- STR: 1
- DEX: 0
- INT: 0
- CODE: 1
This means that for a Warrior, only the STR stat counts towards Attack (DEX and INT have no impact).
“Code 1” refers to the code in the second set of tables (found near the bottom of this post). So “Code 1” would be the “Attack – Warrior” table.
In the code tables you see two more pieces of information. First is the “Penalty Line” value, and the second is the “Increase Rate” value. In our example the Penalty Line has a value of 0, with a corresponding Increase Rate of 1, and a Penalty Line of 1000 with a corresponding Increase Rate of 0.5
This means that for every 1 point of STR (up to 1000) a Warrior will receive 1 Attack, while for every 1 point of STR above 1000 a Warrior will receive only 0.5 Attack – so to increase the Attack by 1 you need 2 points of STR once you go above 1000.
With me so far?
Essentially the stats are capped at specific points, after which they become less effective (a diminishing return).
Also of interest is the fact Defence is completely gear based. No stat point distribution will increase your character Defence in any way, only gear does that.
Onwards, to the data!
Firstly the general stats for each class:
The code section, to refer to when looking up the exact formula and cut-off point for each stat.
Evasion 100 = Evasion Rate 1%
Reduces the Evasion of target
EX) if the target has Evasion of 100 and I have Penetration of 100, the result will be calculated as if there is 0 Evasion on the target
Simply subtracts the damage value from the pre-calculated damage implicated – this is the last thing considered on calculating damage values.
Ignores defensive ability of the target, Penetration increases your output damage on the target