Difference between revisions of "Nic/home/Beginner Guide"
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Everytime you level up a base level, you are given stat points to use, those points increase in amount when you keep leveling up. In the other case of leveling up your job level, you are always given one skill point to assign to your available skills, there are some skills that require points in others. | Everytime you level up a base level, you are given stat points to use, those points increase in amount when you keep leveling up. In the other case of leveling up your job level, you are always given one skill point to assign to your available skills, there are some skills that require points in others. | ||
[[File:StatusUI.jpg|thumb|right|To enter the stat interface, you should do ALT + A.]] | [[File:StatusUI.jpg|thumb|right|To enter the stat interface, you should do ALT + A.]] | ||
− | #STR: Mainly invested by short range physical classes because it raises their damage output (Ranged classes are the ones that use Bows, Instruments, Whips and Guns) , but can also be used by other classes because every point in STR gives +30 to your weight limit. | + | #[[STR]]: Mainly invested by short range physical classes because it raises their damage output (Ranged classes are the ones that use Bows, Instruments, Whips and Guns) , but can also be used by other classes because every point in STR gives +30 to your weight limit. |
− | #AGI: For each point it gives +1 point of FLEE and also increases your ASPD, auto attack (AA) and some skills that have animation delay on ASPD benefits of having high AGI for better DPS output. Also FLEE can negate any damage a monster tries to strike at you, but you can only evade a maximum of 95% of their attacks with this defensive stat. | + | #[[AGI]]: For each point it gives +1 point of FLEE and also increases your ASPD, auto attack (AA) and some skills that have animation delay on ASPD benefits of having high AGI for better DPS output. Also FLEE can negate any damage a monster tries to strike at you, but you can only evade a maximum of 95% of their attacks with this defensive stat. |
− | #VIT: For each point of VIT you get 1% Maximum HP and also you gain -1% chance of being inflicted with the following status effects: Bleeding, Poison, Silence, Stun, and you reduce the duration of the Curse status effect. You also gain a +2% of effectiveness of consumables that heals HP. Having VIT adds a layer of survivability that could gain you a second or more to get healed and not die. The classes that use a high amount of AGI can disregard the use of VIT because they can evade their attacks as I mentioned in the AGI part, full support classes and tanks will benefit a lot of the VIT stat because they have to resist the blows that are thrown in. | + | #[[VIT]]: For each point of VIT you get 1% Maximum HP and also you gain -1% chance of being inflicted with the following status effects: Bleeding, Poison, Silence, Stun, and you reduce the duration of the Curse status effect. You also gain a +2% of effectiveness of consumables that heals HP. Having VIT adds a layer of survivability that could gain you a second or more to get healed and not die. The classes that use a high amount of AGI can disregard the use of VIT because they can evade their attacks as I mentioned in the AGI part, full support classes and tanks will benefit a lot of the VIT stat because they have to resist the blows that are thrown in. |
− | #INT: Mainly invested by magical builds (They could be in any form of class) for better damage output because it point raises the minimum MATK and maximum MATK, also affects soft MDEF by +1 and Maximum SP and regeneration of items by 1% for 1 point invested. Every 6 points you get +1 to your natural regeneration value. In the status resistance department, blind and chaos chances of being inflicted are reduced by 2% to 3% (blind also gets a reduction in its duration), sleep chance is reduced by 1%. Lastly, INT has a role on the alchemist class for brewing potions. | + | #[[INT]]: Mainly invested by magical builds (They could be in any form of class) for better damage output because it point raises the minimum MATK and maximum MATK, also affects soft MDEF by +1 and Maximum SP and regeneration of items by 1% for 1 point invested. Every 6 points you get +1 to your natural regeneration value. In the status resistance department, blind and chaos chances of being inflicted are reduced by 2% to 3% (blind also gets a reduction in its duration), sleep chance is reduced by 1%. Lastly, INT has a role on the alchemist class for brewing potions. |
− | #DEX: Mainly used by long range classes because it boost their damage, it gives 1 point of HIT for every point invested (this is necessary to actually kill monsters), gives minimum boost damage to every weapon regardless if it is ranged or not, it increases the ASPD in a lower amount than AGI and every point of DEX you use it reduces the cast time of skills (150 total DEX being instacast). | + | #[[DEX]]: Mainly used by long range classes because it boost their damage, it gives 1 point of HIT for every point invested (this is necessary to actually kill monsters), gives minimum boost damage to every weapon regardless if it is ranged or not, it increases the ASPD in a lower amount than AGI and every point of DEX you use it reduces the cast time of skills (150 total DEX being instacast). |
− | #LUK: The last stat of the list, used mainly by critical builds, each point of it gives 0,3% of CRIT chance, 0,1% of perfect dodge, every 5 points it gives 1% crit shield and 1 ATK and also contribute to the resistance of some status effects (Blind, Curse, Frozen, Poison, Silence, Sleep, Stone Curse, Stun). | + | #[[LUK]]: The last stat of the list, used mainly by critical builds, each point of it gives 0,3% of CRIT chance, 0,1% of perfect dodge, every 5 points it gives 1% crit shield and 1 ATK and also contribute to the resistance of some status effects (Blind, Curse, Frozen, Poison, Silence, Sleep, Stone Curse, Stun). |
There are some extra key aspects to have in mind: | There are some extra key aspects to have in mind: | ||
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*The defensive properties of VIT and INT can make you immune to the status effects that the prior list has, you'll need 100 total in both stats to obtain it (Curse case isn't immune but cuts it to a minimum duration). | *The defensive properties of VIT and INT can make you immune to the status effects that the prior list has, you'll need 100 total in both stats to obtain it (Curse case isn't immune but cuts it to a minimum duration). | ||
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===Wait a minute, there are sub-stats too!=== | ===Wait a minute, there are sub-stats too!=== | ||
The sub-stats are displayed on the right side of the stat UI, they’re modified by your base + bonus stats, equipment and buffs / nerfs, let’s proceed to talk about them: | The sub-stats are displayed on the right side of the stat UI, they’re modified by your base + bonus stats, equipment and buffs / nerfs, let’s proceed to talk about them: | ||
− | *ATK: This is the indicator for physical (short or long range) classes, if you invest STR/DEX and/or change between weapons with different base ATK (or even option ATK) the number in the left side of it will change, the number in the right side of the + (plus) is the refinement bonus ATK. | + | *[[ATK]]: This is the indicator for physical (short or long range) classes, if you invest STR/DEX and/or change between weapons with different base ATK (or even option ATK) the number in the left side of it will change, the number in the right side of the + (plus) is the refinement bonus ATK. |
− | *MATK: These two numbers are your actual MATK value in this order: “Min-MATK ~ Max-MATK”, only by investing INT. | + | *[[MATK]]: These two numbers are your actual MATK value in this order: “Min-MATK ~ Max-MATK”, only by investing INT. |
− | *HIT: It’s a number that determines your probability of successfully striking an attack on the opponent, it is empowered by DEX, your Base Level and equipment that gives HIT. In the Person VS Monsters (or its acronym PvM) and Most Valuable Player (MvP) environments, you need to achieve an equal or higher number of the 100%HIT that is displayed in the commands on your server or in any database such as RateMyServer or Divine-Pride. In the case of PvP. | + | *[[HIT]]: It’s a number that determines your probability of successfully striking an attack on the opponent, it is empowered by DEX, your Base Level and equipment that gives HIT. In the Person VS Monsters (or its acronym PvM) and Most Valuable Player (MvP) environments, you need to achieve an equal or higher number of the 100%HIT that is displayed in the commands on your server or in any database such as RateMyServer or Divine-Pride. In the case of PvP. |
− | *DEF/MDEF: Both sub-stats work in the same way so they can be explained in one item. There is a Hard and Soft part, the hard part is the number to the left of the “+” sign, involves Items/cards that affects it and it is a percentage value that reduces the total damage you get (Example: a character with 31 + 5, has a 31% total damage reduction), the soft part is located to the right side of the “+” sign, and it involves your total VIT for DEF and INT for MDEF, it’s effects is to lessen the damage by subtracting the exact number it is presented in the status UI. (Using the same example, the +5 would say that you’ll get 5 less HP damage after the 31% reduction). | + | *[[DEF]]/[[MDEF]]: Both sub-stats work in the same way so they can be explained in one item. There is a Hard and Soft part, the hard part is the number to the left of the “+” sign, involves Items/cards that affects it and it is a percentage value that reduces the total damage you get (Example: a character with 31 + 5, has a 31% total damage reduction), the soft part is located to the right side of the “+” sign, and it involves your total VIT for DEF and INT for MDEF, it’s effects is to lessen the damage by subtracting the exact number it is presented in the status UI. (Using the same example, the +5 would say that you’ll get 5 less HP damage after the 31% reduction). |
− | *CRIT: Is the acronym for Critical. Mainly used in Auto Attacks builds to maximize damage because it bypasses FLEE and DEF, it is increased in a LUK / 3 pace (so 3 points of LUK is equal to 1 CRIT point), enemies also have CRIT shield if they have LUK points. | + | *[[CRIT]]: Is the acronym for Critical. Mainly used in Auto Attacks builds to maximize damage because it bypasses FLEE and DEF, it is increased in a LUK / 3 pace (so 3 points of LUK is equal to 1 CRIT point), enemies also have CRIT shield if they have LUK points. |
− | *FLEE and Perfect Dodge: It’s a number that determines your capability of successfully evading an attack from an enemy. | + | *[[FLEE]] and [[Perfect Dodge]]: It’s a number that determines your capability of successfully evading an attack from an enemy. |
**The left number of the “+” sign is the FLEE, it’s empowered by AGI, Base Level and in the case of PvM/MvP you can cap your probability of evading an auto attack with FLEE upon 95% for one enemy that is trying to strike you, if there are multiple hitting you that FLEE is reduced to the point of you not having chance to evade (you can evade auto attacks and melee skills)- | **The left number of the “+” sign is the FLEE, it’s empowered by AGI, Base Level and in the case of PvM/MvP you can cap your probability of evading an auto attack with FLEE upon 95% for one enemy that is trying to strike you, if there are multiple hitting you that FLEE is reduced to the point of you not having chance to evade (you can evade auto attacks and melee skills)- | ||
**The right number of the “+” sign is the Perfect Dodge (or PD), it’s empowered by LUK (every 10 LUK equals 1 point of Perfect Dodge) and the main feature of this sub stat is that it doesn’t suffer from reduction by how many enemies are hitting you. It also doesn’t have an actual cap and you can get 100 Perfect Dodge.(You can only evade Autoattacks). | **The right number of the “+” sign is the Perfect Dodge (or PD), it’s empowered by LUK (every 10 LUK equals 1 point of Perfect Dodge) and the main feature of this sub stat is that it doesn’t suffer from reduction by how many enemies are hitting you. It also doesn’t have an actual cap and you can get 100 Perfect Dodge.(You can only evade Autoattacks). | ||
− | *ASPD: It’s the acronym for Attack Speed, this number represents the speed of your auto attacks and it is used also in other skills for their delay. The number is affected by the weapon you’re wielding (Each class has their own modifier and are limited in their weapon selection), AGI, DEX and more modifiers that are explained in depth on the ASPD Wiki page. The ASPD max cap is 190. | + | *[[ASPD]]: It’s the acronym for Attack Speed, this number represents the speed of your auto attacks and it is used also in other skills for their delay. The number is affected by the weapon you’re wielding (Each class has their own modifier and are limited in their weapon selection), AGI, DEX and more modifiers that are explained in depth on the ASPD Wiki page. The ASPD max cap is 190. |
*Status Points: They aren’t a substat per se but I decided to add them here to keep the momentum. These points are gained by leveling up a Base level and then they are spent in the main stats to raise them. The amount of points that each level rises (first levels are 3 and the last ones are 22) and also the cost (initial costs are 2 stat points and in the range of 92 is 11). | *Status Points: They aren’t a substat per se but I decided to add them here to keep the momentum. These points are gained by leveling up a Base level and then they are spent in the main stats to raise them. The amount of points that each level rises (first levels are 3 and the last ones are 22) and also the cost (initial costs are 2 stat points and in the range of 92 is 11). | ||
− | *HP - Health Points: It’s your life bar, if it reaches zero then you die and you have the option of respawning on your last save spot or if you have a token of siegfried you can resurrect in the spot. Each class has a proper modifier of Max HP, so classes like mages are more frail in HP than tank classes. | + | *[[Max_HP|HP]] - Health Points: It’s your life bar, if it reaches zero then you die and you have the option of respawning on your last save spot or if you have a token of siegfried you can resurrect in the spot. Each class has a proper modifier of Max HP, so classes like mages are more frail in HP than tank classes. |
− | *SP - Spiritual Points: They are used when casting skills. In the same fashion as HP, each class has a modifier for Max SP. You can have 0 SP and still be in combat, you’ll be just unable to cast anymore until you replenish your SP in some way. | + | *[[SP]] - Spiritual Points: They are used when casting skills. In the same fashion as HP, each class has a modifier for Max SP. You can have 0 SP and still be in combat, you’ll be just unable to cast anymore until you replenish your SP in some way. |
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===Let's talk in a surface level about skills and skill trees=== | ===Let's talk in a surface level about skills and skill trees=== |
Revision as of 20:52, 4 November 2024
Contents
I've never played Ragnarok Online before, help me with the basics!
Let's talk in a surface level about each one of the six main stats:
Ragnarok Online as a game has Six stats mechanics (STR,AGI,VIT,INT,DEX,LUK) and a linear static class system that gives you skill points to use (this means, you choose one first job class and you branch from there). Because of these two elements the game divides both stats and skills by Base LV. and Job LV. . Everytime you level up a base level, you are given stat points to use, those points increase in amount when you keep leveling up. In the other case of leveling up your job level, you are always given one skill point to assign to your available skills, there are some skills that require points in others.
- STR: Mainly invested by short range physical classes because it raises their damage output (Ranged classes are the ones that use Bows, Instruments, Whips and Guns) , but can also be used by other classes because every point in STR gives +30 to your weight limit.
- AGI: For each point it gives +1 point of FLEE and also increases your ASPD, auto attack (AA) and some skills that have animation delay on ASPD benefits of having high AGI for better DPS output. Also FLEE can negate any damage a monster tries to strike at you, but you can only evade a maximum of 95% of their attacks with this defensive stat.
- VIT: For each point of VIT you get 1% Maximum HP and also you gain -1% chance of being inflicted with the following status effects: Bleeding, Poison, Silence, Stun, and you reduce the duration of the Curse status effect. You also gain a +2% of effectiveness of consumables that heals HP. Having VIT adds a layer of survivability that could gain you a second or more to get healed and not die. The classes that use a high amount of AGI can disregard the use of VIT because they can evade their attacks as I mentioned in the AGI part, full support classes and tanks will benefit a lot of the VIT stat because they have to resist the blows that are thrown in.
- INT: Mainly invested by magical builds (They could be in any form of class) for better damage output because it point raises the minimum MATK and maximum MATK, also affects soft MDEF by +1 and Maximum SP and regeneration of items by 1% for 1 point invested. Every 6 points you get +1 to your natural regeneration value. In the status resistance department, blind and chaos chances of being inflicted are reduced by 2% to 3% (blind also gets a reduction in its duration), sleep chance is reduced by 1%. Lastly, INT has a role on the alchemist class for brewing potions.
- DEX: Mainly used by long range classes because it boost their damage, it gives 1 point of HIT for every point invested (this is necessary to actually kill monsters), gives minimum boost damage to every weapon regardless if it is ranged or not, it increases the ASPD in a lower amount than AGI and every point of DEX you use it reduces the cast time of skills (150 total DEX being instacast).
- LUK: The last stat of the list, used mainly by critical builds, each point of it gives 0,3% of CRIT chance, 0,1% of perfect dodge, every 5 points it gives 1% crit shield and 1 ATK and also contribute to the resistance of some status effects (Blind, Curse, Frozen, Poison, Silence, Sleep, Stone Curse, Stun).
There are some extra key aspects to have in mind:
- Try to round up your physical stat (STR for close range and DEX for long range) in multiples of 10 to receive a boost in ATK (Example: Rogue with 130 total STR / Hunter with a 150 Total DEX). For magical builds it is different, minimum MATK is boosted every 7 points and maximum is every 5 points (35, 70, 105 and 140 of total INT fulfill both minimum and maximum bonuses).
- The defensive properties of VIT and INT can make you immune to the status effects that the prior list has, you'll need 100 total in both stats to obtain it (Curse case isn't immune but cuts it to a minimum duration).
Wait a minute, there are sub-stats too!
The sub-stats are displayed on the right side of the stat UI, they’re modified by your base + bonus stats, equipment and buffs / nerfs, let’s proceed to talk about them:
- ATK: This is the indicator for physical (short or long range) classes, if you invest STR/DEX and/or change between weapons with different base ATK (or even option ATK) the number in the left side of it will change, the number in the right side of the + (plus) is the refinement bonus ATK.
- MATK: These two numbers are your actual MATK value in this order: “Min-MATK ~ Max-MATK”, only by investing INT.
- HIT: It’s a number that determines your probability of successfully striking an attack on the opponent, it is empowered by DEX, your Base Level and equipment that gives HIT. In the Person VS Monsters (or its acronym PvM) and Most Valuable Player (MvP) environments, you need to achieve an equal or higher number of the 100%HIT that is displayed in the commands on your server or in any database such as RateMyServer or Divine-Pride. In the case of PvP.
- DEF/MDEF: Both sub-stats work in the same way so they can be explained in one item. There is a Hard and Soft part, the hard part is the number to the left of the “+” sign, involves Items/cards that affects it and it is a percentage value that reduces the total damage you get (Example: a character with 31 + 5, has a 31% total damage reduction), the soft part is located to the right side of the “+” sign, and it involves your total VIT for DEF and INT for MDEF, it’s effects is to lessen the damage by subtracting the exact number it is presented in the status UI. (Using the same example, the +5 would say that you’ll get 5 less HP damage after the 31% reduction).
- CRIT: Is the acronym for Critical. Mainly used in Auto Attacks builds to maximize damage because it bypasses FLEE and DEF, it is increased in a LUK / 3 pace (so 3 points of LUK is equal to 1 CRIT point), enemies also have CRIT shield if they have LUK points.
- FLEE and Perfect Dodge: It’s a number that determines your capability of successfully evading an attack from an enemy.
- The left number of the “+” sign is the FLEE, it’s empowered by AGI, Base Level and in the case of PvM/MvP you can cap your probability of evading an auto attack with FLEE upon 95% for one enemy that is trying to strike you, if there are multiple hitting you that FLEE is reduced to the point of you not having chance to evade (you can evade auto attacks and melee skills)-
- The right number of the “+” sign is the Perfect Dodge (or PD), it’s empowered by LUK (every 10 LUK equals 1 point of Perfect Dodge) and the main feature of this sub stat is that it doesn’t suffer from reduction by how many enemies are hitting you. It also doesn’t have an actual cap and you can get 100 Perfect Dodge.(You can only evade Autoattacks).
- ASPD: It’s the acronym for Attack Speed, this number represents the speed of your auto attacks and it is used also in other skills for their delay. The number is affected by the weapon you’re wielding (Each class has their own modifier and are limited in their weapon selection), AGI, DEX and more modifiers that are explained in depth on the ASPD Wiki page. The ASPD max cap is 190.
- Status Points: They aren’t a substat per se but I decided to add them here to keep the momentum. These points are gained by leveling up a Base level and then they are spent in the main stats to raise them. The amount of points that each level rises (first levels are 3 and the last ones are 22) and also the cost (initial costs are 2 stat points and in the range of 92 is 11).
- HP - Health Points: It’s your life bar, if it reaches zero then you die and you have the option of respawning on your last save spot or if you have a token of siegfried you can resurrect in the spot. Each class has a proper modifier of Max HP, so classes like mages are more frail in HP than tank classes.
- SP - Spiritual Points: They are used when casting skills. In the same fashion as HP, each class has a modifier for Max SP. You can have 0 SP and still be in combat, you’ll be just unable to cast anymore until you replenish your SP in some way.
Let's talk in a surface level about skills and skill trees
Skills are a core part of the game that gives each class an unique feeling, they can be oriented in a lot of ways and that makes them somewhat flexible, they can be separated into "passives", "actives" and "offensives". When we first start as a Novice / High Novice, the only skill we have to level up is "Basic skill" that unlocks basic features until we reach level 9 of it and we are ready to change classes. There are six first job classes and four job expanded classes to choose in our early days, we are going to cover those up later.
Everytime we level up a job level, we can use one point in any of the available skills we have at the moment. There are also skills that have pre-requisites (For example, to be able to use points on "Two hand Quicken", you need to use 1 skill point in both "Sword Mastery" and "2H Mastery"). Always check for pre-requisites in our wiki, because there are some internal changes in our server and also there are sites that can be factually wrong. Passive skills are always active, each point strengthens their effects.
Active skills are the ones that can be casted by your character, could have or not an actual duration and the key of them is that they don't do damage. Offensive skills are active ones that can do damage to enemies / players.
Active skills and Offensive ones can be used by double clicking the skill, the client cursor will change showing a circle and a number in the bottom right part of it, that is the level that is actually in place to use, you can change it with the mousewheel. If you left click the skill will be used into the target you aimed with your mouse, in the case you use the right click the skill will be canceled entirely and your character won’t do any action Alfheim has custom changes for some skills and also reworked jobs that are unique in the pre-renewal scene, they are mostly documented into our Wikipedia, so it is advised to refer to it first before going to any external source.
Skill Bars
The existence of skill bars is a convenient form of using your skills / equipment and even consumables. The default setting for the skill bar is to use the F1 to F9 keys for the first row (the one with the “1” label), there are four levels and are fully customizable in the sense you can change the keys to anything you really want (even gaming mouse buttons!). To use a skill/equipment/consumable with the bar, you need to left click the skill/equipment/consumable and hold and then drop the skill inside any of the squares you want to use, then use the key in your Keyboard / Mouse and viola. Bear in mind that the skill keys are locally stored in your PC, you can do a copy of the config file to keep them safe, anytime you install the client you can restore by overwriting the file.