View Full Version : aion info
faeldan
10-03-2009, 10:25 PM
Some basic +stat answers
Accuracy: affects Hit rate, Critical rate, Parry
Agility: affects Dodge, Shield block rate, Parry rate, Chance of canceling casting
Constitution: increases Maximum HP, HP Regeneration rate
Intelligence: affects Magical attack power, Magical crit rate
Strength: increases Physical attack power
Spirit: increases Maximum MP, MP Regeneration rate
Kegg OBeer
10-04-2009, 04:40 AM
I haven't seen a way to boost any of these other than accuracy... Has anyone else seen a way to do that?
I'm also wondering exactly what Concentration does...
This is very useful info. Thanks for sharing it.
faeldan
10-04-2009, 10:12 AM
Concentration is only for spell casting.. it stops the interruption of casting .
faeldan
10-04-2009, 10:14 AM
Stats!
Rather early on, you're going to have to choose between two items with different stats. Be prepared! Only a handful of stats are worth taking as a sorcerer. Many stats look good but are in fact completely useless. Other stats only take precedent when in great number. At low levels these generally can be ignored - go with whatever gear shows lots of 'green' numbers on them when compared to your equipped item - but you will eventually want to start looking into improving your edge, starting in the early 20's. Don't worry, Aion's stat calculations are very simple.
The best
Aim for these stats above all others!
HPHealth is a requirement for a sorcerer. We're squishy and we can't heal. Our two main defenses are our five-minute-cooldown shield and our mobility. That's all fine and good against a melee class you have the drop on, but when fighting other ranged classes or a melee character that's seen you first, you have only one other defense to fall back on: health. This is mostly important in PvP but it is also very important in PvE; many bosses can one-shot you with an AOE skill if you ignore the stat. Prioritise!
Magic BoostUnlike other games' equivalent stat, Magic Boost in Aion simply increases all of your spell's damage by a certain %. This percent is equal to your total Magic Boost, divided by 12, eg. 600 / 12 = +50% damage. As one of only two stats that will increase your damage, this is obviously something to pump. Just don't ignore HP!
Magic AccuracyIncreases your chance to hit a monster. This is something you do not want to leave in the dust: having something resist sleep or snare can equal life or death (not to mention it's damn annoying). Likewise, having your Blaze (http://www.aionarmory.com/spell.aspx?id=1366) miss will not only reduce your damage for that spell to 0%, it'll interrupt the skill chain. The formula is simple: the difference between your Magical Accuracy and your opponent's Magical Resistance is your chance to be resisted.
For example, if you have 400 accuracy and your opponent has 500 resistance, you have a 10% chance to be resisted... which is more crippling than it may sound. Keep this stat up! You may need to experiment to find your sweet spot. Consider using a Book instead of an Orb; books have more innate magical resistance. Manastones can also be +MA, though I believe they arrive at higher levels.
Magic ResistanceYou will get this stat on almost all gear you equip so you may be tempted to just ignore it. Cloth has more MR than other armour types. If you read the above on MA, you'll know the equation. If you have 500 MR and your opponent has 400 MA, you'll resist their magical abilities 10% of the time. This might seem like it has limited use... clerics, spiritmasters and other sorcerers only you may think... but all classes have magical abilities. One of the most important abilities to resist for example is an Assassin's Ambush (http://www.aionarmory.com/item.aspx?id=140000080), which would otherwise deal heavy damage and stun you. In group PvP you will also find people trying to CC you to prevent you from CCing them; MR will help.
The okay
They help but...
ConcentrationThe more you have, the less likely incoming damage will interrupt your spells. Sounds nice, but in practice it's not all that useful. Against melee you would ideally never be casting anything other than instants in melee, though against range it will come into play. You should get enough incidentally to get by.
MPYou have plenty of mana regeneration abilities to keep yourself in the game. The only real use for MP would be to have enough mana to get through an extremely long fight; these don't really exist unless it's a chain pull or a stream of enemy players. Aiming for MP will nerf your survivability and/or damage without providing any real benefit. Again, you should get enough incidentally.
EvasionEvasion is a stat you either put all or nothing into. It's the melee equivalent of MA vs. MR and uses the same formula, so if you're fighting melee players, they tend to have a lot of accuracy; usually more than enough to cover any incidental evasion you have from gear. In order to make evasion worth it you must aim for gear, but it only increases your survival against physical damage... you'll be weaker against range and won't survive as long if attacks do get through your evasion, or have nerfed damage if you sacrificed magical power/accuracy instead. In addition, you have plenty of kiting abilities; theses should be more than enough. The only real advantage such a stat would bring is when fighting rangers (which are on pretty equal footing in a 1v1 with a sorcerer).
Attack SpeedThis doesn't speed up your casting speed but it does speed up your after-cast animation. You may have noticed that after casting a spell, your bars have greyed out while your character finishes her arm-flailing. This speeds that arm-flailing up so that you can cast faster. Some Korean PvPers swear by it; others say skip it and go for the standard stats. I will probably tinker with this but no body's up to that gear level, so the debate is kind of moot at the moment. ;). I also hear that in 1.5 (the current version), casting speed stat is available. That would take preference if true.
Mobility
Keep up or fall behind. If your opponent is faster than you, you're gonna have some serious problems fighting them. Likewise, if your opponent can stay in the air longer, they'll be much faster than you for a time after you land (... or fall).
Movement Speed
Flight Speed
Flight TimeNublet
Don't ever aim to get any of these stats on purpose! Especially Magic Attack and Magic Crit, which both sound misleadingly good.
Physical Defense - same issue as evasion, less easy to aim for as a cloth wearer
Magic Attack - only affects your orb/book's damage!
Magic Crit - only affects your orb/book's crit rate!
Attack
Physical Crit
Accuracy
Block
Parry
faeldan
10-04-2009, 10:20 AM
http://flyingbishounen.blogspot.com/ this is a good site for sorcs
Elvtin
10-04-2009, 12:49 PM
Physical Crit is worthless??!!?!?!
gdi... :bang:
OH wait... that's all for a Sorc... n/m!
faeldan
10-04-2009, 02:55 PM
yeah hehe basically any caster shouldnt have that.
Kegg OBeer
10-04-2009, 10:10 PM
That's great info... So Int is the only thing that boosts the crit rate for spells? I haven't seen much that improves any of those stats besides accuracy. Admittedly though, I do suppose I haven't gotten high enough to see any of those items yet either.
Kegg OBeer
10-08-2009, 03:17 AM
I already fell victim to the alt syndrome and started building up my my mage, but I'm still torn between a Sorc and a SM. Anyone have input on the differences and why to pick one over the other?
faeldan
10-08-2009, 10:13 AM
Believe Sm is about DoTs and Pets that do most of the damage and Sorcs are Direct damage dealers for casting.
Kegg OBeer
10-09-2009, 12:40 AM
That part I get. Those are the obvious differences. The Long range gameplay is the part I was wondering about. Endgame PvP and such.
I played a SM in the beta and it was pretty cool. The pets are very cool. I didn't play the Sorc at all, although I've played the Sord in WAR, the Mage in WoW and the Eldie in DAOC (among other games I'm probably forgetting). I guess the big question is how similar is it to those classes versus similar pet classes from other games...?
faeldan
10-09-2009, 10:35 AM
sorcs are gonna rule PvP just like rangers will since u can kite.
Kegg OBeer
10-09-2009, 03:26 PM
Deleted double post...
Kegg OBeer
10-09-2009, 03:29 PM
I ascended the toon last night. Given my long history with similar classes such as the Eldritch (DAOC), the Mage (WOW) and the Sorc from WAR, it seemed kinda like "Why fight it?"... ;)
faeldan
10-10-2009, 12:35 AM
woot , the power of Corruption is strong in this one...
Kegg OBeer
10-10-2009, 02:59 AM
Well we "are" playing the "dark" side, are we not?
I got dibs on being Darth Maul! ;)
faeldan
10-10-2009, 10:00 AM
lol
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