Difference between revisions of "Status Resistance"
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=== 🧮 Example: Freeze Immunity Calculation === | === 🧮 Example: Freeze Immunity Calculation === | ||
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Formula: | Formula: | ||
− | <pre | + | <pre>0 = 10000 - (MDEF × 20) - (LUK × 5) |
LUK = (10000 - (MDEF × 20)) ÷ 5 | LUK = (10000 - (MDEF × 20)) ÷ 5 | ||
− | + | </pre> | |
---- | ---- | ||
'''At 0 MDEF:''' | '''At 0 MDEF:''' | ||
− | <pre | + | <pre>sc_def = 0 × 20 = 0 |
sc_def2 = LUK × 5 | sc_def2 = LUK × 5 | ||
10000 = LUK × 5 | 10000 = LUK × 5 | ||
LUK = 2000 | LUK = 2000 | ||
− | + | </pre> | |
✅ '''2000 LUK required for 100% Freeze immunity at 0 MDEF''' | ✅ '''2000 LUK required for 100% Freeze immunity at 0 MDEF''' | ||
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'''At 100 MDEF:''' | '''At 100 MDEF:''' | ||
− | <pre | + | <pre>sc_def = 100 × 20 = 2000 |
Remaining = 10000 - 2000 = 8000 | Remaining = 10000 - 2000 = 8000 | ||
LUK = 8000 ÷ 5 = 1600 | LUK = 8000 ÷ 5 = 1600 | ||
− | + | </pre> | |
✅ '''1600 LUK required for 100% Freeze immunity at 100 MDEF''' | ✅ '''1600 LUK required for 100% Freeze immunity at 100 MDEF''' | ||
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Revision as of 04:59, 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
<code>rate = base_rate - (base_rate * sc_def / 10000) - sc_def2; </code>
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