Post by Admin on Feb 3, 2013 15:16:13 GMT -6
It occurs to me that the functional stats of the game have changed since this report was taken. I'll do my best on my own to record data and adjust this as changes are found. I have already adjusted some stats in here to make the guide as accurate as possible. I would love it if everyone could chip in here where they find errors and make this guide more complete, so that everyone may gain the maximum benefit from it.
Information based off of Doppler's findings.
Physical defence:
10 physical defence = -1 physical damage
Magic resistance:
10 more magic resistance than your enemy has magic accuracy = +1% chance to resist. There is no cap for MR.
Physical damage mitigation
The table for damage mitigation in Aion operates in the order listed below. First the table will check to see if you successfully evade an attack. If you succeed at this check, it will check to see if you are above 30% evasion on the enemies attacks. If you succeed at this check more than 30% of the time, the table will not allow you to evade, and it will move on to parry. The table operates in the same way for parrying, with the exception that the rate of possible parries increases to 40%. Lastly, the table will check for blocks. Blocking works in the same way as the previous stats, with the exception that you can block up to 50% of your enemy's attacks. If you fail to mitigate an attack by dodging, parrying, or blocking, you will take the full physical damage from the attack.
Evasion:
10 more evasion than your enemy has accuracy = +1% chance to evade. You cannot evade more than 30% of your enemy's attacks.
Parry:
10 more parry than your enemy has accuracy = +1% chance to parry. You cannot parry more than 40% of your enemy's attacks.
Block:
10 more block than your enemy has accuracy = +1% chance to block. You cannot block more than 50% of your enemy's attacks.
Healing boost:
10 healing boost = 1% increase. (capped at 1000 = 100% increase)
Critical hit before 440:
10 crit = 1% increase 1 crit = .1%
Critical hit after 440, but before 600:
20 crit = 1% increase 1 crit = .05%
Critical hit after 600, but before 1000:
50 crit = 1% increase (1000 has been considered the cap, so max crit rate = 60%). 1 crit = .025%
Stun/abnormal state resist:
10 stun resist/abnormal state = 1% increase
Elemental defence:
10 elemental defence = -1% from damage (1000 = around -90% damage and that's the highest it gets)
Critical resist:
10 critical resist = -10 from your enemy's crit rate.
Critical defence:
10 critical defence = -1% damage from enemy's critical hit.
Magical Boost (Capped at 2900):
Magic boost divided by knowledge/10 = % increase
Magic suppression reduces effective MB versus the target at a 1:1 ratio
Sorceror base knowledge = 120
12 MB = 1%
1200 MB = 100%
Cleric base knowledge = 105
10.5 MB = 1%
1050 MB = 100%
This means that Clerics get a greater bonus from each point of MB applied. This is the same for chanters.
Magical critical hit:
10 = 1% increase
Attack speed:
The lower the number, the faster you attack. You cannot decrease the attack speed of a weapon beyond 50%. If you have a 2.4 attack speed weapon, you cannot reduce it below 1.2 attack speed.
Attack:
Basically +1 attack = +1 damage in PvE (+0.5 in PvP)
Forward Movement gives: (hidden, doesn't show in stats)
+10% Physical Damage
-20% Physical Defense
+10% Magic Damage
-20% Elemental defence
Left/Right Strafe Gives: (hidden, doesn't show in stats)
+300% to Evasion
-70% Physical Damage
-20% Movement Speed
Backward Movement Gives: (hidden, doesn't show in stats)
+500% to Parry
-70%Physical Damage
+500% to Block
-40% Movement Speed
-movement modifiers updated by lamercho's info
Base Knowledges (to calculate your magic boost's damage increase):
Assassin/Ranger/Gladiator/Templar = 90
Chanter/Cleric = 105
Spiritmaster = 115
Sorcerer = 120
Crit modifiers:
Dagger - 2.3x
Sword - 2.2x
Mace - 2.0x
Greatsword - 1.8x
Polearm - 1.8x
Bow - 1.7x
Staff - 1.7x
Armor enchant bonuses:
+HP (based on the piece and type)
Pauldrons/Boots/Gloves = +2 crit resist/pdef
Pants = +3 crit resist/pdef
Shirt = +4 crit resist/pdef
Plate armor enchantment HP bonuses:
Shirt = +8 HP / enchant
Pants = +6 HP / enchant
Boots/Gloves/Pauldrons = +4 HP / enchant
+10 set = overall +260 HP
+15 set = overall +390 HP
Chain armor enchantment HP bonuses:
Shirt = +10 HP / enchant
Pants = +8 HP / enchant
Boots/Gloves/Pauldrons = +6 HP / enchant
+10 set = overall +360 HP
+15 set = overall +540 HP
Leather armor enchantment HP bonuses:
Shirt = +12 HP / enchant
Pants = +10 HP / enchant
Boots/Gloves/Pauldrons = +8 HP / enchant
+10 set = overall +460 HP
+15 set = overall +690 HP
Cloth armor enchantment HP bonuses:
Shirt = +14 HP / enchant
Pants = +12 HP / enchant
Boots/Gloves/Pauldrons = +10 HP / enchant
+10 set = overall +560 HP
+15 set = overall +840 HP
Information based off of Doppler's findings.
Physical defence:
10 physical defence = -1 physical damage
Magic resistance:
10 more magic resistance than your enemy has magic accuracy = +1% chance to resist. There is no cap for MR.
Physical damage mitigation
The table for damage mitigation in Aion operates in the order listed below. First the table will check to see if you successfully evade an attack. If you succeed at this check, it will check to see if you are above 30% evasion on the enemies attacks. If you succeed at this check more than 30% of the time, the table will not allow you to evade, and it will move on to parry. The table operates in the same way for parrying, with the exception that the rate of possible parries increases to 40%. Lastly, the table will check for blocks. Blocking works in the same way as the previous stats, with the exception that you can block up to 50% of your enemy's attacks. If you fail to mitigate an attack by dodging, parrying, or blocking, you will take the full physical damage from the attack.
Evasion:
10 more evasion than your enemy has accuracy = +1% chance to evade. You cannot evade more than 30% of your enemy's attacks.
Parry:
10 more parry than your enemy has accuracy = +1% chance to parry. You cannot parry more than 40% of your enemy's attacks.
Block:
10 more block than your enemy has accuracy = +1% chance to block. You cannot block more than 50% of your enemy's attacks.
Healing boost:
10 healing boost = 1% increase. (capped at 1000 = 100% increase)
Critical hit before 440:
10 crit = 1% increase 1 crit = .1%
Critical hit after 440, but before 600:
20 crit = 1% increase 1 crit = .05%
Critical hit after 600, but before 1000:
50 crit = 1% increase (1000 has been considered the cap, so max crit rate = 60%). 1 crit = .025%
Stun/abnormal state resist:
10 stun resist/abnormal state = 1% increase
Elemental defence:
10 elemental defence = -1% from damage (1000 = around -90% damage and that's the highest it gets)
Critical resist:
10 critical resist = -10 from your enemy's crit rate.
Critical defence:
10 critical defence = -1% damage from enemy's critical hit.
Magical Boost (Capped at 2900):
Magic boost divided by knowledge/10 = % increase
Magic suppression reduces effective MB versus the target at a 1:1 ratio
Sorceror base knowledge = 120
12 MB = 1%
1200 MB = 100%
Cleric base knowledge = 105
10.5 MB = 1%
1050 MB = 100%
This means that Clerics get a greater bonus from each point of MB applied. This is the same for chanters.
Magical critical hit:
10 = 1% increase
Attack speed:
The lower the number, the faster you attack. You cannot decrease the attack speed of a weapon beyond 50%. If you have a 2.4 attack speed weapon, you cannot reduce it below 1.2 attack speed.
Attack:
Basically +1 attack = +1 damage in PvE (+0.5 in PvP)
Forward Movement gives: (hidden, doesn't show in stats)
+10% Physical Damage
-20% Physical Defense
+10% Magic Damage
-20% Elemental defence
Left/Right Strafe Gives: (hidden, doesn't show in stats)
+300% to Evasion
-70% Physical Damage
-20% Movement Speed
Backward Movement Gives: (hidden, doesn't show in stats)
+500% to Parry
-70%Physical Damage
+500% to Block
-40% Movement Speed
-movement modifiers updated by lamercho's info
Base Knowledges (to calculate your magic boost's damage increase):
Assassin/Ranger/Gladiator/Templar = 90
Chanter/Cleric = 105
Spiritmaster = 115
Sorcerer = 120
Crit modifiers:
Dagger - 2.3x
Sword - 2.2x
Mace - 2.0x
Greatsword - 1.8x
Polearm - 1.8x
Bow - 1.7x
Staff - 1.7x
Armor enchant bonuses:
+HP (based on the piece and type)
Pauldrons/Boots/Gloves = +2 crit resist/pdef
Pants = +3 crit resist/pdef
Shirt = +4 crit resist/pdef
Plate armor enchantment HP bonuses:
Shirt = +8 HP / enchant
Pants = +6 HP / enchant
Boots/Gloves/Pauldrons = +4 HP / enchant
+10 set = overall +260 HP
+15 set = overall +390 HP
Chain armor enchantment HP bonuses:
Shirt = +10 HP / enchant
Pants = +8 HP / enchant
Boots/Gloves/Pauldrons = +6 HP / enchant
+10 set = overall +360 HP
+15 set = overall +540 HP
Leather armor enchantment HP bonuses:
Shirt = +12 HP / enchant
Pants = +10 HP / enchant
Boots/Gloves/Pauldrons = +8 HP / enchant
+10 set = overall +460 HP
+15 set = overall +690 HP
Cloth armor enchantment HP bonuses:
Shirt = +14 HP / enchant
Pants = +12 HP / enchant
Boots/Gloves/Pauldrons = +10 HP / enchant
+10 set = overall +560 HP
+15 set = overall +840 HP