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Valdoroth
01-01-2014, 08:18 AM
Courtesy of [GM] Viral from the EU Cabal here (http://forum.cabalonline.com/newreply.php?do=newreply&p=2811274). I'm unsure why this never was pasted over here until now:

Viral;2811274']I have seen multiple questions ever since the Rising Force update, concerning stats and how to figure out what the best allocation of STR, INT and DEX for each class would be. Before the update things were simple, just add points to your main stat, while using just enough to equip whatever gear you required for the secondary stats.

So let's get into the finer details then! I realise of course that many people won't find this information interesting, so if you are bored by numbers abandon the thread ;-) Someone out there will do the work for you, never fear.

***IMPORTANT: There is currently an issue with the HP formula. We are aware of this, and it has been reported.****

So how does this work? The first table for each class is simple. It shows which stats have an impact, so if you consider Warrior and Attack, you will see:


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 (These are all images, since the forum's built-in table function is not particularly good):


http://i.imgur.com/HoT9sl1.png


http://i.imgur.com/qzIy8es.jpg


http://i.imgur.com/pGYVomW.png


http://i.imgur.com/6cCFiNN.jpg


http://i.imgur.com/3EwPyDi.png


http://i.imgur.com/9Wxv9G8.jpg


http://i.imgur.com/fRMfUga.png


http://i.imgur.com/dUn2XO1.jpg


http://i.imgur.com/N3WJbjo.png


http://i.imgur.com/fydSqWS.jpg


http://i.imgur.com/UvwkvYu.png


http://i.imgur.com/dAjwZef.jpg



The code section, to refer to when looking up the exact formula and cut-off point for each stat.
*

http://i.imgur.com/ZYZdxQQ.jpg
http://i.imgur.com/QWTUEyQ.jpg
http://i.imgur.com/0TtqFUJ.jpg
http://i.imgur.com/gBVTTi2.jpg
http://i.imgur.com/WFceLSG.jpg
http://i.imgur.com/NYsAcBl.jpg



Some more information:

Evasion calculation


Evasion 100 = Evasion Rate 1%


Penetration



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


Damage Reduce



Simply subtracts the damage value from the pre-calculated damage implicated – this is the last thing considered on calculating damage values.




Good luck!

xTheNexiOnex
01-02-2014, 03:12 AM
It was pasted over here before got lost in the millions of threads

NiteFalcon
01-02-2014, 03:37 AM
ye and ppl still build their chars wrong too

Valdoroth
01-19-2014, 01:52 PM
Oki guys. I made a spreadsheet for everyone because I wanted to and I love spreadsheets and number crunching:

Class Stat Distribution - Rank Ups not included
(https://docs.google.com/spreadsheet/ccc?key=0AsY93COMRSXcdENaWm1Lb05DVFl2Q2l2VEFULS1Ob lE&usp=sharing)
Tabs for each class are on the bottom.

It's pretty self explanatory. I started each class at their base minimum rank up requirements after lvl 100 to reduce the number of rows and no one's gonna have less than those stats anyways.

I don't have all the newer rank up stats so I can't add those in. Otherwise I'd add them on the side to show the additional stats gained for each rank up.

providen1990
01-19-2014, 02:06 PM
Question, so penetration doesn't affect damage output? and what is "Simply subtracts the damage value from the pre-calculated damage implicated – this is the last thing considered on calculating damage values" mean? an example would be nice.

Valdoroth
01-19-2014, 03:58 PM
Question, so penetration doesn't affect damage output? and what is "Simply subtracts the damage value from the pre-calculated damage implicated – this is the last thing considered on calculating damage values" mean? an example would be nice.

Penetration does, and it's different per a class.

As for damage reduce, it literally is the last calculation. Lets say my assassinate skill does 3000 damage on you, but you have 300 Dmg rdc. It'll only do 2700 instead. After all amp, cd, penetration, etc calculations are done, damage reduce is literally the amount it reduces.

providen1990
01-19-2014, 04:40 PM
Is it before or after CD multiply?
So 1 damage reduce, decrease the damage output (yellow damage) by 1 ? That is OP

Valdoroth
01-19-2014, 06:51 PM
after. It doesn't matter if they crit or not. You'll block X damage. X = your damage reduce.

Enso
01-19-2014, 06:58 PM
Though, out of war Damage Reduce is only 1/5 as effective. Try on your favorite FB -- hit them, then have them use ice blade, you'll deal exactly 20 damage less.

providen1990
01-20-2014, 01:41 PM
So damage reduce only good when your opponent does not hit hard which mean it is no good for WI? I mean what good does it have if someone crit you 4-5k and you reduce it by 100... This stat is like the opposite of add damage lol.
How does penetration work exactly?
Does anyone know if they still add like 400 def after you reach a def threshold (before was 1200def) in NW ?

Valdoroth
01-20-2014, 04:09 PM
So damage reduce only good when your opponent does not hit hard which mean it is no good for WI? I mean what good does it have if someone crit you 4-5k and you reduce it by 100... This stat is like the opposite of add damage lol.
How does penetration work exactly?
Does anyone know if they still add like 400 def after you reach a def threshold (before was 1200def) in NW ?




HP 500% increase
Defense 150% increase
While PvP, damage 400% increase (including critical damage) Buff Potion (HP up) applicable value 500% increase
Vital Potion item applicable value 500% increase



While it's not 100% up to date for HP, the boost is basically the same.

We don't know much about penetration. We know it adds more damage and it's different per class.

Opposite of Add damage isn't a bad perception.

providen1990
01-20-2014, 06:27 PM
Oh I am not talking about this boost, I was talking about a hiding 400 defense boost only in NW when you get your defense to 1200 and over (it doesn't show in your stats). That boost was the only reason why WI and FA lances weren't that OP in the old war :))
BTW what is the damage reduce of a 190 WA, FB with amber charm and rune ?
Extra question :D How would you rank the classes in order from strongest to weakest (NW only) :D

annoy
04-09-2014, 06:51 PM
I always thought Accuracy was what reduced the Evasion of the target, and Penetration was what reduced the Damage Reduce of the target....

hanhnn13
04-12-2014, 12:10 AM
Does anyone know about the HP loss for Blader when increase STR from 599 to 600?
Do you have a table for that?