📋 Utility Stats Overview

Stat Abbr Effect Primary Source
AccuracyACCChance to hit enemiesDEX, Equipment
Move SpeedMOVSPDMovement velocityDEX, Boots, Buffs
StealthSTEALTHDetection avoidanceSkills, Equipment
Skill CooldownSKILLCDTime between skill usesINT, Equipment
Aggro/ThreatAGGROMonster attention priorityDamage, Skills, Taunts
Cast SpeedCASTSPDSpell casting timeINT, Equipment
PVE DamagePVEDMGDamage to all monstersEquipment, Passives, Buffs
PVE Damage (Non-Boss)PVEDMG-NBDamage to regular monstersEquipment, Passives, Buffs
PVE Damage (Boss)PVEDMG-BDamage to boss monstersEquipment, Passives, Buffs

🎯 Accuracy (ACC)

📖 Hit Calculation

Accuracy bersaing melawan Evasion target. Higher accuracy = higher chance to land hits.

ACC Calculation: ACC = BaseACC + (DEX × 1.0) + WeaponACC + EquipmentACC + BuffACC Base ACC by Class: - Melee classes: 100 - Ranged classes: 120 - Magic classes: 110 (untuk auto-attacks) Hit Chance Formula: HitChance% = 100 - EnemyEvasionChance% HitChance% = min(95%, max(5%, HitChance%)) Note: Minimum 5% hit chance (cannot completely miss) Maximum 95% hit chance (cannot guarantee hit)

Level Difference Impact

Level Diff ACC Modifier Effect
Target +10 levels-50 ACCMuch harder to hit
Target +5 levels-25 ACCHarder to hit
Same level±0 ACCNormal
Target -5 levels+15 ACCEasier to hit
Target -10 levels+25 ACCMuch easier

Accuracy for Skills

Skill Accuracy Types: 1. Auto-hit Skills (100% hit rate): - Most healing spells - Self-buffs - AoE ground-targeted skills 2. ACC-based Skills: - Single-target attacks - Debuff applications - Use: SkillACC = BaseACC × SkillAccuracyMod 3. Partial ACC Skills: - AoE attacks: 80% ACC check - DoT applications: 90% ACC check

🏃 Move Speed (MOVSPD)

MOVSPD Calculation: MOVSPD = BaseMOVSPD × (1 + DEXBonus + EquipBonus + BuffBonus - PenaltyBonus) BaseMOVSPD = 5.0 m/s (all characters) DEX Bonus = DEX × 0.003 (0.3% per DEX) Caps: - Minimum: 2.0 m/s (40% of base) - Soft Cap: 8.0 m/s (160% of base) - Hard Cap: 10.0 m/s (200% of base) Example: - Base: 5.0 m/s - DEX 80: +24% - Boots: +15% - Swift buff: +20% - Heavy armor: -10% - Total: 5.0 × 1.49 = 7.45 m/s

Movement Modifiers

Source Speed Modifier
Sprint (toggle)+30% (consumes FP)
Combat mode-10%
Carrying flag (CW)-20%
Heavy armor penalty-5% to -15%
Mount (basic)+50%
Mount (rare)+80%
Slow debuff-20% to -50%
Root/Immobilize-100% (cannot move)

Mount System

🐴
Basic Mount

+50% speed
No combat
2s mount time

🦅
Rare Mount

+80% speed
Basic combat
1.5s mount time

🐉
Epic Mount

+100% speed
Full combat
1s mount time

👁️ Stealth (STEALTH)

⚠️ Class Restricted

Full stealth hanya tersedia untuk Specialist class dengan skill Hide. Classes lain hanya bisa reduce detection range.

Stealth Mechanics: 1. Hide Skill (Specialist): - Become invisible - Broken by: attacking, taking damage, using non-stealth skills - Detection range based on Stealth vs enemy Perception 2. Detection Formula: DetectionRange = BaseDetectionRange × (1 - StealthValue/100) BaseDetectionRange = 20 meters (monsters) BaseDetectionRange = 15 meters (players) 3. Perception (anti-stealth): ModifiedStealth = Stealth - EnemyPerception Example: - Stealth skill: 70 points - Enemy Perception: 30 points - Effective Stealth: 40 - Detection Range: 20 × 0.6 = 12 meters

Stealth Levels

Stealth Value Detection Range Visual Effect
0-2016-20mFully visible
21-4012-16mSlightly transparent
41-608-12mSemi-transparent
61-804-8mNearly invisible
81-1000-4mInvisible

⏱️ Skill Cooldown (SKILLCD)

Cooldown Reduction Calculation: FinalCD = BaseCD × (1 - CDR%) CDR Sources: - INT: 0.05% per point - Equipment: 5-15% - Buffs: 10-20% - Passives: 5-15% Caps: - Soft Cap: 30% CDR - Hard Cap: 40% CDR - Minimum CD: 1 second (skills cannot go below) Example: - Skill Base CD: 10 seconds - CDR from gear: 15% - CDR from INT (100): 5% - CDR from passive: 10% - Total CDR: 30% - Final CD: 10 × 0.7 = 7 seconds

Skill CD Categories

Category Base CD Range Examples
Instant0-3 secBasic attacks, Quick buffs
Short4-10 secCombat skills, Heals
Medium15-30 secStrong skills, AoE
Long45-90 secUltimate skills, Summons
Very Long120-300 secTransform, Mass rezz

Global Cooldown (GCD)

📖 GCD System

Most skills trigger a Global Cooldown of 1.0 seconds. This prevents skill spam and creates combat rhythm.

GCD Rules: - Base GCD: 1.0 second - Cannot be reduced below 0.5 seconds - Some skills are "off-GCD" (instant casts) - GCD affected by: Haste buffs, Attack speed Off-GCD Skills: - Potions - Defensive cooldowns - Movement abilities (blink, dash) - Interrupt skills

😡 Aggro/Threat (AGGRO)

💡 Tank Mechanic

Aggro menentukan siapa yang menjadi target monster. Tanks perlu generate high aggro untuk protect party.

Aggro Generation: Base Formula: Aggro = Damage × ThreatMod × ClassMod Threat Modifiers: - Normal attack: ×1.0 - Skill damage: ×1.2 - Healing done: ×0.5 (per HP healed) - Taunt skill: +Fixed amount - Debuff application: +100-500 flat Class Modifiers: - Guardian: ×1.5 (high threat) - Warrior: ×1.2 - Other DPS: ×1.0 - Healer: ×0.8 - Support: ×0.7 Example: Guardian deals 1000 damage with taunt: Aggro = 1000 × 1.2 × 1.5 + 2000 (taunt) = 3800 threat

Aggro Table

Monster Aggro Behavior: 1. Aggro List: Monster tracks aggro for all attackers 2. Target Selection: Attacks highest aggro player 3. Aggro Decay: -5% per second when out of combat 4. Aggro Reset: Full reset on target death or leaving combat range Threat Management: - Aggro dump skills: Reduce your threat by 50-90% - Threat transfer: Pass your aggro to tank - Aggro wipe: Boss mechanic that resets all threat

Aggro Range

Monster Type Aggro Range Link Range
Passive0m (only if attacked)5m
Neutral5m10m
Aggressive15m15m
Boss25mRoom-wide

📖 Cast Speed (CASTSPD)

Cast Speed Calculation: CastTime = BaseCastTime / (1 + CASTSPD%) CASTSPD Sources: - INT: 0.1% per point - Weapon (Staff/Wand): 5-20% - Equipment: 5-15% - Buffs: 10-30% Caps: - Soft Cap: 50% faster - Hard Cap: 70% faster (cannot instant-cast most spells) Example: - Spell base cast: 2.0 seconds - INT 100: +10% - Staff: +15% - Buff: +20% - Total CASTSPD: +45% - Final Cast Time: 2.0 / 1.45 = 1.38 seconds

Cast Time Categories

Category Base Time Interruptible
Instant0 secNo
Fast0.5-1.0 secDifficult
Normal1.5-2.5 secYes
Slow3.0-4.0 secYes
ChannelVariesYes (breaks channel)

🐉 PVE Damage (PVEDMG)

💡 Monster Hunting Boost

PVE Damage stats memberikan bonus damage khusus untuk melawan monster/dungeon content. Berbeda dari PVP damage yang memiliki penalti.

PVE Damage Calculation: Final Damage = Base Damage × (1 + PVEDMG%) PVEDMG Sources: - Equipment (dungeon gear): 5-25% - Passive skills: 5-20% - Buffs/Potions: 10-30% - Class passive: 5-15% - Gems/Enchants: 5-10% Caps: - Soft Cap: 50% PVEDMG - Hard Cap: 100% PVEDMG (2x damage) - Minimum: 0% PVEDMG Example: - Base Damage: 1000 - PVEDMG from gear: 15% - PVEDMG from passive: 10% - PVEDMG from buff: 20% - Total PVEDMG: 45% - Final Damage: 1000 × 1.45 = 1450 damage

PVE Damage Categories

Category Bonus Notes
Regular Monsters100% damageStandard PVE damage
Elite Monsters85-100% damageSlight resistance
Dungeon Bosses70-80% damageHigh damage reduction
Raid Bosses50-70% damageVery high reduction
World Bosses40-60% damageExtreme resistance

PVE Damage vs PVP Damage

⚠️ Balance Difference

PVE Damage dan PVP Damage dihitung terpisah untuk menjaga balance. High PVE damage tidak membuat character overpowered di PvP.

Comparison: PVE Damage: - Bonus penuh untuk monster content - Tidak ada penalti - Cocok untuk grind, dungeon, bosses - Example: +45% PVEDMG = 1450 damage vs 1000 PVP Damage: - Rata-rata 70-80% dari attacker damage - Harder to stack - Penalti untuk high-level vs low-level - Example: +45% PVEDMG tidak applies ke players Summary: - Monster hunting: Gunakan PVEDMG gear - PVP / Grinding mix: Balance keduanya - Solo dungeon: Maksimalkan PVEDMG

🗡️ PVE Damage to Non-Boss Monsters (PVEDMG-NB)

📖 Specialized Stat

Bonus damage khusus untuk regular monsters (non-boss). Lebih mudah di-stack daripada boss damage tetapi hanya untuk mobs regular.

Non-Boss Monster Definition: - Regular field monsters - Dungeon trash mobs - Quest monsters - Elite monsters (tier 1-2) PVEDMG-NB Calculation: Final Damage = Base Damage × (1 + PVEDMG% + PVEDMG-NB%) Non-Boss Sources: - Regular dungeon gear: 10-20% - Monster-hunting passives: 5-15% - Mob-slaying buffs: 10-25% - Leveling gear: 5-10% Benefits: - Stackable dengan PVEDMG - Bonus tinggi untuk farming - DPS improvement untuk grinding - Easy to obtain from gear Example: - Base Damage: 1000 - PVEDMG: 15% - PVEDMG-NB: 25% - Total: 1000 × (1 + 0.15 + 0.25) = 1400 damage

Non-Boss Monster Types & Scaling

Monster Type HP Range Recommended PVEDMG-NB Kill Speed
Trash Mob100-500 HP0-10%Very Fast
Regular Monster500-2000 HP10-20%Fast
Elite Monster2000-5000 HP15-30%Normal
Mini-Boss5000-10000 HP20-40%Slow

Farming Strategies dengan PVEDMG-NB

Optimization Tips: 1. Gear Selection: - Prioritas: PVEDMG-NB > PVEDMG > ATK - Mix dungeon gear dengan PVEDMG-NB - Farming gear setup: Maksimalkan PVEDMG-NB 2. Stat Allocation: - Farming build: Focus ATK + PVEDMG-NB - Leveling build: Balance XP gain + PVEDMG-NB - Hybrid build: PVEDMG + PVEDMG-NB combo 3. Buff Management: - Farming buffs: +10-15% PVEDMG-NB - Potion: +15-20% PVEDMG-NB - Pet/Summon: +5-10% PVEDMG-NB - Rune effect: +5-10% PVEDMG-NB 4. Farming Routes: - High PVEDMG-NB = Fast clear zone - Low investment = Easy zone - Grind efficiency: DPS × Kill rate

👑 PVE Damage to Boss Monsters (PVEDMG-B)

💡 Specialized for Bosses

Bonus damage khusus untuk boss monsters. Penting untuk dungeon/raid content dan harder fights. Lebih susah di-stack daripada non-boss damage.

Boss Monster Definition: - Dungeon bosses - Raid bosses - World bosses - Elite boss tier monsters - Mini-bosses (5000+ HP mobs) PVEDMG-B Calculation: Final Damage = Base Damage × (1 + PVEDMG% + PVEDMG-B%) Boss Damage Sources: - High-tier gear: 10-15% - Boss-slaying passives: 5-10% - Raid prep buffs: 10-20% - Ancient/Legendary items: 5-20% - Achievement rewards: 3-7% Caps: - Soft Cap: 40% PVEDMG-B - Hard Cap: 60% PVEDMG-B - More restrictive than non-boss Example: - Base Damage: 1000 - PVEDMG: 15% - PVEDMG-B: 20% - Final vs Boss: 1000 × (1 + 0.15 + 0.20) = 1350 damage

Boss Monster Types & Difficulty Scaling

Boss Type HP Range Recommended PVEDMG-B Recommended Party
Mini-Boss10K-50K HP0-10%Solo/2 players
Dungeon Boss50K-200K HP10-20%2-3 players
Elite Boss200K-500K HP20-35%3-4 players
Raid Boss500K+ HP30-50%8+ players

Boss Battle Mechanics & PVEDMG-B Strategy

⚠️ Resistance Scaling

Boss monsters memiliki resistance yang meningkat seiring HP mereka turun, membuat damage output semakin sulit di akhir fight.

Boss Fight Phases: Phase 1 (100%-75% HP): - Standard damage - No special mechanics - Full PVEDMG-B applies Phase 2 (75%-50% HP): - Damage reduction: -10% - First attack pattern - PVEDMG-B reduced by 5% Phase 3 (50%-25% HP): - Damage reduction: -25% - Enrage mechanics - PVEDMG-B reduced by 10% Phase 4 (25%-0% HP): - Damage reduction: -40% - Heavy attack patterns - PVEDMG-B reduced by 20% Damage Scaling Example: Phase 1: 1000 × (1 + 0.20 PVEDMG-B) = 1200 Phase 2: 1000 × (1 + 0.15 PVEDMG-B) × 0.90 = 1035 Phase 3: 1000 × (1 + 0.10 PVEDMG-B) × 0.75 = 825 Phase 4: 1000 × (1 + 0.00 PVEDMG-B) × 0.60 = 600 Strategy: - Burst high PVEDMG-B early - Stack buffs untuk phase-transition - Use cooldowns optimal - Heal/tank role critical

Boss Damage Source Priority

Gear Priority for Raid (PVEDMG-B focus): HIGH PRIORITY: 1. Raid armor set (20% PVEDMG-B) 2. Legendary weapon (15% PVEDMG-B) 3. Boss-specific amulet (10% PVEDMG-B) 4. Raid rune (7% PVEDMG-B) MEDIUM PRIORITY: 5. Enhancement stones (3-5% each) 6. Passive skills (5-8% total) 7. Buff preparation (10-15%) LOW PRIORITY: 8. Leveling bonus (1-2%) 9. Achievement reward (1-3%) 10. Potion stacking (varies) Total Optimal: 40-50% PVEDMG-B