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[Reference] Force Blader Character Stats & Skills Stats
Disclaimer
I rather call this thread as a reference rather than a guide. As this thread does not guide you, instead, it gives you some general information on Force Blader's character stats and skills stats.
Updates: 06th April : Upgrade Skills tables added. 09th April : Assassinate cd table added. 12th April : Upgrade Skills costing table added. 24th April : Impact Stab EP2.01 cd and Character Stats Growth tables added. 26th April : Flash Draw and Force Stab EP2.01 cd table added. 30th April : Character Planner Spreadsheet added. 1st May : Revised version for Character Planner: ver 1.0a added 3rd May : Magic skills cd table added. Reference completed. 18th May : Correct Rising Shot cd time. Character Planner ver 1.0b 20th May : lvl19/20 cd time formulae by Zred
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Character Planner
Force Blader Character Planner version 1.0b
Force Blader Char Planner ver1.0b.xls Platform: MS Office Excel 2003 Download: http://www.mediafire.com/download.php?5xtxaymdhpf
The version provides accurate info on character, sword skills, upgrade skills and partly magic skills stats. If you found any bugs in spreadsheet and stats which differed from those in game, please post it in this thread and provide with screenshots. By doing so, you are helping us to improve the spreadsheet. Thanks.
Note: - Select blade buff to stack using check boxes. - If you setup a character in spreadsheet, remember to set the stats according to what you have in game. If you cast buff skills, set it aloso in spreadsheet. - Bonus row in equipment table is the full set bonus. e.g full set titan gives Def +3, Def Rate +3. - If the buttons do not work, you need adjust the macro security setting in MS Excel. In Excel, select Tools > Macro > Security > Security Level tab > choose Low -------------------------------
Character Stats
Stats growth for force blader in ver.EP2.01

For def, atk rate and def rate, they are same as the previous version except atk and m.atk:
- 1 str = 0.23 => 0.24 atk - 1 str = 0.15 => 0.05 m.atk - 1 int = 0.3 => 0.285 m.atk
If you use the initial stats: 12, 12, 11 for str, int, dex respectively to calculate the initial stats values.
atk = 12(0.24) + 12(0.1) + 11(0.23) = 6.61 m.atk = 12(0.05) + 12(0.285) + 11(0.25) = 6.77
Use the table to calculate the rest of stats:
def = 4.075 atk rate = 28.85 def rate = 13.4
If you compare to level 1 (naked) initial stats values in game: atk = 9 m.atk = 7 def = 4 atk rate = 28 def 13
We notice that all stats are correct except atk and m.atk. Thus, we need to add 3 and 1 for atk and m.atk respectively in our calculations.
I'm not sure why they increase the initial value of atk and m.atk, perhaps they want to make force blader a bit stronger from the start?
Next, we have to know the stats bonus for every 10 levels rank up. Refer to the table, the 4th column is the bonus for each stats.
Resultant stats values without buffs and upgrade skills:
Atk = str(0.24) + int(0.1) + dex (0.23) + atk bonus(Class Rank -1) + 3
M.Atk = str(0.05) + int(0.285) + dex (0.25) + m.atk bonus(Class Rank -1) + 1
Def = str(0.125) + int(0.1) + dex (0.125) + def bonus(Class Rank -1)
Atk Rate = str(0.4) + int(0.4) + dex (1.75) + atk rate bonus(Class Rank -1)
Def Rate = str(0.1) + int(0.1) + dex (1) + def rate bonus(Class Rank -1)
HP and MP

Refer to the 1st table on above, force blader has initial 45 HP and 25 MP at level 1. And it gains 2.5 HP and 1.5 MP for every level. However, after force blader hit class rank 8, it has bonus HP for every rank up as shown in the 2nd table.
The data in 2nd table wasn't collected by me, it's collected by TheThink from Cabal Online forum (see credits). The value is the difference of the HP value in game and the HP value from HP formula for class rank 8 and above. and he couldn't find out the exact formula to produce the data as the data appears to be non-linear. I agree with him, as it is a curve if you plot class rank against bonus HP on graph.

Refer to the table above, for sword and magic skill rank, there are bonus HP and MP for skill rank up also. Note that the bonus values are accumulated for each rank.
The following are the formulae for HP and MP:
below class rank 8: HP = 45 + (class rank - 1) 2.5 + accumulated sword rank bonus HP + accumulated magic rank bonus HP + Vitality Mastery HP
class rank 8 and above: HP = 45 + (class rank - 1) 2.5 + accumulated sword rank bonus HP + accumulated magic rank bonus HP + Vitality Mastery HP + bonus HP
MP = 25 + (class rank -1) 1.5 + sword rank bonus MP + magic rank bonus MP + Mana Mastery MP
Sword Skills Cool Down (CD) Time
I believe most force bladers know that skill level 9 has the shortest cool down time. However, some of you may puzzle about the cd time above skill level 9. Unlike add. attack which is derivable for every level, how can we know the cd time for a particular skill at certain level, especially for skill level 9 above?
Refer to the following table, it clearly shows that the cd time allocation for level 1-18 is systematic.
Note: Unit = seconds
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Important Note
Flash Draw, Impact Stab, Force Stab cd time in the following table follows CabalKR, CabalJP version Upgrade 3.0. Current CabalSEA version is EP2.01
Refer to 3th table for EP2.01 Impact Stab, Flash Draw and Force Stab cd time. Other sword skills cd time in EP2.01 are the same as those in Upgrade 3.0
Thanks to abrakadabra point out the deviations http://forums.playpark.net/showthrea...=330423&page=3 -------------------------------
 (click the picture to see the full size)
 (click the picture to see the full size)
Impact Stab, Flash Draw and Force Stab CD Time for EP 2.01
 (click the picture to see the full size)
Take Force Slash as example. For level 10-18, its cd time follows level 1-7 in a systematic way as following:
cd time for:
Level 10 - 12 follows level 5 - 7 respectively. Level 13 - 15 follows level 3 - 5 respectively. Level 16 - 18 follows level 1 - 3 respectively.
I will skip the black box operation on why/how these levels cd time only follows those levels one.
Note: Impact Stab, Flash draw and Force Stab cd time at EP2.01 do not follow this system.
For level 19 and 20, I could not find any clue on deriving the cool down time. Anyway, I believe that other classes skills (sword/magic) cool down time also follow this system.
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Update
For level 19 and 20 cd time, I have found the formulae:
level 19 cd time = level 9 cd time x 2 level 20 cd time = level 5 cd time + level 9 cd time
The resultant value has error of plus/minus 0.1 depends on which skills. However, most sword skills do not have the error i.e the value is accurate.
These two formulae do not work on Impact Stab/Flash Draw/Force Stab EP2.01, Infernal Impact and Assassinate. -------------------------------
Refer back to the table on above, few things to take note:
- Force Stab and Force Break has same cd time (in Upgrade 3.0) - Soaring Shot and Abyssal crystal has same cd time
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