[Level]
Every 1 level increases HP+10, STA+2, DEF, and Magic DEF+1.
[Types of status]
There are two types of status. Primary and Secondary. When the status screen appeared, there are two sets of stats. [Primary]+[Secondary].
Q: What are the difference between primary and secondary?
A: Primary is gained by increasing the status from status points and level, while secondary is gained from the title, equipment, and buffs.
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Q: Why are you dividing them into two types?
A: There will be some cases where the player's status will be reduced. The status that will be reduced is their primary stats. (Lazy Luck Dagger is an exception. It doubled both primary and secondary values, so it also reduced both primary and secondary status by half.) Other than that, it only reduces or increases the primary status.
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Q: So if the player has a high-value stats weapon and equipment that are fully upgraded, it won't be reduced?
A: In most cases, yes. But some skills have the ability to reduce the status value of weapon/equipment.
[Stamina]
It's needed to attack, dash/dodge, sprint, block, jump, skill, and magic.
Q: What happened if you ran out of stamina?
A: Your health will slowly decreasing until you eat/replenish your stamina.
[Strength]
Increase the capability to hold a weapon and using the equipment. Each weapon and equipment have weight. The higher the STR the easier it to move when equipping heavy armor and weapon. If STR is not high enough and equipped with heavy armor and weapon, it affects their move speed (MS) and attack speed (ASPD).
Every 1 STR increase 1 base ATK and every 10 STR increase damage output by 1%.
Q: What's the difference between base ATK and Damage output?
A: Base ATK is your base damage that hasn't been reduced by the enemy's DEF/MDEF. Damage output will multiply your base ATK when you deal damage after reduction.
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Q: You said that there are two types of status, what happened when you wear a title/set that amplify the damage output percentage? Will it get reduced as well?
A: There are two types of amplification. Additive and Multiplicative. So it depends on the title/set/equipment bonus stats. If it's Additive, then it won't, since it added a fixed amount of percentage, while Multiplicative is based on the current value of your stats.
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Q: So it's better to have Additive stats than Multiplicative stats items then?
A: It depends. For new players, definitely. For old players that already high level? Not really. You won't use the same set of types of equipment against all kinds of opponents, you must have a different set of equipment depends on who are you fighting.
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Q: What happened when you have both Additive and Multiplicative stats on the damage output, how do you do the formula?
A: Additive is fixed, so it will be added after the damage output got increased by Multiplicative stats.
[Agility]
Increase reflexes, making the body feels lighter and easier to control. If the player lacks STR but with enough AGI, it will recover the player's MS and ASPD.
[Dexterity]
Increase the perception of everything. You will be aware of everything like a superhuman and can predict everything right. But that doesn't mean you can react to it faster. It also Multiplicatively increase the skill damage output.
Q: What is the meaning of predict everything right?
A: It's like instinct. You will know which way is safe and which way is dangerous, which is the right path and which is the wrong path. It also means to increase the accuracy.
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Q: Why is it Multiplicatively, not Additively?
A: I believe using Multiplicative on skills will have a greater impact, since skills minimum damage percentage is 50%.
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Q: But if it's just 50% then isn't it better to use Additive than Multiplicative?
A: Skill damage will be upgraded based on its skill level. 50% is when the skill level is 1. The damage will be skyrocketing when it reaches level 5. So Multiplicative is better.
[Intelligent]
Stimulate the brain of the player. The higher the INT, the smarter the player will be. For example, it's faster to count like a computer, and better at calculating the formula of the status value. It also increases the magic damage and reduces casting time when using magic.
Q: So, is magic count as a skill?
A: Yes, a magic basic attack is counts as a skill. So DEX is important for a mage.
[Vitality]
Increase status resistance and increase max HP and STA. There is nothing else needed to be explained, I think...
Q: What is status resistance and how it works?
A: Status resistance is when a debuff is applied to the player, its duration will be reduced based on how much status resistance the player has.
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Q: So it's not about having a chance to null a status debuff? Only debuff duration reduction?
A: Yes to both. A null to status debuff is included in the dodge rate on LUK. But, when it reaches 100% then the player is immune to status debuff.
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Q: So it's OP when the player has 1000 VIT total.
A: Yes, but remember, if you play a game and only focus on VIT, I don't think you can enjoy the game and will have a hard time farming/leveling, right? It also can be reduced with status value reduction. So your hard work on increasing VIT to 1000 will be easily taken by status value reduction and it will be less useful.
[LUCK]
I don't think there will be anything to be explained on this one, since I more or less explain everything in the book.
Q: Since the MC has a 100% dodge rate, doesn't mean he will never be able to be touched? What happens if it's raining? will he dodge the raindrops?
A: Lol... No, it gets triggered when he will take damage from it. So, if you throw dirt or anything harmless, he won't dodge it.
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Q: You said in the chapters that there is fixed damage output, isn't that mean he can't dodge it?
A: As I wrote in the earlier chapter, that dodge rate is also fixed and it's superior compared to fixed damage. So yeah, it is overpowered. So, blame Becker, not me the author :3
[Charisma]
To put it simply, raising your charisma will makes you an important person. The NPC will think of you highly and allow you to enter places that are restricted to the player without CHR. Reduced the price you want to buy and increased the price you want to sell. Basically a discount and overcharged. Having high CHR will give you extra rewards and EXP. You will also have a chance to trigger a hidden quest.
[Fame]
Fame is different from CHR. Fame can only be obtained by killing Mini-Bosses, Bosses, and a certain quest. Fame is needed to get an advanced quest.
Q: Why are you making Fame and CHR different? Isn't it the same thing?
A: To put it simply, CHR is like being popular, but that doesn't mean you are useful for the NPC that needs something more than being popular. As I explained above, Fame can only be obtained from proving your worth by killing strong monsters. If you are an NPC that needs a player to kill an enraged dragon, which person do you want to ask? A popular player or a player that has killed dozens of Mini-Bosses and Bosses?
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Q: Can Fame go downwards?
A: Yes, when you failed a mission with Fame as a reward, it will reduce your Fame based on the reward. But if your Fame is 0, then nothing happened.
[ART]
This stat is for a player that loves to craft. Making a piece of equipment. The higher the ART, the higher the stat value of the equipment and there's a chance to give extra stats or skills. Smithing [SMIT] is when you craft something with minerals, while Artisan [ARTIS] is when you make something without minerals, like a shirt, robe, pants, etc.
Q: What happened to the player that only increase ART? Aren't they going to be hard to level up since they have no other stats? And CHR as well.
A: No, EXP can be gained by quest. Not all quests are about killing monsters, some quests only need your services. You can also party up and share the EXP with them. A player can also get EXP when successfully created a piece of equipment. So it's a win-win situation.
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Q: Do we need a skill to craft items?
A: No, you can craft anything you want. What you need is proper equipment and ingredients for making them. You will get a skill when you craft an item that can reduce the production time, item requirements, and failure chance.