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' | A player or monster's [[stats]] are numerical values that do most of the work determining how much damage is given or taken during an attack or if a special effect is successfully applied after an attack that can apply one. Stats are inherent to a given monster, aside from applied buffs and debuffs, but a player's stats can be changed through leveling up and equipping items. | ||
==Base stats== | |||
<span id="HP"></span> | <span id="HP"></span> | ||
===Hit Points (HP)=== | |||
'''HP''', or '''Hit Points''', is a measure of durability. Players and monsters lose HP when they take damage; when a player's HP reaches 0, they die, and must be revived with {{Reverser}}, a {{Tool|Moon Atomizer}}, or a {{Tool|Scape Doll}}, or by returning to [[Pioneer 2]]. When a monster dies, it stays dead. HP can be restored with [[Tools#Consumables|recovery items]], {{Resta}}, or a [[healing ring]]. A player's maximum HP can be increased by leveling up, using {{Tool|HP Material|HP Materials}}, or by equipping [[units]], most commonly HP-type units. There is no maximum HP value for any class. | '''HP''', or '''Hit Points''', is a measure of durability. Players and monsters lose HP when they take damage; when a player's HP reaches 0, they die, and must be revived with {{Reverser}}, a {{Tool|Moon Atomizer}}, or a {{Tool|Scape Doll}}, or by returning to [[Pioneer 2]]. When a monster dies, it stays dead. HP can be restored with [[Tools#Consumables|recovery items]], {{Resta}}, or a [[healing ring]]. A player's maximum HP can be increased by leveling up, using {{Tool|HP Material|HP Materials}}, or by equipping [[units]], most commonly HP-type units. There is no maximum HP value for any class. | ||
<span id="TP"></span> | <span id="TP"></span> | ||
===Technique Points (TP)=== | |||
'''TP''', or '''Technique Points''', is a measure of technique stamina. Players lose TP when they cast a technique or land an attack using a Spirit special. TP can be restored by using recovery items or a healing ring, being revived by a Scape Doll, or visiting the [[Medical Center]] on Pioneer 2. A player's maximum TP can be increased by leveling up, using {{Tool|TP Material|TP Materials}}, or by equipping [[units]], most commonly TP-type units. Androids have 0 TP, but other classes have no maximum TP value. | '''TP''', or '''Technique Points''', is a measure of technique stamina. Players lose TP when they cast a technique or land an attack using a Spirit special. TP can be restored by using recovery items or a healing ring, being revived by a Scape Doll, or visiting the [[Medical Center]] on Pioneer 2. A player's maximum TP can be increased by leveling up, using {{Tool|TP Material|TP Materials}}, or by equipping [[units]], most commonly TP-type units. Androids have 0 TP, but other classes have no maximum TP value. | ||
<span id="ATP"></span> | <span id="ATP"></span> | ||
===Attack Power (ATP)=== | |||
'''ATP''', or '''Attack Power''', is a measure of strength. When a non-technique attack that doesn't deal [[Fixed attack damage|fixed damage]] is used, the attacker's ATP determines how much damage the attack will inflict. ATP can be increased by leveling up, casting {{Shifta}}, equipping [[weapons]], some [[frames]] and [[barriers]], or units (most commonly Power-type units), or by using {{Tool|Power Material|Power Materials}}. Many weapons, mostly close-range weapons such as [[sabers]] and [[swords]], require a certain amount of ATP to equip. Every class has their own maximum ATP value. | '''ATP''', or '''Attack Power''', is a measure of strength. When a non-technique attack that doesn't deal [[Fixed attack damage|fixed damage]] is used, the attacker's ATP determines how much damage the attack will inflict. ATP can be increased by leveling up, casting {{Shifta}}, equipping [[weapons]], some [[frames]] and [[barriers]], or units (most commonly Power-type units), or by using {{Tool|Power Material|Power Materials}}. Many weapons, mostly close-range weapons such as [[sabers]] and [[swords]], require a certain amount of ATP to equip. Every class has their own maximum ATP value. | ||
<span id="DFP"></span> | <span id="DFP"></span> | ||
===Defense Power (DFP)=== | |||
'''DFP''', or '''Defense Power''', is a measure of resilience. When a non-technique attack that doesn't deal [[Fixed attack damage|fixed damage]] is used, the target's DFP determines how much damage they will take. DFP can be increased by leveling up, casting {{Deband}}, equipping frames, barriers, or units (most commonly Body-type units), or using {{Tool|Def Material|Def Materials}}. Every class has their own maximum DFP value. | '''DFP''', or '''Defense Power''', is a measure of resilience. When a non-technique attack that doesn't deal [[Fixed attack damage|fixed damage]] is used, the target's DFP determines how much damage they will take. DFP can be increased by leveling up, casting {{Deband}}, equipping frames, barriers, or units (most commonly Body-type units), or using {{Tool|Def Material|Def Materials}}. Every class has their own maximum DFP value. | ||
<span id="MST"></span> | <span id="MST"></span> | ||
===Mental Strength (MST)=== | |||
'''MST''', or '''Mental Strength''', is a measure of technique strength. When an offensive technique is cast, the caster's MST determines how much damage the technique will do; if {{Resta}} is cast, the caster's MST instead determines how much HP is restored. MST can be increased by leveling up, equipping weapons (most [[wands]] and some [[canes]] and [[rods]]), barriers ({{Shield|rare|Force Wall}}, {{Shield|rare|Blue Ring}}, or {{Shield|rare|Red Ring}}), units (most commonly Mind-type units), or using {{Tool|Mind Material|Mind Materials}}. Androids have 0 MST, and every other class has their own maximum MST value. | '''MST''', or '''Mental Strength''', is a measure of technique strength. When an offensive technique is cast, the caster's MST determines how much damage the technique will do; if {{Resta}} is cast, the caster's MST instead determines how much HP is restored. MST can be increased by leveling up, equipping weapons (most [[wands]] and some [[canes]] and [[rods]]), barriers ({{Shield|rare|Force Wall}}, {{Shield|rare|Blue Ring}}, or {{Shield|rare|Red Ring}}), units (most commonly Mind-type units), or using {{Tool|Mind Material|Mind Materials}}. Androids have 0 MST, and every other class has their own maximum MST value. | ||
<span id="ATA"></span> | <span id="ATA"></span> | ||
===Attack Accuracy (ATA)=== | |||
'''ATA''', or '''Attack Accuracy''', is a measure of precision. When a non-technique attack that isn't a guaranteed hit is used, the attacker's ATA determines how likely the attack is to hit its target. ATA can be increased by leveling up or equipping most weapons, some frames and barriers, or units (most commonly Arm-type units). Every class has their own maximum ATA value. | '''ATA''', or '''Attack Accuracy''', is a measure of precision. When a non-technique attack that isn't a guaranteed hit is used, the attacker's ATA determines how likely the attack is to hit its target. ATA can be increased by leveling up or equipping most weapons, some frames and barriers, or units (most commonly Arm-type units). Every class has their own maximum ATA value. | ||
<span id="EVP"></span> | <span id="EVP"></span> | ||
===Evasion Power (EVP)=== | |||
'''EVP''', or '''Evasion Power''', is a measure of evasiveness. When a non-technique attack that isn't guaranteed to hit is used, the target's EVP determines how likely they are to dodge the attack. EVP can be increased by leveling up or by using equipment (mostly Legs-type units) or {{Tool|Evade Material|Evade Materials}}. Every class has their own maximum EVP value. | '''EVP''', or '''Evasion Power''', is a measure of evasiveness. When a non-technique attack that isn't guaranteed to hit is used, the target's EVP determines how likely they are to dodge the attack. EVP can be increased by leveling up or by using equipment (mostly Legs-type units) or {{Tool|Evade Material|Evade Materials}}. Every class has their own maximum EVP value. | ||
<span id="LCK"></span> | <span id="LCK"></span> | ||
===Luck (LCK)=== | |||
'''LCK''', or '''Luck''', is a measure of critical hit chance. When a non-technique attack that doesn't deal [[Fixed attack damage|fixed damage]] successfully hits a target, the attack has an <code>Attacker's LCK / 5</code>% chance of being a critical hit if the attacker is a player and an <code>Attack's LCK / 2</code>% chance of being a critical hit if the attacker is a monster. LCK can be increased by using equipment (most commonly Luck-type units) or {{Tool|Luck Material|Luck Materials}}; LCK is the only non-resistance stat that doesn't increase by leveling up. Every class has a maximum value of 100 LCK, but monsters can have higher LCK values. | '''LCK''', or '''Luck''', is a measure of critical hit chance. When a non-technique attack that doesn't deal [[Fixed attack damage|fixed damage]] successfully hits a target, the attack has an <code>Attacker's LCK / 5</code>% chance of being a critical hit if the attacker is a player and an <code>Attack's LCK / 2</code>% chance of being a critical hit if the attacker is a monster. LCK can be increased by using equipment (most commonly Luck-type units) or {{Tool|Luck Material|Luck Materials}}; LCK is the only non-resistance stat that doesn't increase by leveling up. Every class has a maximum value of 100 LCK, but monsters can have higher LCK values. | ||
== | ==Resistances== | ||
<span id="EFR"></span> | <span id="EFR"></span> | ||
===Fire resistance (EFR)=== | |||
When an attack that deals fire damage hits a target, the target's EFR reduces the damage of the attack by <code>Target's EFR</code>%. EFR can be increased by equipping frames, barriers, or units (most commonly Resist-type units). EFR does not increase by leveling up. Every class has a soft cap of 100 EFR; after this, no benefits are gained, as 100 EFR reduces fire damage by 100%. | '''EFR''', or '''fire resistance''', is a measure of protection from fire. When an attack that deals fire damage hits a target, the target's EFR reduces the damage of the attack by <code>Target's EFR</code>%. EFR can be increased by equipping frames, barriers, or units (most commonly Resist-type units). EFR does not increase by leveling up. Every class has a soft cap of 100 EFR; after this, no benefits are gained, as 100 EFR reduces fire damage by 100%. | ||
<span id="EIC"></span> | <span id="EIC"></span> | ||
===Ice resistance (EIC)=== | |||
When an attack that deals ice damage hits a target, the target's EIC reduces the damage of the attack by <code>Target's EIC</code>%. EIC can be increased by equipping frames, barriers, or units (most commonly Resist-type units). EIC does not increase by leveling up. Every class has a soft cap of 100 EIC; after this, no benefits are gained, as 100 EIC reduces ice damage by 100%. | '''EIC''', or '''ice resistance''', is a measure of protection from ice. When an attack that deals ice damage hits a target, the target's EIC reduces the damage of the attack by <code>Target's EIC</code>%. EIC can be increased by equipping frames, barriers, or units (most commonly Resist-type units). EIC does not increase by leveling up. Every class has a soft cap of 100 EIC; after this, no benefits are gained, as 100 EIC reduces ice damage by 100%. | ||
<span id="ETH"></span> | <span id="ETH"></span> | ||
===Lightning resistance (ETH)=== | |||
When an attack that deals lightning damage hits a target, the target's ETH reduces the damage of the attack by <code>Target's ETH</code>%. ETH can be increased by equipping frames, barriers, or units (most commonly Resist-type units). ETH does not increase by leveling up. Every class has a soft cap of 100 ETH; after this, no benefits are gained, as 100 ETH reduces lightning damage by 100%. | '''ETH''', or '''lightning resistance''', is a measure of protection from lightning. When an attack that deals lightning damage hits a target, the target's ETH reduces the damage of the attack by <code>Target's ETH</code>%. ETH can be increased by equipping frames, barriers, or units (most commonly Resist-type units). ETH does not increase by leveling up. Every class has a soft cap of 100 ETH; after this, no benefits are gained, as 100 ETH reduces lightning damage by 100%. | ||
<span id="EDK"></span> | <span id="EDK"></span> | ||
=== | ===Dark resistance (EDK)=== | ||
When {{Megid}} or | '''EDK''', or '''dark resistance''', is a measure of protection from darkness. When {{Megid}} or a Hell-series special attack hits a target, the target's EDK determines their chance of instant death. EDK can be increased by equipping frames (most notably {{Frame|rare|Dress Plate}}), barriers (most notably {{Shield|rare|Anti-Dark Ring}}), or units (most commonly Resist-type units). EDK does not increase by leveling up. Above 100 EDK, no benefits against monsters are gained, as a player with 100 EDK can never be killed by level 30 Megid, and the instant-kill attack on Ultimate difficulty from [[Mericarol]], [[Mericus]], and [[Merikle]] cannot be blocked. | ||
<span id="ELT"></span> | <span id="ELT"></span> | ||
===Light resistance (ELT)=== | |||
=== | '''ELT''', or '''light resistance''', is a measure of protection from light. When an attack that deals light damage hits a target, the target's ELT reduces the damage of the attack by <code>Target's ELT</code>%. ELT can be increased by equipping frames (most notably {{Frame|rare|Wedding Dress}}), barriers (most notably {{Shield|rare|Anti-Light Ring}}), or units (most commonly Resist-type units). ELT does not increase by leveling up. Every class has a soft cap of 100 ELT; after this, no benefits are gained, as 100 ELT reduces light damage by 100%. | ||
When an attack that deals light damage hits a target, the target's ELT reduces the damage of the attack by <code>Target's ELT</code>%. ELT can be increased by equipping frames (most notably {{Frame|rare|Wedding Dress}}), barriers (most notably {{Shield|rare|Anti-Light Ring}}), or units (most commonly Resist-type units). ELT does not increase by leveling up. Every class has a soft cap of 100 ELT; after this, no benefits are gained, as 100 ELT reduces light damage by 100%. | |||
<span id="ESP"></span> | <span id="ESP"></span> | ||
===Special resistance (ESP)=== | |||
When a | '''ESP''', or '''special resistance''', is a measure of protection from special attacks. When a Blizzard, Arrest, or Chaos-series special attack hits a target, the target's ESP determines their chance of being afflicted by the associated status condition ([[Freeze (status)|freeze]], [[paralysis]], or [[confusion]], respectively). ESP is unique to monsters. | ||