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'''Stats''' (short for "statistics") in ''Phantasy Star Online Blue Burst'' are numerical values representing a character's ability to attack and defend against the monsters of Ragol and their own attacks. Every character has eight "main" stats and five "resistance" stats. | '''Stats''' (short for "statistics") in ''Phantasy Star Online Blue Burst'' are numerical values representing a character's ability to attack and defend against the monsters of Ragol and their own attacks. Every character has eight "main" stats and five "resistance" stats. | ||
A character's main stats can be changed by leveling up, equipping | A character's main stats can be changed by leveling up, equipping [[Weapons|weapons]] or armor ([[Frames|frames]] and [[Barriers|barriers]]), as well as by equipping [[Units|units]] into their armor slots, being under the effects of certain [[Techniques|techniques]] (such as [[Shifta]] or [[Zalure]]), or by consuming [[Tools#Materials|materials]]. | ||
Resistances do not increase through leveling up, and are only increased through equipment. The primary sources of resistances are frames and barriers, but many units and some weapons (such as {{Cane|rare|Glide Divine}}) will also provide resistance increases. | Resistances do not increase through leveling up, and are only increased through equipment. The primary sources of resistances are frames and barriers, but many units and some weapons (such as {{Cane|rare|Glide Divine}}) will also provide resistance increases. | ||
A monster's stats are inherent to each monster, and only change if they are under the effects of certain techniques ( | A monster's stats are inherent to each monster, and only change if they are under the effects of certain techniques (Shifta or Zalure) or specific status effects. | ||
==Overview== | ==Overview== | ||
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A character's main stats are represented by two values on the second page of the main menu. The first values listed, on the left, are the character's ''total'' (or "active") stats. The second values, on the right in parentheses, are the character's ''base'' stats. | A character's main stats are represented by two values on the second page of the main menu. The first values listed, on the left, are the character's ''total'' (or "active") stats. The second values, on the right in parentheses, are the character's ''base'' stats. | ||
'''Base''' stats represent a character's stats without any weapons or armor equipped, and are | '''Base''' stats represent a character's stats without any weapons or armor equipped, and are permanently increased through leveling up or consuming [[Tools#Materials|materials]]. Each of the twelve unique [[classes]] in the game have their own base stat growths per level up, as well as base stat ''maximums''. Once these maximums are reached, the number in parentheses will be listed in gold text, and the stat cannot be increased further. Base stats are used by the game to calculate a character's total stats, and to determine if a character can equip weapons with stat requirements or learn techniques. | ||
'''Total''' stats are the values specifically used by the game in damage calculations and formulas, and are a result of adding together values from base stats, equipped weapons and armor, as well as effects such as the ATP multiplier from Shifta. Total stats have no limit to how high they can be increased (with the exception of Luck). | '''Total''' stats are the values specifically used by the game in damage calculations and formulas, and are a result of adding together values from base stats, equipped weapons and armor, as well as effects such as the ATP multiplier from Shifta. Total stats have no limit to how high they can be increased (with the exception of Luck). | ||
==Stat-boosting equipment== | ==Stat-boosting equipment== | ||
(Work in progress) | |||
==Detailed stat descriptions== | ==Detailed stat descriptions== | ||
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'''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 attack resistance (EFR)==== | ====Fire attack resistance (EFR)==== | ||
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<span id="EDK"></span> | <span id="EDK"></span> | ||
====Darkness attack resistance (EDK)==== | ====Darkness attack resistance (EDK)==== | ||
When {{Megid}} or an [[Weapons#Instant kill|instant kill]]-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 | When {{Megid}} or an [[Weapons#Instant kill|instant kill]]-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> | ||
====Lightness attack resistance (ELT)==== | ====Lightness attack resistance (ELT)==== | ||
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%. |