DEX

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Dexterity: Decides your accuracy with your weapons. It also increases your ASPD (but requires more stats than AGI to increase ASPD by 1), as well as decreasing cast time of your spells. It also reduces the min-max damage rate, allowing you to do better average damage output, eventually almost always only doing top-end damage should you invest in DEX highly. As noted in STR description, bow, gun, whip and instrument users do not increase their damage through STR; they do it through DEX. DEX also has a close relationship with success rates with creation abilities such as weapon forging as a Blacksmith class or making a potion as an Alchemist class. Also, success rate of ability Steal (Thief's ability) depends on your DEX.

Every 1 DEX provides the following:

  • Increased damage of bows, guns, whip and instrument attacks
    • +1 minimum and maximum damage, additional bonus at every increments of 10 DEX (see table below)
  • Hit (chance to land hit on enemy) +1
  • Cast time -1/150 (150 DEX = instant cast)
  • Thiefs: Steal success rate +0.01x
  • Rogues: divesting success rate +0.2%
  • Blacksmiths: forging success rate +0.1%
  • Alchemists: brewing success rate +0.1%
  • Cooking success rate +0.2%
  • Increases minimum damage of attacks
    • Level 1 weapons: minimum damage +1
    • Level 2 weapons: minimum damage +1.2
    • Level 3 weapons: minimum damage +1.4
    • Level 4 weapons: minimum damage +1.6
  • Slightly ASPD increase -0.1% base time between attacks (more information in ASPD discussion)
  • Every 5 DEX: melee damage +1
DEX bonus damage for bows, guns, whips and instruments
DEX 10 20 30 40 50 60 70 80 90 100 110 120 130 140 Each additional 10 DEX
Bonus damage at this increment 1 3 5 7 9 11 13 15 17 19 21 23 25 27 DEX / 10] * 2 - 1
Total bonus damage 1 4 9 16 25 36 49 64 81 100 121 144 169 196 [DEX / 10]^2
Total damage from DEX 11 24 39 56 75 96 119 144 171 200 231 264 299 336 DEX + [DEX / 10]^2

DEX specific: