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NuMnUmZz Tasty guide to Attributes, or how to not worry about gear and git gud

You might be a tad bit confused when you increase your stats and things don't feel right or don't make sense. so lets demystify your Attributes

You have your base attributes and then you have your compound attributes Base Attributes are highlighted in green and compound are highlighted in orange

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Handy dandy base attributes Table

Attribute Primary Effects
STR Melee ATK, STR damage bonus every 10 STR, weight limit, minor ranged damage
AGI FLEE, ASPD
VIT Max HP, Soft DEF, HP regeneration, healing-item effectiveness, status resistance
INT MATK, Soft MDEF, Max SP, SP regeneration, SP-item effectiveness, some status resistance
DEX HIT, cast-time reduction, weapon damage consistency, ranged ATK, minor ASPD
LUK CRIT, Perfect Dodge, minor ATK, resistance to several statuses, crafting success

STR — Strength

STR is the primary offensive stat for most melee physical characters. Each point increases melee attack, while every 10 total STR gives an increasingly large bonus through the classic STR + floor(STR/10)² progression. It also increases carrying capacity by 30 weight per base STR. STR contributes only a small amount to ranged weapon damage compared with DEX. 

GETTING INTO THE WEEDS:This is how your strength is calculated

STR+10STR2

10STR this essentially means it will round down to the nearest whole number

Weeds TLDR: put STR+bonus STR to 10's I.E 10, 20, 30, etc...  numbers for strength so you get the most out of your status points and damage.

AGI — Agility

AGI primarily controls attack speed and dodge. Each point gives +1 FLEE and contributes substantially toward ASPD, although your actual ASPD also depends on class, weapon type, DEX, skills, and buffs. AGI does not reduce cast time or increase movement speed in classic mechanics. USE Concentration, Awake, and Berserk Potions they are your friend for ASPD

GETTING INTO THE WEEDS: This is your ASPD formula, you dirty filthy math nerd fucks


For wRO, the basic ASPD formula is:

ASPD=200(WD10(WD×AGI/25)+(WD×DEX/100))×(1SM)

Where:

  • WD = Weapon Delay, based on your class + weapon type
  • AGI = your total AGI
  • DEX = your total DEX
  • SM = ASPD speed modifiers from things like potions and skills

In simple terms, your class and weapon determine your starting attack delay, then AGI does most of the work reducing that delay, while DEX contributes about one-quarter as much as AGI. ASPD buffs then reduce the remaining delay further. This is why the same AGI/DEX can produce different ASPD on different classes or weapon types.

WD or Weapon Delay Table
Class Weapon → WD
Novice / Novice High / Baby Novice / Super Novice / Baby Super Novice Unarmed 50 · Dagger 65 · 1H Sword 70 · 1H Axe 80 · Mace 70 · Rod 65 · 2H Staff 65
Swordman / Swordman High / Baby Swordman Unarmed 40 · Dagger 50 · 1H Sword 55 · 2H Sword 60 · 1H Spear 65 · 2H Spear 70 · 1H Axe 70 · 2H Axe 75 · Mace 65
Magician / Magician High / Baby Magician Unarmed 50 · Dagger 60 · Rod 70 · 2H Staff 70
Archer / Archer High / Baby Archer Unarmed 40 · Dagger 60 · Bow 70
Acolyte / Acolyte High / Baby Acolyte Unarmed 40 · Mace 60 · Rod 60 · 2H Staff 60
Merchant / Merchant High / Baby Merchant Unarmed 40 · Dagger 60 · 1H Sword 70 · 1H Axe 70 · 2H Axe 75 · Mace 70
Thief / Thief High / Baby Thief Unarmed 40 · Dagger 50 · 1H Sword 65 · 1H Axe 80 · Bow 80
Knight / Lord Knight / Baby Knight Unarmed 40 · Dagger 50 · 1H Sword 50 · 2H Sword 55 · 1H Spear 60 · 2H Spear 60 · 1H Axe 70 · 2H Axe 70 · Mace 65
Priest / High Priest / Baby Priest Unarmed 40 · Mace 60 · Rod 60 · Book 60 · 2H Staff 60
Wizard / High Wizard / Baby Wizard Unarmed 50 · Dagger 57.5 · Rod 62.5 · 2H Staff 62.5
Blacksmith / Whitesmith / Baby Blacksmith Unarmed 40 · Dagger 60 · 1H Sword 65 · 1H Axe 65 · 2H Axe 65 · Mace 67.5
Hunter / Sniper / Baby Hunter Unarmed 40 · Dagger 60 · Bow 60
Assassin / Assassin Cross / Baby Assassin Unarmed 40 · Dagger 50 · 1H Sword 65 · 1H Axe 80 · Katar 50
Crusader / Paladin / Baby Crusader Unarmed 40 · Dagger 50 · 1H Sword 50 · 2H Sword 55 · 1H Spear 60 · 2H Spear 60 · 1H Axe 70 · 2H Axe 70 · Mace 65
Monk / Champion / Baby Monk Unarmed 40 · Mace 57.5 · Rod 57.5 · Knuckle 47.5 · 2H Staff 57.5
Sage / Professor / Baby Sage Unarmed 45 · Dagger 52.5 · Rod 62.5 · Book 55 · 2H Staff 62.5
Rogue / Stalker / Baby Rogue Unarmed 40 · Dagger 50 · 1H Sword 55 · Bow 65
Alchemist / Creator / Baby Alchemist Unarmed 40 · Dagger 55 · 1H Sword 57.5 · 1H Axe 67.5 · 2H Axe 70 · Mace 65
Bard / Clown / Baby Bard Unarmed 40 · Dagger 55 · Bow 65 · Instrument 57.5
Dancer / Gypsy / Baby Dancer Unarmed 40 · Dagger 55 · Bow 65 · Whip 57.5
Gunslinger Unarmed 50 · Revolver 70 · Rifle 75 · Gatling Gun 70 · Shotgun 150 · Grenade Launcher 150
Ninja Unarmed 40 · Dagger 50 · Fuuma Shuriken 75
Taekwon Unarmed 40
Star Gladiator / TaeKwon Master Unarmed 40 · Book 50
Soul Linker Unarmed 50 · Dagger 57.5 · Rod 62.5 · 2H Staff 62.5
Source Classic class/weapon delay database (GitHub); WD corresponds to the Pre-Renewal ASPD formula's WD = 50 × BTBA. (irowiki.org)

Weeds TLDR: AGI is your biggest contributor and ASPD potions use ASPD potions. USE Concentration, Awake, and Berserk Potions they are your friend for ASPD

VIT — Vitality

VIT is the main durability stat. Each point increases maximum HP by roughly 1% of your class's base HP, contributes to your Soft/VIT DEF, improves HP recovery and healing-item effectiveness, and provides resistance to statuses such as Stun, Silence, Poison, and Bleeding. It is therefore valuable even though VIT DEF itself is only flat damage reduction.

Getting into the Weeds: Here is a table showing you the differences in hp each class has, it is based on class and Base level
Job Class HP A HP B Lv. 99 Effective Base HP HP per VIT @ 99
Novice 0.00 5 530 5.30
High Novice 0.00 5 662* 6.63
Super Novice 0.00 5 2,530† 25.30
Swordman 0.70 5 3,997 39.97
High Swordman 0.70 5 4,996* 49.96
Archer 0.50 5 3,029 30.29
High Archer 0.50 5 3,786* 37.86
Thief 0.50 5 3,029 30.29
High Thief 0.50 5 3,786* 37.86
Acolyte 0.40 5 2,510 25.10
High Acolyte 0.40 5 3,137* 31.38
Merchant 0.40 5 2,510 25.10
High Merchant 0.40 5 3,137* 31.38
Mage 0.30 5 2,020 20.20
High Mage 0.30 5 2,525 25.25
Knight 1.50 5 7,978 79.78
Lord Knight 1.50 5 9,972* 99.73
Crusader 1.10 7 6,177 61.77
Paladin 1.10 7 7,721* 77.21
Hunter 0.85 5 4,739 47.39
Sniper 0.85 5 5,923* 59.24
Bard 0.75 3 4,056 40.56
Clown 0.75 3 5,070 50.70
Dancer 0.75 3 4,056 40.56
Gypsy 0.75 3 5,070 50.70
Assassin 1.10 5 5,979 59.79
Assassin Cross 1.10 5 7,473* 74.74
Rogue 0.85 5 4,739 47.39
Stalker 0.85 5 5,923* 59.24
Priest 0.75 5 4,254 42.54
High Priest 0.75 5 5,317* 53.18
Monk 0.90 6.5 5,137* 51.38
Champion 0.90 6.5 6,421* 64.22
Blacksmith 0.90 5 4,989 49.89
Whitesmith 0.90 5 6,236* 62.36
Alchemist 0.90 5 4,989 49.89
Creator 0.90 5 6,236* 62.36
Wizard 0.55 5 3,254 32.54
High Wizard 0.55 5 4,067* 40.68
Sage 0.75 5 4,254 42.54
Professor 0.75 5 5,317* 53.18
TaeKwon Kid 0.70 5 3,997 39.97
TaeKwon Master / Star Gladiator 0.90 6.5 5,137* 51.38
Soul Linker 0.75 5 4,254 42.54
Ninja 0.80 0 3,994 39.94
Gunslinger 0.75 0 3,759 37.59

INT — Intelligence

INT is the primary magic and SP stat. It raises MATK, increases Soft MDEF, gives +1% Max SP per INT, improves SP-item recovery, and increases natural SP regeneration. Pre-Renewal MATK also has important breakpoints: minimum MATK gets a bonus every 7 INT, while maximum MATK gets a bonus every 5 INT.

DEX — Dexterity

DEX primarily controls accuracy and casting speed. Each point gives +1 HIT and reduces classic variable cast time by 1/150, making 150 DEX instant cast for skills governed by that formula. DEX also raises the minimum damage of weapons, reducing damage variance, contributes slightly to ASPD, and replaces STR as the primary physical damage stat for bows, guns, instruments, and whips.

LUK — Luck

LUK is the miscellaneous offensive/defensive stat. Each point gives about +0.3 CRIT and +0.1 Perfect Dodge, while every 5 LUK gives +1 ATK. It also reduces an enemy's chance to critically hit you and provides varying resistance to several status effects. LUK also affects crafting systems such as Blacksmith forging and Alchemist brewing, but does not increase item drop rates.

Compound Attributes

ATK is your physical attack power. It is built from your stats, weapon ATK, refinement, flat ATK bonuses, and other effects, then feeds into the physical damage formula before modifiers like skill damage, enemy DEF, element, race, size, and cards are applied. In Pre-Renewal, STR is the main contributor for melee weapons, while DEX fills that role for ranged weapons.

MATK is your magical attack power and determines the base damage range of most offensive magic. In Pre-Renewal it is driven primarily by INT, with separate minimum and maximum MATK values, so spell damage naturally varies between casts. Rods and some equipment can also increase MATK by a percentage.

HIT determines your chance to successfully land normal physical attacks and most physical skills. It is primarily increased by DEX and your Base Level, and is compared against the target's FLEE. Higher HIT is particularly important against high-AGI monsters and evasive players.

Critical determines your chance to perform a critical physical attack. CRIT is primarily increased by LUK, equipment, cards, and skills. Critical hits automatically connect regardless of normal HIT/FLEE and, in Pre-Renewal, ignore both Hard DEF and VIT/Soft DEF, making them especially effective against heavily armored targets.

DEF reduces incoming physical damage. Pre-Renewal has two forms: Hard DEF, mainly from equipment, reduces physical damage by a percentage; and Soft DEF, mainly derived from VIT, subtracts a flat amount afterward. Critical attacks bypass both forms of DEF.

MDEF reduces incoming magical damage. Like DEF, Pre-Renewal separates it into Hard MDEF from equipment, which provides percentage-based magic reduction, and Soft MDEF derived largely from INT and VIT, which subtracts additional damage after the percentage reduction.

FLEE determines your chance to evade most physical attacks. It is primarily increased by AGI and Base Level and is compared against the attacker's HIT. Normal avoidance is capped at a 95% success rate, and Pre-Renewal applies a significant FLEE penalty when multiple enemies are attacking you simultaneously.

ASPD determines how quickly you can perform normal attacks. It depends on your class, equipped weapon type, AGI, DEX, and attack-speed modifiers from skills, consumables, and equipment. AGI contributes much more strongly than DEX, and because ASPD represents decreasing delay between attacks, gains at higher ASPD values produce increasingly large increases in attacks per second.

ASPD Formula again

For wRO, the basic ASPD formula is:

ASPD=200(WD10(WD×AGI/25)+(WD×DEX/100))×(1SM)

Where:

    WD = Weapon Delay, based on your class + weapon type AGI = your total AGI DEX = your total DEX SM = ASPD speed modifiers from things like potions and skills

    In simple terms, your class and weapon determine your starting attack delay, then AGI does most of the work reducing that delay, while DEX contributes about one-quarter as much as AGI. ASPD buffs then reduce the remaining delay further. This is why the same AGI/DEX can produce different ASPD on different classes or weapon types.

     

    These are fairly straight forward straight-forward descriptions for all your base attributes and compound attributes in your Attributes window (Alt+A)