Stats

Primary Stats

Stats are the six fundamental character statistics that make (or break) a character. Stats start out with a base value of 1 and can be raised as far as 99. With bonuses, the effective value can pass 100. Base stats are increased by spending stat points, higher stats costing more to raise. Stat points are gained with base level increases, the amount increasing with higher levels.

STR

Strength: This stat directly increases your physical damage (except using Guns, Instruments, Whips, and Bows), allowing you to deal damage even if you don't equip any weapons if you invest a sufficient amount of STR.

Every 1 STR provides:

  • Attack minimum and maximum damage +1
    • Every 10 total STR provides additional damage bonus (see table below)
  • Weight Limit +30
  • Every 5 STR: Ranged attacks damage +1

    STR bonus damage on melee attacks
STR102030405060708090100110120130140Each additional 10 STR
Bonus damage at this increment13579111315171921232527STR / 10] * 2 - 1
Total bonus damage149162536496481100121144169196[STR / 10]^2
Total damage from STR112439567596119144171200231264299336STR + [STR / 10]^2

  • AGI
    Agility: Used to increase your attack speed and chance of dodging.

Every 1 AGI provides:

  • Flee (chance to dodge enemy attacks) +1
  • ASPD increase -0.4% base time between attacks

The actual ASPD calculation depends on AGI, DEX, ASPD potions and skills, the type of weapon you are using, and your job. It can take between 4 and 10 AGI to increase ASPD by 1. 

VIT
Vitality: Each point of VIT provides the following:

  • Maximum HP +1%
  • approximately 0.8 VIT-based DEF (50 VIT or less, slightly higher with more VIT)
  • Resistance vs. the following Status Effects:
    • Bleeding: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Curse: dereases duration (exact value unknown)
    • Poison: -1% chance from being inflicted, decreases duration (exact value unknown)
    • Silence: -1% chance from being inflicted, -1% duration
    • Stun: -1% chance from being inflicted, -1% duration
  • Effectiveness from healing items +2%
  • Every 2 VIT: Soft MDEF +1 (?)
  • Every 5 VIT: HP regeneration rate +1

The VIT-based DEF is not particularly useful at late levels (due to calculation being Final Damage = (Initial damage - Armor-based DEF (%) - Any cards that provide damage reduction or resistance - Any other reduction effects) - VIT-based DEF (pure value), but it still doesn't negate the fact it grants you much higher HP and great efficiency from healing items.

  • The calculation to see actual HP increased with every 1 VIT is: Total HP = [Base HP * (VIT * 0.01)]
  • The calculation to see actual HP regenerated naturally with every 5 VIT is: Total HP Natural Regeneration Rate = [Max HP / 200] + [VIT / 5]
  • The calculation to see actual HP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (VIT * 0.02)].

    INT
    Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF. Every 1 INT provides the following:
  • Increase of MATK (See chart below)
    • Bonus to minimum MATK every 7 INT
    • Bonus to maximum MATK every 5 INT
  • INT-based MDEF +1 (approximately)
  • Maximum SP +1%.
  • SP restoration items effectiveness +1%
  • Every 6 INT: natural SP regeneration +1
  • Alchemists: brewing success rate +0.05% (half the benefits of DEX of LUK)
  • Resistance vs. the following Status Effects:
    • Blind: -2/3% chance from being inflicted, -1/15 second duration
    • Sleep: -1% chance from being inflicted
    • Chaos: -2/3% chance from being inflicted

      MATK chart:
Total INTMinMax
111
222
333
444
556
667
788
899
91010
101114
111215
121316
131417
141818
151924
162025
172126
182227
192328
202436
213037
223138
233239
243340
253450
Total INTMinMax
263551
273652
284453
294554
304666
314767
324868
334969
345070
356084
366185
376286
386387
396488
4065104
4166105
4278106
4379107
4480108
4581126
4682127
4783128
4884129
4998130
5099150
Total INTMinMax
51100151
52101152
53102153
54103154
55104176
56120177
57121178
58122179
59123180
60124204
61125205
62126206
63144207
64145208
65146234
66147235
67148236
68149237
69150238
70170266
71171267
72172268
73173269
74174270
75175300
Total INTMinMax
76176301
77198302
78199303
79200304
80201336
81202337
82203338
83204339
84228340
85229374
86230375
87231376
88232377
89233378
90234414
91260415
92261416
93262417
94263418
95264456
96265457
97266458
98294459
99295460
100296500
Total INTMinMax
101297501
102298502
103299503
104300504
105330546
106331547
107332548
108333549
109334550
110335594
111336595
112368596
113369597
114370598
115371644
116372645
117373646
118374647
119408648
120409696
121410697
122411698
123412699
124413700
125414750
Total INTMinMax
126450751
127451752
128452753
129453754
130454806
131455807
132456808
133494809
134495810
135496864
136497865
137498866
138499867
139500868
140540924
141541925
142542926
143543927
144544928
145545986
146546987
147588988
148589989
149590990
1505911050

 

Every 100 SP will provide 1 more SP regenerated during natural regeneration state. You gain 1 INT-based MDEF for every 1 INT you increase. INT-based MDEF is taken into account after all other factors such as cards, your item-based MDEF, and such has been calculated first.

  • The calculation to see actual SP increased with every 1 INT is: Total SP = Base SP + [Base SP * (INT * 0.01)]
  • The calculation to see actual SP regenerated naturally with every 6 INT is: Total SP Natural Regeneration Rate = [Max SP / 100] + [INT / 6] + 1
  • The calculation to see actual SP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (INT * 0.01)]
  • The calculation to see actual MATK rate: Min MATK = (INT + [INT / 7]^2) ~ Max MATK = (INT + [INT / 5]^2)

    DEX

Dexterity: Decides your accuracy with your weapons. It also increases your ASPD (but requires more stats than AGI to increase ASPD by 1), as well as decreasing cast time of your spells. It also reduces the min-max damage rate, allowing you to do better average damage output, eventually almost always only doing top-end damage should you invest in DEX highly. As noted in STR description, bow, gun, whip and instrument users do not increase their damage through STR; they do it through DEX. DEX also has a close relationship with success rates with creation abilities such as weapon forging as a Blacksmith class or making a potion as an Alchemist class. Also, success rate of ability Steal (Thief's ability) depends on your DEX.

Every 1 DEX provides the following:

  • Increased damage of bows, guns, whip and instrument attacks
    • +1 minimum and maximum damage, additional bonus at every increments of 10 DEX (see table below)
  • Hit (chance to land hit on enemy) +1
  • Cast time -1/150 (150 DEX = instant cast)
  • Hunters: each 10 points increases in 1% the chance of Auto-Blitz Beat be triggered, requires a Falcon and the skill Blitz Beat
  • Thiefs: Steal success rate +0.01x
  • Rogues: divesting success rate +0.2%
  • Blacksmiths: forging success rate +0.1%
  • Alchemists: brewing success rate +0.1%
  • Cooking success rate +0.2%
  • Increases minimum damage of attacks
    • Level 1 weapons: minimum damage +1
    • Level 2 weapons: minimum damage +1.2
    • Level 3 weapons: minimum damage +1.4
    • Level 4 weapons: minimum damage +1.6
  • Slightly ASPD increase -0.1% base time between attacks (more information in ASPD discussion)
  • Every 5 DEX: melee damage +1

    DEX bonus damage for bows, guns, whips and instruments
DEX102030405060708090100110120130140Each additional 10 DEX
Bonus damage at this increment13579111315171921232527DEX / 10] * 2 - 1
Total bonus damage149162536496481100121144169196[DEX / 10]^2
Total damage from DEX112439567596119144171200231264299336DEX + [DEX / 10]^2

 

LUK

Luck: Each 1 LUK provides the following:

  • Critical rate (DEF ignoring attack) +0.3%,
  • Perfect dodge +0.1%
  • Blacksmiths: forging success rate +0.1%
  • Alchemists: brewing success rate +0.1%
  • Hunters: each 3 points increases in 1% the chance of Auto-Blitz Beat be triggered, requires a Falcon and the skill Blitz Beat
  • Cooking success rate +0.1%
  • Every 5 LUK: reduces enemy's chance of landing critical attack by 1%
  • Every 5 LUK: ATK +1
  • Resistance to some status effects
    • Blind: slightly decreases chance from being inflicted
    • Curse: -1% chance from being inflicted
    • Frozen: slightly decreases from being inflicted
    • Poison: slightly decreases chance from being inflicted (exact value unknown)
    • Silence: slightly decreases from being inflicted
    • Sleep: slightly decreases from being inflicted
    • Stone Curse: slightly decreases chance from being inflicted
    • Stun: slightly decreases chance from being inflicted, -0.01 seconds duration

LUK does not effect ingame drop rates, or chances to get a rarer item when killing. Its simply based on in-game percents not LUK as a stat.

  • The calculation to see actual CRIT rate: CRIT = [LUK * 0.3] + 1