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    Effects & Status Ailments of Skills, Weapons, Equips + other game info, + weather, mob effects & resistances

    lhevi025
    lhevi025
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    Effects & Status Ailments of Skills, Weapons, Equips + other game info, + weather, mob effects & resistances Empty Effects & Status Ailments of Skills, Weapons, Equips + other game info, + weather, mob effects & resistances

    Post  lhevi025 Wed Apr 15, 2009 10:16 pm

    Ito po yung mga effects sa victim na either lilitaw yung skill sa buffs mo or meron talagang physical effect yung skill (like slow, decreased def/accuracy etc...)
    Also need more help adding in the duration for each skill (and for corrections/suggestions)...


    Figures are for Mastered skills (unless specified)
    Duration of effects are for victims with NO resistance to that particular ailment/element.
    Format:
    - Skill name: effects [Effect's Duration in seconds OR passive]


    EFFECTS/STATUS AILMENTS OF VARIOUS SKILLS [ALL CLASSES]

    Swordsman

    - Sword Explosion: 26% faint [0.8s]
    - Sunken Strike: -20 accuracy?
    - Thunder Strike: 24% faint [0.8s]
    - Arcane Punch: 40% faint [0.8s]
    - Kamikaze: 60% burn
    - Lightning Strike: 45% paralysis
    - Lightspeed: +50% movement speed, -10 accuracy, -10 evasion? [42s]
    - Light Armor: +50% attack speed, -20%? def (+20% atk, -50% def @ lvl 1)


    Brawler

    - Kick Punch Combo: 26% faint
    - Shintendouchi: 26% burn
    - Deadly Seven: 56% faint
    - Head Crush: 76% faint [1.3s]
    - Chi Finger Blast: 76% faint, - movement speed [2.2s]
    - Power Up: +45? attack, -0.9% SP RR [120]
    - Engulf: Dash distance 62? -80 HP
    - Force Roar: 70% faint, -20% moving speed
    - Force Push (pushed ba talaga? or normal push/pull lang? any other effect?)
    - Taichi: 20% faint
    - Lightspeed: +50% movement speed, -10 accuracy, -10 evasion [42s]
    - Sonic Craze: +50% attack speed, -20% attack ?


    Archer

    - Cripple Shot: -45% attack speed and movement speed [8s]
    - Slow: -50% movement speed, -20 accuracy?, 60% poison
    - Hunter's Snare: -100% movement, -13 def, -1168 evasion [7s]
    - Armor Piercing Shot - +10%? attack??
    - Anger Shot: 30% stun [4s]
    - Vampiric Arrow: 38% HP capture (heal)
    - Soul Arrow: 40% faint [0.8s]
    - Force of Illusion: 50% faint
    - Lightspeed: +50% movement speed, -10 evasion, -10 accuracy [42s] (?)
    - Chrono Shift: +70% movement speed, +80 evasion, -20? attack


    Shaman

    - Incineration: 100% burn [37s]
    - Weakening: -20 def [56s]
    - Gaia Dragon Strike: 70% faint [1.6s]
    - Cold Icycle Dragon: 86% freeze, +30% ASR [26s]
    - Frost Incantation: 76% freeze, +20% ASR [18s]
    - Serpent's Venom: 70% poison [20s]
    - Petrify: 96% petrochemical (90%? decrease in movement & attack speed), +22% def [22s]
    - Dark Souls: 40% faint [0.9s]
    - Vigor Explosion: weapon effect
    - Enhanced Weakening: -38 def, +40% ASR (-40%? attack/movement speed, -13/14? attack) [56s]
    - Infernal Punishment: weapon effect
    - Gravity: -70% movement speed, weapon effect [4.5s]
    - Vampiric Attack: 71% HP capture (heal), weapon effect
    - Inspire: -2 accuracy, 8% SP RR [300s]
    - Enhanced Vampiric Attack: 22% HP capture (heal), weapon effect
    - Magma Explosion: 70% burn [10s]
    - Berserk Aura: +20% attack, -260 evasion [180s]
    - Spear Guardian's Wrath: weapon effect
    - Paralyzed: -100% movement speed [4.5s]
    - Magnetic Shaft: -0.50% skill delay, +5 (?) attack [30s]


    Attack Effects/Status ailments' prevention buffs

    Party Buffs:

    - Tranquility: +10% def, +10 def transform rate? [190s]
    - Blood Lust: +20 attack [140s]
    - Evasive Chant: +20 evasion [120s]
    - Fortify: +10% def, +0.2% HP RR [300s]
    - Revitalize (neutralization/prevention levels, cumulative) [300s, 240s @ lvl 7]:
    1. burn, petrochemical
    2. faint
    3. paralysis
    4. freeze
    5. chaos (ano 'to?)
    6. curse (ano rin 'to?)
    7. poison
    - Confusion Strike: +15% def, +30 evasion [300s]
    - Massive Haste: 100% movement speed, +0.01% HP+MP+SP RR [45s]


    Self Buffs:

    - Sword Mastery: +20 attack, +20 accuracy [passive]
    - Divine Shield: +10 def, +4 def transform rate? [190s]
    - Metal Body: +18 def, -10 evasion (neutralization/prevention levels, cumulative) [120s]
    1. chaos
    2. freeze
    3. poison
    4. curse
    5. paralysis
    6. faint
    7. petrochemical
    8. burn
    - Blade Mastery: +50 attack, +50 energy [p]
    - Weapon Mastery: +3 accuracy, +10 attack [p]
    - Power Kick: +45% attack
    - Meditation: 1% SP RR [p]
    - Kawasu: +20 evasion
    - Bow Mastery: +10 def, +10% attack
    - Sacrifice: +4 def, +22% attack, (-10 HP from caster) [120s]
    - Eagle Sight: +20 range, +9 accuracy [p]
    - Concentration: +18 accuracy [p]
    - Range Mastery: +50 attack, +50 energy [p]
    - Spear Mastery (ETC): +50 attack, +50 energy [p]
    - Spear Mastery (Pow): +10% attack, +10 accuracy [p]
    - Gift of Life: +30% HP (add), +10 def [300s]
    - Amplified Effect: +50 energy, -1% MP RR [110s]


    Other buffs' effects:

    - Regeneration: 22 HP RR [0.8s]
    - Breath of Life: (@ lvl 4) +10%HP RR, +60 HP (heal) [1s]
    - Sacrificial Ritual: +55% HP (heal) (-10 HP from caster) [1s]
    - MP Recovery: +1% MP RR [p]
    - Arcane Recovery: +1.8% MP RR , -?? HP% RR (di ko sure exact % pero bawas HP 'to) [300s]
    - Haste: +36% movement speed [p] (17% @ lvl 3)
    - Heaven's Treatment: +600 HP (heal)



    Equipments/accessories for effects' prevention/minimalization

    Rosaries/Necklaces:
    - Spatial Rosary [lv:120][+7]: +14 def, 0.08% HP+MP+SP RR
    - Soul Recall Rosary [lv:80][+1]: +5 accuracy
    - Bone Rosary [7D]: +5 def, +50 HP (add), +0.5% HP RR, +4 HP RV
    - Soul Rosary [7D]: +5 def, +50 SP (add), +0.3% SP RR, +3 SP RV
    - Bone Necklace [7D]: +10 all resistances

    Headgear/Glasses:
    - Outlook Glasses [15D]: +8 def, +10 accuracy
    - Battle Helmet [7D]: +10 attack, +10 accuracy
    - Hats|Caps|Bandanas [7D|15D]: 0.30% HP+MP+SP RR
    - Hacker Mission [15D]: +8 accuracy, +8 all resistance
    - Sports|Trendy Glasses [15D]: +6 def, +6 wind resistance
    - Sacred Tiara [30D]: +9 def, +9 evasion, +9 all resistance, +0.30% HP+MP+SP

    Earrings:
    - Aluminum Earrings [7D|15D]: +8 all resistance, 5ps RR
    - Copper Earrings [7D|15D]: +8 all resistance, +0.60% HP RR
    - Platinum Earrings [15D]: +8 all resistance, +0.60% HP+MP+SP RR

    Rings:
    - Space Ring [lv:120][+6]: +16 def, +15 SP
    - Soul Ring [lv:120][+6]: +16 def, +15 MP
    - Vanish Ring [lv:120]: +4 def, +25 HP
    - Vanish Ring [lv:120][+4]: +12 def, +25 HP, +5 poison resistance
    - Aruhagen Ring [lv:120][+4]: +12 def, +7 stm
    - Silver Ring [lv:120][+3]: +10 def, +7 int
    - Shen Mo Ring: +5 def, +5 HP, +0.50% SP RR
    - Copper Ring [lv:30]: +3 accuracy
    - Beidas Ring [7D|15D]: +3 def, +5 accuracy, +5 evasion, +6 all resistance, +1 all stats except vit
    - Exorcist Ring [15D]: +10 def, +10 all resistance
    - Mystic Ring [30D]: +2 def, +5 all resistance, +0.30% HP+MP+SP RR



    *RR = Recovery Rate (regeneration)
    *RV = Recovery Value
    *ps = per second
    [#s] = seconds
    [p] = passive
    *ASR = Attack Speed Rate
    * weapon effect = skill exhibits the elemental effects of the weapon equipped (see below)



    EFFECTS OF ELEMENTAL WEAPONS

    [Fire]
    Abnormal State of Mind: Burn
    Continuous time (second): 8.00
    Occurred Possibility (%): 30.00%
    Attack Speed: -18.00

    [Blaze]
    Abnormal State of Mind: Burn
    Continuous time (second):8.00
    Occurred Possibility (%): 40.00%
    Attack Speed: -18.00


    [Poison]
    Abnormal State of Mind: Poison
    Continuous time (second): 15.00
    Occurred Possibility (%): 30.00%
    Attack Speed: -24.00

    [Venom]
    Abnormal State of Mind: Poison
    Continuous time (second): 15.00
    Occurred Possibility (%): 50.00%
    Attack Speed: -24.00


    [Ice]
    Abnormal State of Mind: Freeze
    Continuous time (second): 3.00
    Occurred Possibility (%): 30.00%
    Movement Speed Rate: -40.00%
    Attack Speed Increased: 20.00%

    [Glacier]
    Abnormal State of Mind: Freeze
    Continuous time (second): 3.00
    Occurred Possibility (%): 35.00%
    Movement speed rate: -40.00%
    Attack Speed Increased: 20.00%


    [Electric]
    Abnormal State of Mind: Paralysis
    Continuous time (second): 4.00
    Occurred Possibility (%): 30.00%
    Movement speed rate: -50.00%
    DelayRate: 130.00%

    [Lightning]
    Abnormal State of Mind: Paralysis
    Continuous time (second): 4.00
    Occurred Possibility (%): 35.00%
    Movement Speed Rate: -60.00%
    DelayRate: 130.00%


    EP weapon
    Abnormal State of Mind: Faint
    Continuous time (second): 0.50s
    Occurred Possibility (%): 10.00%

    Rainbow weapon
    Abnormal State of Mind: Faint
    Continuous time (second): 2.00s
    Occurred Possibility (%): 20.00%



    SUMMARY OF ALL ELEMENTAL AND STATUS EFFECTS

    AILMENT [Element/Effect]: Status Description; Ailment Effects

    BURN [Fire/Blaze]: Burning/fire effect; HP decreases slowly; Attack speed reduced very slightly(?)
    POISON [Poison/Venom]: Green poison effect; HP decreases moderately; Attack speed reduced slightly(?)
    FREEZE [Ice/Glacier]: Blue ice effect; Movement + Attack speed reduced (40%); Susceptible to additional damage (20%)
    PARALYSIS [Electric/Lightning]: Streaks of electricity; Movement + Attack speed greatly reduced (50-60%)
    FAINT [Faint]: Momentary pause, character darkens/catches breath; Movement + Attack temporarily halted.
    PETRIFICATION [Petrochemical]: Stone effect; Movement + Attack dramatically reduced (90%?), defense increases
    CONFUSION [insufficent SP]: Character catches breath/gets dizzy; Attack and accuracy reduced by half
    PUSH/PULL [skill-specific]: Character is physically pushed/pulled a distance(hehe), cancelling active skills

    -MOVEMENT SPEED [neutral skills - Slow, Cripple, Gravity, Paralyze,]: Movement speed reduced.
    This effect cannot be neutralized by Revitalize or Metal Body.
    However, it can be countered using skills that increase movement speed [Haste, Massive Haste, Lightspeed]


    Matching weapon effects & weather conditions + corresponding damage amplifier
    ELEMENT -> Status Matching Opposed Damage amplifier
    Fire/Blaze burn Sunny|Dry Rain ?
    Poison/Venom poison - - ?
    Ice/Glacier freeze Snow Sunny|Dry ?
    Electric/Lightning paralysis Rain ?Snow? ?
    EP-based faint Rain ?Snow? 15%

    - Damage amplifier from matching weapon elements with weather conditions = +15%
    - Damage amplifier from opposing weapon elements with weather conditions = -15%

    Note: Sunny|Dry weather is characterized by falling dried leaves (different to Normal weather conditions)


    Matching skill effects & weather conditions + corresponding damage amplifier

    - Damage amplifier from matching skill effect & weather conditions = +2%
    - Damage amplifier from opposing skill effect & weather conditions = -2%
    - Damage amplifier from neutral skill effect & weather conditions = NONE


    Mobs' resistance to elements
    STRENGTH (mob effect) WEAKNESS TOTAL DAMAGE MODIFIER Sample Mob
    ------------------------------------------------------------------------------
    Fire/Blaze Preso de Mayor
    Poison/Venom Fire/Blaze Leonine Mobs
    Ice/Glacier Freezing Halogen
    Poison/Venom Big Boy Maso
    Electric/Lightning Ice/Glacier 25% Skating Master

    N.B.
    - Weak resistance means a corresponding elemental weapon will deal greater damage than other types
    - Using elemental weapons matching that of the mob's strength will reduce damage by 25% compared to using an element of it's weakness.
    E.g. using an elec/lightning/EP wand on a Skating Master yields 25% LESS damage than using an ice/glacier weapon

    - Damage amplifier when target is under freeze status = +20%
    - Freeze bonus while raining = +15%
    - Damage amplifier if hit is critical = +10->50% (most common +20%?)


    * Attack Speed Increased = Damage Amplifier when inflicted with status ailment
    [Skill description term is inaccurate. It doesn't mean that the attack rate is sped up, it means that the victim experiences % extra damage when under the effects of the status ailment]
    * DelayRate = Attack speed?



    Known Mob Effects|Resistances
    [still under construction, just like the rest of the guide ^_^
    main type of mobs 'to so not included lahat, yung pinaka popular mob na same type lang]
    LVL NAME STRENGTH(EFFECTS) WEAKNESS
    -----------------------------------------------------------
    39 Shocker elec/paralysis
    71 Sacred Gate Defender elec/paralysis ice/glacier
    91 Skating Master elec/paralysis ice/glacier
    118 Storage Guard elec/paralysis

    64 Freezing Halogen freeze/ice
    100 Freezing Clown freeze/ice

    LEONINE MOBS (most) poison fire
    Drunkard poison
    116 Fisherman poison
    120 Gas Technician poison
    135 Ninja(F) poison

    Fiery Auntie fire
    Flame Halogen fire
    113 Fiery Ali fire
    152 Preso de Mayor fire

    Dargen Man faint
    Marionette faint
    68 Shadow Crow faint
    Hunk Baldie faint
    157 Big Boy Maso faint
    162 Totoy Bato faint


    ETC Skills

    Titan Will (raised every 20 levels starting @ 30)
    Swordsman - 20 hp
    Brawler - 18 hp
    Archer - 15 hp
    Shamans - 10 hp

    Titan Force (raised every level starting @ 191)
    Swordsman - 50 hp
    Brawler - 40 hp
    Archer - 30 hp (starts @ 60 hp)
    Shamans - 20 hp


    Effects from Destiny Boxes

    Power Up: +60% attack [300s-mob drop box; 600s - EP]
    Power Up Max: +100% attack [600s - EP]
    Speed Up: +50% movement speed [300s]
    Speed Up Max: +100%? movement speed [600s - EP]
    Crazy Time: +30% movement speed, +60% attack speed [180s]
    Madness Time: +50% movement speed, +80% attack speed, -skill delay? [600s - EP]


    *EP = E-point item available from Ran PH item shop
    [Destiny boxes bought through EP lasts for 600s or vanishes once you change map/die]


    Bonuses from Pet Skills

    Attack Support: +5% attack
    Defense Support: +5% defense
    HP Recovery: +4% HP RR (?)
    HP+MP+SP Recovery: +4% HP+MP+SP RR (?)



    Maximum base defense (max def) for armors
    Armor Type [lvl] Gloves Coat Pants Shoes
    -----------------------------------------------------------------------------
    - Drifter/Mercenary/Assassin/Ritual{B}[120]: 18 24 23 17
    - A lvl (B lvl shoes) [135]: 18 24 23 18
    - C lvl/Drifter/Mercenary/Assassin/Ritual[155]:21 27 26 21
    - B lvl [165]: 22 28 27 22



    Definition/Glossary of Terminologies

    stats:
    POW|STR = POWER|STRENGTH: Raises basic attack power for regular attacks and skills
    DEX = DEXTERITY: Raises defense by small intervals
    INT|SPI = INTELLIGENCE|SPIRIT: Raises MP and Energy Value, which raises the damage of magical (INT-based) skills
    STA|STM = STAMINA: Raises your SP or Stamina Points
    VIT = VITALITY: Raises your HP or Hit Points

    Supplementary stats:
    Attack (atk): Total attack added from melee/missile and weapon attack
    Defense (def): Tolerance against physical (non-int) attacks
    Melee (mel): Close-combat damage
    Missile (mis): Long-range damage
    Energy: Magical (int) damage (not physical)
    HP: Hit points a.k.a. Health
    MP: Mana/magic points
    SP: Stamina points
    Accuracy (acc): Rate to successfully hit an enemy
    Evasion (eva): Rate at which enemy attacks can be evaded/dodged


    Cast time/speed: Time to successfully cast a skill
    Cool-down (cd): Interval time for a skill to be cast again (recast)
    Delay: Total duration of casting time and cool-down of skill
    Effect's Duration: Total amount of time an effect is active on a character
    Resistance (res): Tolerance against elemental and magical (int) attacks
    Attack speed: Character's rate of attack and casting speed
    Movement speed: Character's running/walking speed
    Active: An active skill needs to manually activated
    Passive: A passive skill is continuously active and does need to be manually activated

      Current date/time is Mon Apr 29, 2024 10:32 pm