where:
base_rate
is usually 10000 (for 100% chance).sc_def
is the percentage resistance calculated from stats (e.g.,MDEF * 20
for Freeze).sc_def2
is the flat resistance also from stats (e.g.,LUK * 5
for Freeze). Subtracts a flat value after percentage reduction, making LUK, MDEF, or other stats critical for full immunity.
To achieve 100% immunity, your combined reductions must reduce rate = 10000
down to 0
.
📊 Status Resistance Table
This table is presented to help players quickly see how much each stat contributes to resisting statuses:
Status | sc_def per point | % per point | sc_def2 per point | %per point |
Poison | VIT * 40 | .4% | LUK * 3.5 | 0.035% |
Deadly Poison | VIT * 40 | .4% | LUK * 3.5 | 0.035% |
Stun | VIT * 50 | .5% | LUK * 5 | 0.05% |
Silence | VIT * 50 | .5% | LUK * 5 | 0.05% |
Bleeding | VIT * 40 | .4% | LUK * 3.5 | 0.035% |
Sleep | VIT * 50 | .5% | LUK * 5 | 0.05% |
Stone Curse | MDEF * 12.5 | 0.125% | LUK * 5 | 0.05% |
Freeze | MDEF * 20 | 0.200% | LUK * 5 | 0.05% |
Curse | LUK * 20 | 0.5% | LUK * 5 | 0.05% |
Blind | VIT * 25 + INT * 25 | 0.25% | LUK * 5 | 0.05% |
Confusion | STR * 25 + INT * 25 | 0.25% | LUK * 5 | 0.05% |
Decrease Agi | - | - | MDEF * 12.5 | 0.125% |
Ankle Snare | AGI * 25 | 0.25 % | - | - |
🧮 Example: Freeze Immunity Calculation
Goal: Find LUK needed for 100% Freeze immunity at 0 MDEF
(based on updated formula in Arunafeltz Server)
Using:
sc_def = MDEF × 20
sc_def2 = LUK × 5
Formula:
0 = 10000 - (MDEF × 20) - (LUK × 5) LUK = (10000 - (MDEF × 20)) ÷ 5
At 0 MDEF:
sc_def = 0 × 20 = 0 sc_def2 = LUK × 5 10000 = LUK × 5 LUK = 2000
✅ 2000 LUK required for 100% Freeze immunity at 0 MDEF
At 100 MDEF:
sc_def = 100 × 20 = 2000 Remaining = 10000 - 2000 = 8000 LUK = 8000 ÷ 5 = 1600
✅ 1600 LUK required for 100% Freeze immunity at 100 MDEF
📊 Required LUK for 100% Freeze Immunity
MDEF | Required LUK |
---|---|
0 | 2000 |
100 | 1600 |
200 | 1200 |
300 | 800 |
400 | 400 |
500 | 0 |
600+ | ✅ Immune |
✅ Summary:
- Every +100 MDEF reduces required LUK by 400.
- At 400 MDEF, you need 0 LUK to fully resist Freeze.
- You can freely combine MDEF and LUK to reach 100% resistance.