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'''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 [[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]]. | 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]]. | ||
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* '''ELT''' (or "Lightness Attack Resistance"), which measures a character's ability to reduce damage from Light elemental attacks | * '''ELT''' (or "Lightness Attack Resistance"), which measures a character's ability to reduce damage from Light elemental attacks | ||
The monsters of Ragol have all of these stats | The monsters of Ragol have all of these stats plus one unique to them: | ||
* '''ESP''' (or "Special Attack Resistance"), which measures a monster's ability to resist various [[Weapons#Special attacks|special attacks]] from players | * '''ESP''' (or "Special Attack Resistance"), which measures a monster's ability to resist various [[Weapons#Special attacks|special attacks]] from players | ||
The exact numerical values of character and monster stats are [[Game mechanics|inserted into formulas that the game uses]] to determine things like damage dealt, damage taken, if an attack lands or is evaded, or if a special effect is applied. | The exact numerical values of character and monster stats are [[Game mechanics|inserted into formulas that the game uses]] to determine things like damage dealt, damage taken, if an attack lands or is evaded, or if a special effect is applied. | ||
==Base stats== | ==Total stats and 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 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). | |||
==Stat-boosting equipment== | |||
(Work in progress) | |||
==Detailed stat descriptions== | |||
===Main stats=== | |||
<span id="HP"></span> | <span id="HP"></span> | ||
===Hit Points (HP)=== | ====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)=== | ====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)=== | ====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)=== | ====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)=== | ====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)=== | ====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)=== | ====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)=== | ====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== | ===Resistances=== | ||
<span id="EFR"></span> | <span id="EFR"></span> | ||
===Fire resistance (EFR)=== | ====Fire attack 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%. | |||
<span id="EIC"></span> | <span id="EIC"></span> | ||
===Ice resistance (EIC)=== | ====Ice attack 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%. | |||
<span id="ETH"></span> | <span id="ETH"></span> | ||
===Lightning resistance (ETH)=== | ====Lightning attack 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%. | |||
<span id="EDK"></span> | <span id="EDK"></span> | ||
=== | ====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, 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)==== | ||
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)=== | ====Special attack resistance (ESP)==== | ||
When a [[Weapons#Freezing|Freezing]]-, [[Weapons#Paralysis|Paralysis]]-, or [[Weapons#Confusion|Confusion]]-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. |
Revision as of 21:58, 14 December 2023
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 weapons or armor (frames and barriers), as well as by equipping units into their armor slots, being under the effects of certain techniques (such as Shifta or Zalure), or by consuming 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 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 (Shifta or Zalure) or specific status effects.
Overview
The main stats for player characters and their basic functions are as follows:
- HP (or "Health/hit points"), which measures a character's ability to sustain damage
- TP (or "Technique points"), which measures a character's ability to use techniques repeatedly
- ATP (or "Attack Power"), which measures a character's ability to deal physical damage
- DFP (or "Defense Power"), which measures a character's ability to reduce physical damage received
- MST (or "Mental Strength"), which measures a character's ability to deal technique damage
- ATA (or "Attack Accuracy"), which measures a character's ability to land physical attacks
- EVP (or "Evasion Power"), which measures a character's ability to prevent damage from attacks by "dodging" (represented by a "blocking" animation on player characters, or the word "MISS" in red text on enemies)
- LCK (or "Luck"), which measures a character's ability to deal critical hits, which result in increased damage
The resistance stats for player characters and their basic functions are as follows:
- EFR (or "Fire Attack Resistance"), which measures a character's ability to reduce damage from Fire elemental attacks
- EIC (or "Ice Attack Resistance"), which measures a character's ability to reduce damage from Ice elemental attacks
- ETH (or "Lightning Attack Resistance"), which measures a character's ability to reduce damage from Lightning elemental attacks
- EDK (or "Darkness Attack Resistance"), which measures a character's ability to resist instant death from Dark elemental attacks
- ELT (or "Lightness Attack Resistance"), which measures a character's ability to reduce damage from Light elemental attacks
The monsters of Ragol have all of these stats plus one unique to them:
- ESP (or "Special Attack Resistance"), which measures a monster's ability to resist various special attacks from players
The exact numerical values of character and monster stats are inserted into formulas that the game uses to determine things like damage dealt, damage taken, if an attack lands or is evaded, or if a special effect is applied.
Total stats and 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 permanently increased through leveling up or consuming 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).
Stat-boosting equipment
(Work in progress)
Detailed stat descriptions
Main stats
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 Moon Atomizer, or a Scape Doll, or by returning to Pioneer 2. When a monster dies, it stays dead. HP can be restored with recovery items, Resta, or a healing ring. A player's maximum HP can be increased by leveling up, using HP Materials, or by equipping units, most commonly HP-type units. There is no maximum HP value for any class.
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 TP Materials, or by equipping units, most commonly TP-type units. Androids have 0 TP, but other classes have no maximum TP value.
Attack Power (ATP)
ATP, or Attack Power, is a measure of strength. When a non-technique attack that doesn't deal 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 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.
Defense Power (DFP)
DFP, or Defense Power, is a measure of resilience. When a non-technique attack that doesn't deal 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 Def Materials. Every class has their own maximum DFP value.
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 (Force Wall, Blue Ring, or Red Ring), units (most commonly Mind-type units), or using Mind Materials. Androids have 0 MST, and every other class has their own maximum MST value.
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.
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 Evade Materials. Every class has their own maximum EVP value.
Luck (LCK)
LCK, or Luck, is a measure of critical hit chance. When a non-technique attack that doesn't deal fixed damage successfully hits a target, the attack has an Attacker's LCK / 5
% chance of being a critical hit if the attacker is a player and an Attack's LCK / 2
% 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 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
Fire attack resistance (EFR)
When an attack that deals fire damage hits a target, the target's EFR reduces the damage of the attack by Target's EFR
%. 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%.
Ice attack resistance (EIC)
When an attack that deals ice damage hits a target, the target's EIC reduces the damage of the attack by Target's EIC
%. 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%.
Lightning attack resistance (ETH)
When an attack that deals lightning damage hits a target, the target's ETH reduces the damage of the attack by Target's ETH
%. 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%.
Darkness attack resistance (EDK)
When Megid or an 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 Dress Plate), barriers (most notably 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.
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 Target's ELT
%. ELT can be increased by equipping frames (most notably Wedding Dress), barriers (most notably 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%.
Special attack resistance (ESP)
When a Freezing-, Paralysis-, or Confusion-series special attack hits a target, the target's ESP determines their chance of being afflicted by the associated status condition (freeze, paralysis, or confusion, respectively). ESP is unique to monsters.