Melee Question

Player Questions Started Last reply 10 posts
Hi. I have been looking around dozens of links for this, and after failing to find an answer, I decided to make a post.

The question I have is in regard to melee characters. In perticular a gladiator.

Are gladiator skill's such as Sonic Blaster affected by int? or by other thing such as str? The reason I am asking is because I want to -int dye if Sonic Blaster is not affected by it.

A second and final question is about the int dye itself. I read the int dye description, and from what I understand all it affects is m.atk. Does it affect anything else if you minus it?

Thank you for replies.
INT effects matk and cance of landing debuffs.

There is NO reason to go +INT with a melee unless maybe if you are a DE fighter class or DA but even then its really not great. Skills like the ones Gladiators have are active skills (physical oriented) where other skills (like self buffs and self heals) will be magic (magic oriented obviously). If you can be Silenced and use the skill you can be sure magic or magic-effecting buffs do NOTHING to that skill. So things like a skill's attack power and speed are ONLY effected by patk and attack speed. Attack speed also determines the refresh (re-use) rate on active skills. For example take Ultimate Defense skill, its an active skill that everyone knows takes absolutely forever to refresh. With Haste/Fury 2 and Dance of Fury it takes like 10 min or less to refresh.
Sonic Buster is primarily affected by skill power and the amount of charges you've used with focus sonic. It is also boosted by your patk but not by a whole lot. Int has nothing to do with it, nor does matk.

Some skills are affected by matk. These include most dark elven spells - hex, power break, drain energy, etc. Entangle and Hamstring are skills also affected by matk. In the end, the simplest way to find out if your skill is this:
1. Use a bsps
2. Use the skill
3. Try to use a bsps
If you can't do step 3, the skill is a physical skill. If you can do step 3, the skill is magical and affected by matk.
Thx. That seems like a simple solution :)

INT effects matk and cance of landing debuffs.



Ok, this part I understand perfectly. You +int, your matk goes up and your chance of landing debuffs goes up. Thinking logically, if you - int, that would mean that your matk goes down and _____________? ___= your chance of being debuffed are higher and chance of staying buffed when say a panther tries to debuff you are lower? This part I'm not clear about :(
There are 3 stats that effect the land rate of debuffs: the caster's int, the target's wit and the target's men.
If the caster increases int, the chance that the debuff will land is increased; while if int is decreased, the chance that the debuff will land is also decreased.
If the target increases wit and/or men, the chance of the debuff landing decreases; while if these stats are decreased, the chance of the debuff landing increases.
While zzzZZZzzz's method will work, it's also possible to simply read the description in your "Skills & Magic" tab. If it says "Magic", it's a spell and MAtk is probably a factor (to some degree, often a square or cube root); if it says "Active Skill" then it's a nonmagical skill.
Cut & paste from a FAQ I was writing but havent messed with in over a month:


The chance to land a debuff depends on several things with slight variations between them. From personal observations, the chance to land a debuff depends on:
-One of the base stats affects the chance of resisting a debuff
CON resists stun and bleed
WIT affects root resistance and various overlord debuffs
-Magic-based debuffs are affected by both the M.Atk. of the caster and the M.Def. of the target.
-The level of the skill affects the chance to land a debuff. Basically to ensure that a debuff will land, you need to keep the skill leveled up. In general getting a debuff skill at level 70 will ensure that it lands normally on a target who is level 70, but has a reduced chance on a level 71 or higher and of course an increased chance on a level 69 or lower target. Specifically, it sets an effect multiplier which seems to correlate to a target's level similarly to accuracy & evasion. Skills like shield stun have an extremely high effect multiplier and skills like a tyrant's stun skill have a low multiplier.
-Any buff a character might have to resist a specific debuff, such as Resist Shock, Invigor, Mental Aegis, etc.
Since little is known about the actual formula for determining debuffs, here is a general outline of how it seems to work: (EM=effect multiplier ;the EM for each skill is different and the actual amounts are not known to me)
Stun skills - ((EM - con - resist shock - set bonus)*level
Physical Bleed skills - ((EM - con - invigor - set bonus)*level), can be cured by a cure bleed spell.
Magical Bleed skills - (((EM - wit)*level)*(matk/mdef), can be spiritshotted and cannot be cured.
Poison skills - (((EM - men - resist poison - set bonus)*level)*(matk/mdef)
Holy Aura - ((EM - wit? - mental aegis?)*level) - holy aura is not a magical skill
Root/Hold - (((EM - wit)*level)*(matk/mdef)
Physical Slow (cripple) - (EM*level); it is not known what reduces the chance to be slowed but it could be dex
Magical Slow - ((EM*level)*(matk/mdef), also unknown if any stats reduce your chance to be slowed
Sleep - (((EM - aegis - set bonus)*level)*(matk/mdef), it is unknown if any base stats affect the chance to land sleep
Paralyze ((EM*level)*(matk/mdef)), unknown what base stat if any resists paralyze
Misc. - most of the rest like the overlord debuffs are the same as roots



This is not the end all and be all of how it works, but it seems to follow that logic.

If none of that made sense, basically it is like:
The chance to land a debuff depends on 2 major things
1. Matk vs. Mdef - if your matk is too much lower than the target's mdef, you chance to land it is low
2. Skill level vs. Target's level - for example if you got your skill at 60, it works best on people level 60 and lower
ok heres my take on the whole pattack matack thingy
if a skill uses sps its magic
if a skill benifits from emp its magick

i beleave there is one exception to the rule....
maybe a sws slow skill?
With +9 STR my glad hurts about 300-400 more on his specials then without the dyes, its totally STR based, INT has no place on gladiators so go buy yourself that +wit dye.