[Advanced guide] How aptitudes and stats really work

[Advanced guide] How aptitudes and stats really work

Post Last Edit by nightflier at 2009-12-10 17:09

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Note: If you find out that any information given in this guide is false, or if you would like to add information: just post here.
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Index:
Section 1-1: One important picture
Section 1-2: Another important picture
Section 2-1: Basic
Section 3-1: Advanced
Section 4-1: Level and status requirements for active effects
Section 4-2: Skill passive effects
Section 5-1: Specific aptitude information
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Section 1-1

This picture is important because they illustrate what some words, that I will use, mean in this guide.
Explanation picture zodiac.JPG
2009-11-22 23:18


1. attribute points
2. basic status points
3. allocation status points
4. aptitude

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Section 1-2

This is picture is likewise important to show what I mean with some words in this guide.
Skill tiers zodiac.JPG
2009-11-22 23:18

1. C1 skills in the STR category
2. C2 skills in the STR category
3. C3 skills in the STR category
4. C4 skills in the STR category

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Section 2-1: Basic

In this game you do not choose class, instead you choose something called aptitude. There are also 4 main status categories: STR, DEX, INT and VIT. At level 10 you can learn C1 skills, lv25 for C2 skills, lv48 for C3 skills and lv62 for C4 skills. For every "C" there are 3 skills in each status category, so there are 3*4=12 different C1 skills, 12 C2 skills, 12 C3 skills and 12 C4 skills.

Status points (STR, DEX, INT and VIT) can be obtained into two types: basic status points and allocation status points. Both give the same attributes points as result; however, only allocation status points are used to meet equipment and skill learning requirements.   

When you level up you get a total of 4 basic status points:1 basic STR, 1 basic DEX, 1 basic INT and 1 basic VIT; you also receive 4 allocation status points which you can invest in any status category you wish.

To initially learn a skill, you need to meet a level and an allocation status points requirement. Example: A C1 STR skill requires 20 allocation STR. Furthermore, C2 skills require 24 allocation status points in the correct category, C3 skills need 80 and C4 need 120.

Once you have learnt a C1 skill in a certain category, you cannot learn any other skill in the same category. Example: if you learnt one C1 STR skill, you cannot learn any other C1 STR skill, but you are still able to learn C1 INT, DEX and VIT skills as well as any C2, C3 and C4 skill. Similar rule is applied to C2, C3 and C4 skills.

Every skill has two main effects: one active and one passive.
Active effects have 10 or 12 levels while passive ones have 4 or 5 levels. It is your aptitude that decides which minority of your skills that can reach level 12 in active effect and level 5 in passive effect, while the majority can only reach level 10 in active and level 4 in passive.

When you first learn a new skill, it starts with a level 1 active effect and no passive effect. The active effects have their own "experience bar", however the word "proficiency" is used instead of "experience". Every time you use an active effect in battle you gain 1 proficiency point in that active effect. It is important to know that you can buy a lot of proficiency points with renown points from the npc Freddie (X=175, Y =320) in Cloud City (Read other guides to see how the renown points are gained and what else they can be used for). When your active effect reaches level 2, you will automaticly unlock passive effect level 1. Active level 4 is needed for passive level 2, and active level 7 is needed for passive level 3.


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Section 3-1: Advanced

Besides affecting the maximum skill levels, aptitudes also affect how much attribute points you gain from status points and how much hp you gain per level. They do however NOT affect how much attribute points you gain from equipments.
--
Suppose we have an aptitude with no attribute point bonuses nor penalties (a such aptitude does not exist in the game, it is merely an example). Then:
status points:  1 str  1 dex  1 vit  1 int
hp:                4.0    3.0     9.0    4.0   
mp:               4.0    6.0     8.0    12.0
atk:               1.2    0.9     0.6    0.4
ap:                0.2    0.6     0.1    0.2
def:               0.6    0.9     1.2    0.2
hit:                0.6    0.4     0.1    0.3
dodge:           0.2    0.6     0.1    0.3
m.atk:           0.4    0.6     0.6    1.2
m.def:           0.6    0.4     0.6    1.2
Also when you level up, besides receiving a total of 4 basic status points and 4 allocation status points, you also gain 15.0 hp. Keep in mind that when you  first start the game, at level 1, you already have 15.0 hp as well as a total of 20 basic status points (5 in each category).
--
Example: Suppose we chose a theoretical aptitude with 4% atk bonus and -5% hp penalty. Also assume that we are level 6 and have spent all our allocation status points in STR. Then:

1.
basic points:   10 str  10 dex  10 vit  10 int
hp:               (40.0    30.0     90.0    40.0) * 0.95   
mp:               40.0    60.0     80.0    120.0
atk:              (12.0    9.0       6.0      4.0) * 1.04
ap:                2.0      6.0       1.0      2.0
def:               6.0      9.0       12.0    2.0
hit:                6.0      4.0       1.0      3.0
dodge:           2.0      6.0       1.0      3.0
m.atk:           4.0      6.0       6.0      12.0
m.def:           6.0      4.0       6.0      12.0

2.
allocation points: 20 str
hp:                   (80.0) * 0.95     
mp:                   80.0   
atk:                  (24.0) * 1.04   
ap:                    4.0      
def:                   12.0      
hit:                    12.0     
dodge:               4.0     
m.atk:               8.0      
m.def:               12.0   

3.
hp from leveling up(including the hp you start with): (90.0) * 0.95

4. (Total)
hp: (40.0 + 30.0 + 90.0 + 40.0 +80.0 + 90.0) * 0.95 = 351.5
mp: 40.0 + 60.0 + 80.0 + 120.0 + 80.0 = 380.0
atk: (12.0 + 9.0 + 6.0 + 4.0 + 24.0) * 1.04 = 57.2
ap: 2.0 + 6.0 + 1.0 + 2.0 + 4.0 = 15.0
def: 6.0 + 9.0 + 12.0 + 2.0 + 12.0 = 41.0
hit:  6.0 + 4.0 + 1.0 + 3.0 + 12.0 = 26.0
dodge: 2.0 + 6.0 + 1.0 + 3.0 + 4.0 = 16.0
m.atk: 4.0 + 6.0 + 6.0 + 12.0 + 8.0 = 36.0
m.def: 6.0 + 4.0 + 6.0 + 12.0 + 12.0 = 40.0
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Section 4-1: Level and status requirements for active effects

C1(lv10):
1-20 allocation status points in the correct category
2-20
3-20
4-20
5-20
6-30
7-32
8-34
9-36
10-48
11-75 (Requires correct aptitude)
12-75 (Requires correct aptitude)

c2(lv24):
1-24
2-24
3-24
4-24
5-24
6-48
7-50
8-52
9-54
10-72
11-120 (Requires correct aptitude)
12-120 (Requires correct aptitude)

c3(lv48):
1-80
2-80
3-80
4-80
5-80
6-120
7-122
8-124
9-126
10-150
11-200 (Requires correct aptitude)
12-200 (Requires correct aptitude)

c4(lv62):
1-120
2-120
3-120
4-120
5-120
6-150
7-152
8-154
9-156
10-180
11-240 (Requires correct aptitude)
12-240 (Requires correct aptitude)
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Section 4-2: Skill passive effects

Req: lv2, lv4, lv7, lv10(I guess) and lv12(I guess) in skill active effect levels
HP: 100, 200, 300, 500 and ?
MP: 100, ?, ?, ? and ?
Min Attack: 10, 20, 30, 50 and ?
Max Attack: 20, 40, 70, 100 and ?
AP: 5, ?, ?, ? and
Def: 20, ?, 80, 120 and ?
Hit: 10, ?, ?, ? and ?
Dodge: 10, 20, 30, 50 and ?
Min M.Attack: 10, ?, 30, 50 and ?
Max M.Attack: 20, ?, 70, 100 and ?
M.Def: 20, ?, ?, ? and ?
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1

Rate Count

  • Iris

Post Last Edit by nightflier at 2009-11-24 02:47

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Section 5-1: Specific aptitude information

Format:
<Aptitude>
<Bonuses>
<enalties>
<C1 skills(category, passive effect)>
<C2 skills(category, passive effect)>
<C3 skills(category, passive effect)>
<C4 skills(category, passive effect)>

Note: The skills listed here are the minority, corresponding to each aptitude, which can reach active level 12 and passive level 5.

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M & M

Bonuses: 4% mp, 4% dodge, 5% m.atk and 3% m.def
Penalties: 5% hp and 6% def

Skills:
Epee Chop(vit, max m.atk), Fire Ball(int, max m.atk) and Frost Bolt(int, mp)
Soul Fire(vit, min m.atk), Flame Shot(int min m.atk) and Crash(int, dodge)
Divine Bless(vit, max m.atk), Hypnosis(int, m.def) and Mana Burn(int, mp)
Haste(vit, min m.atk), Volcano(int, min m.atk) and Blizzard(int, m.def)
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MDEF

Bonuses: 3% m.atk and 5% m.def
Penalties: 5% def

Skills:
Bleed(str, def), Defiant(vit, def) and Cure(int, hp)
Spirit Puncture(str, def), Static Bolt(vit, hp) and Regenerate(int, hp)
Revive(vit, hp), Dispel(vit, m.def) and Mana Burn(int, mp)
Haste(vit, min m.atk), Stun(vit, hit) and Gospel(int, mp)
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AP & A

Bonuses: 3% atk and 4% ap
Penalties: 5% m.def

Skills:
Enervate(str, hp), Double Hit(str, max atk) and Agilely Attack(dex, dodge)
Cleave(str, dodge), Riptide Impact(dex, min atk but with max atk growth) and Crash(int, dodge)
Utmost Strike(str, max atk), Dedicate(dex, ap) and Accurate Strike(dex, max atk)
Blood Drain(str, hit), Through Shot(dex, dodge), Mana Steal(dex, hit)
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D & H

Bonuses: 5% hp and 5% def
Penalties: 6% hit, 5% dodge and 6% m.atk

Skills:
Enervate(str, hp), Bleed(str, def) and Defiance(vit, def)
Spirit Puncture(str, def), Puzzle(dex, dodge) and Static Bolt(vit, hp)
Iron Skin(str, def), Dedicate(dex, ap)  and Conceal(dex, hit)
Blood Drain(str, hit), Mana Steal(dex, hit) and Stun(vit, hit)
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A & H

Bonuses: 5% atk and 3% hit
Penalties: 5% mp and 4% m.def

Skills:
Double Hit(str, max atk), Easy Attack(dex, max atk) and Frost Bolt(int, mp)
Cleave(str, dodge), Confuse(str, min atk) and Counterattack(dex, def)
Utmost Strike(str, max atk), Focus Attack(str, hit) and Accurate Strike(dex, max atk)
Frightening Hit(str, max atk), Slaughter(str, dodge) and Through Shot(dex, dodge)
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H & M

Bonuses: 5% hp and 5% mp bonus
Penalties: 5% atk, 4% def and 4% hit

Skills:
Pet Healing(vit, hp), Epee Chop(vit. max m.atk) and Cure(int, hp)
Soul Fire(vit, min m.atk), Lion's Roar(vit, def) and Regenerate(int, hp)
Conceal(dex, hit), Revive(vit, hp) and Dispel(vit, m.def)
Sacrifice(vit, hp), Blizzard(int, m.def) and Gospel(int, mp)
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AP & M

Bonuses: 3% mp and 5% ap
Penalties: 6% hp, 4% atk and 4% def

Skills:
Agilely(dex, dodge), Icy Assault(dex, hit) and Cure(int, hp)
Confuse(str, min atk), Puzzle(dex, dodge) and Regenerate(int, hp)
Dedicate(dex, ap), Conceal(dex, hit) and Seal(int, hit)
Slow Down(dex, max atk), Through Shot(dex, dodge) and Mana Steal(dex, hit)
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A & M

Bonuses: 4% atk, 4% m.atk and 4% m.def
Penalties: 6% mp, 6% ap, 4% hit and 6% dodge

Skills:
Double Hit(str, max atk), Epee Chop(vit, max m.atk) and Fire Ball(int, max m.atk)
Cleave(str, dodge), Counterattck(dex, def) and Flame Shot(int, min m.atk)
Utmost Strike(str, max atk), Focus Attack(str, hit) and Accurate Strike(dex, max atk)
Slaughter(str, dodge), Volcano(int, min m.atk)and Blizzard(int, m.def)
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D & AP

Bonuses: 4% ap and 5% dodge
Penalties: 4% mp and 6% m.def

Skills:
Agilely Attack(dex, dodge), Icy Assault(dex, hit) and Pet Healing(vit, hp)
Confuse(str, min atk), Riptide Impact(dex, min atk but with max atk growth) and Puzzle(dex, dodge)
Seal(int, hit), Hypnosis(int, m.def) and Mana Burn(int, mp)
Frightening Hit(str, max atk), Delay(dex, max atk) and Speedup(vit, min m.atk)
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A & D

Bonuses: 4% atk and 3% def
Penalties: 4% hp, 5% ap, 5% hit, 4% dodge and 4% m.atk

Skills:
Enervate(str, hp), Bleed(str, def) and Defiant(vit, def)
Spirit Puncture(str, def), Static Bolt(vit, hp) and Lion's Roar(vit, def)
Focus Attack(str, hit), Iron Skin(str, def) and Divine Bless(vit, max m.atk)
Frightening Hit(str, max atk), Slaughter(str, dodge) and Stun(vit, hit)
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H & AP

Bonuses: 3% hp, 3% ap and 4% def
Penalties: 5% m.atk

Skills:
Easy Attack(dex, max atk), Icy Assault(dex, hit) and Pet Healing(vit, hp)
Riptide Impact(dex, min atk but with max atk growth), Soul Fire(vit, min m.atk) and Lion's Roar(vit, def)
Revive(vit, hp), Seal(int, hit) and Hypnosis(int, m.def)
Slow Down(dex, max atk), Sacrifice(vit, hp) and Volcano(int, min m.atk)
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Avg

Bonuses: 3% dodge
Penalties: None

Skills:
Easy Attack(dex, max atk), Fire Ball(int, max m.atk) and Frost Bolt(int, mp)
Counterattack(dex, def), Flame Shot(int, min m.atk) and Crash(int, dodge)
Iron Skin(str, def), Divine Bless(int, max m.atk) and Dispel(vit, m.def)
Blood Drain(str, hit), Sacrifice(vit, hp) and Gospel(int, mp)
Saved for guide
marvelous. at last someone capable enough to make a guide

i have one question, don't passive skill only occur on aptitude skill?
there is no skill in passive skill panel in attribute skill (str dex, vit, int).
CMIIW
Post Last Edit by nightflier at 2009-11-22 03:32

They are supposed to happen even if it is not an aptitude skill according to the information given by the passive effects themselves. Only difference should be that the aptitude passive effects are able to reach level 5 while the passive effects from "normal" skills only reach level 4.
Nice Job!
Thank you for your guide and hard working.
Could you upload the picture again? It seems that I can't see the picture.
Welcome to Zodiac Online
Have fun!
Nice Job!
Thank you for your guide and hard working.
Could you upload the picture again? It seems that I can't see the picture.
Iris Post at 2009-11-22 19:41
I hope it works now. I had a problem before understanding how I could insert attached picture where I wanted, so I used imageshack to upload pictures and then link to those uploads. Appearently imageshack seems to ban some countries from seeing their pictures. I am understanding now how the attachment feature works, so the pictures should be displayeble from everyone now.
are u sure that those aptitudes have those bonuses and penalties? cause some of them look over powered to others. ex: d&ap get 5% dodge and 4%ap while m&m gets 4% dodge bonus and a lot more bonuses but about the same amount of penalties d&ap gets
Nice job nightflier,im sure this will help alot of people to understand the system better.
Post Last Edit by nightflier at 2009-11-23 11:58

Post Last Edit by nightflier at 2009-11-23 11:57
are u sure that those aptitudes have those bonuses and penalties? cause some of them look over powered to others. ex: d&ap get 5% dodge and 4%ap while m&m gets 4% dodge bonus and a lot more bonuses bu ...
daasianz Post at 2009-11-23 10:17
I did a lot of testing on this, so yes, I am very confident in my results.

It is true that some aptitudes might seem unbalanced if you only look at their bonuses and penalties. However, you have to also pay attention to what kind of bonuses/penalties they receive and which "aptitude skills" they have.

For example, if a player that chose M & M focuses on a int build, the dodge bonus will be pretty useless since dex gives double the dodge that int does.

Also, A & D might seem bad due to their heavy penalties:

"Bonuses: 4% atk and 3% def
Penalties: 4% hp, 5% ap, 5% hit, 4% dodge and 4% m.atk"

but it is also the only aptitude that can reach active skill level 12 on both the buffs "Lion's Roar" and "Divine Bless".

It is also VERY IMPORTANT to remember that these bonuses/penalties only affect the hp gained by level up and attributes gained through status points. They do NOT affect attributes gained through equipments and passive effects. So 200 atk from a weapon is still just 200 atk no matter what bonus/penalty your aptitude has.
Post Last Edit by nightflier at 2009-11-24 02:51

Added two sections:
"Section 4-1: Level and status requirements for active effects"
and
"Section 4-2: Skill passive effects"

The passive effect list is far from complete, would appriciate if anyone knows for sure some of the effects that aren't listed on the list.

It is important to notice that the status requirements for active effects starts increasing after they reach level 5. This is the reason why it will take time for hybrid builds to reach the high active effect levels.
huff, my build planning is ruined after i read the requirements for active effect.
i guess i should make a new one.
so there is no chance to make 3 stats hybrid build huh?
it seems 2 stats hybrid is already hard to maximize...

and i hate the C3 skill for D & AP, why is it INT SKILLS !!!
it's never meant to be taken by anyone
GM Iris, please tell the developer, at least put 1 dex skill please...
hmm..this 1's great it helped me understand my planned build much better....n i already tried them before the CB closed...i created lots of character for my experiments too...xD

your great ^_^... i miis the game!!
Wow! What a guide. Enough to force me reading through it all.

Nicely done. 9/10!
Namer of Luna Server
Alright, I have a few questions.

#1 What are the grayed out slots below C4? Are there more skills?

#2 We get 1 point to each basic stat, and we get 4 allocation points each time we level up, right? I think you mentioned that the stat requirements for the skills only count your allocation points. Is that right?

#3 The category for each "C" skill is the stat we must have X amount of allocation points in, right?

From what I see (I haven't played the game so I don't know for sure how this works) if a character decided to put 2 points in one skill, and 2 points in another each time they leveled up, by the time they got to level 62 they could learn two different skills from two different categories. Is this right?

What would be the benefits of such a balanced build? (and why is haste a vitality skill. Totally seems like a Dex skill. O_O)
You cannot soar like an eagle with the wings of a wren.