[Renewal] Guide: Official Status Resistance Formulas

Started by Playtester, Apr 06, 2022, 01:10 PM

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Playtester

Remember when back in 2013 I posted this guide? https://forum.ratemyserver.net/guides/guide-official-status-resistance-formulas-(pre-renewal)/

Probably not, but I thought now that the official renewal status resistances have been implemented on rAthena, I should document these as well for completion's sake.

Note: These do not apply to Herc based server until this is implemented on Herc or the server owner implements it. But it will apply to up-to-date rAthena servers and official servers.

General Info
As last time I'll use "tar" as prefix for a value of the target and "src" as prefix for a value of the one inflicting the status change.
In renewal, you can basically categorize status changes in three types, the classic status changes (all that were present in pre-renewal), the new basic status changes (Fear, Burning and Imprison) and other status changes (not part of this guide as there is no real status resistance for those or it's specific to a skill).

Interesting difference to pre-renewal: Items that grant resistance to a status change (e.g. Stainer Card) do not only reduce the chance of a status change to succeed, but also the duration of the status change in renewal.

Also, in renewal, each classic and basic status change has a variable and a fixed duration, very similar to casting times. Old skills that use custom duration per level, such as "Frost Diver" didn't get their variable duration changed, but the fixed duration is still added on top, making all the status changes from these skills last longer by the amount of the fixed duration. Skills that always used the default duration will use the new variable default duration in renewal.

To add to both points above, there is actually no longer a separate resistance for duration at all. You just calculate one stat based resistance and one item based resistance and apply them multiplicatively to both chance and duration, e.g. 30% resistance will always mean 30% less success chance and 30% less variable duration.

The section below will go deeper into how the stat based resistance is calculated and what the default variable and fixed durations for each status change are.

Classic Status Changes

Resistance = [tarMainStat]% - [(srcBaseLevel - tarBaseLevel)² / 5]%

Note: All classic status change resistances have two factors in the resistance formula: A main resist stat and a level difference.
Level difference only applies if the "source" has a higher level than a "target". If the "target" is higher level, the resistance is simply [tarMainStat]%.
If the "source" is higher level than the "target", the resistance gets reduced:

0-2 Levels higher: 0% reduction
3 Levels higher: 1% reduction
4 Levels higher: 3% reduction
5 Levels higher: 5% reduction
...
10 Levels higher: 20% reduction
...
20 Levels higher: 80% reduction
...
30 Levels higher: 180% reduction

That means if your main resist stat is 80, but you are 10 levels below the attacker, your resistance will only be 60%. You'd need 120 in your main resist stat for full resistance.
If you are higher or the same level as the attacker, you need 100 in the main resist stat for full resistance.

So what are main stats, variable and fixed durations for each classic status change?

Stone Curse
Main: MDEF
Variable: 17 seconds
Fixed: 3 seconds

Freeze
Main: MDEF
Variable: 27 seconds
Fixed: 3 seconds

Stun
Main: VIT
Variable: 4.5 seconds
Fixed: 0.5 seconds

Sleep
Main: AGI
Variable: 18 seconds
Fixed: 2 seconds

Poison
Main: VIT
Variable: 18 seconds
Fixed: 2 seconds

Curse
Main: LUK
Variable: 18 seconds
Fixed: 2 seconds
Special: If you have 0 LUK, you are immune.

Silence
Main: INT
Variable: 18 seconds
Fixed: 2 seconds

Confusion
Main: LUK
Variable: 18 seconds
Fixed: 2 seconds

Blind
Main: INT
Variable: 18 seconds
Fixed: 2 seconds

Deadly Poison
Main: VIT
Variable: 28 seconds
Fixed: 2 seconds

Bleeding
Main: AGI
Variable: 108 seconds
Fixed: 12 seconds

New Basic Status Changes

Resistance =  [tarMainStat]*0.2% + [tarBaseLevel]*0.2% + [tarLUK]*0.1%

For the new basic status changes, there is no resistance reduction. The higher level the target is, the lower the chance. Just being level 100 already gives you 20% permanent resistance even if you have no stats at all.
Each point in your main resist stat here increases the resistance further by 0.2%. Each point in LUK increases the resistance by 0.1%.

Here are the main stats, variable and fixed durations for each new basic status change:

Fear
Main: INT
Variable: 18 seconds
Fixed: 4 seconds

Burning
Main: AGI
Variable: 18 seconds
Fixed: 2 seconds
Special: Fire2 creatures are immune.

Imprison
Main: STR
Variable: 18 seconds
Fixed: 2 seconds

Hope you found this guide interesting!