Ragnarok Online 2 Stats Guide

Ragnarok Online 2 Stats Guide

I. Basic Stats (STR, AGI, INT, etc.)
II. Rates (Crit, Haste, Defense, etc.)
III. Other Stats (Attack, Magic, Attack Speed)

I. Basic Stats

Stats here are drastically different from RO1, and actually don’t mean much in the long run. Your equipment is what matters the most. But here’s what each stat does (per 1 point):

STR – 2 attack power, 2 parry*
AGI – 4 crit*, 2 dodge*
INT – 2 magic power, 2 parry*
WIS – 10 SP, increases amount of SP healed by potions (10 points = 2%? increase)
VIT – 6 HP, increases amount of HP healed by potions (10 points = 1% increase)

* See next section on Rates for more information.

What’s the max you can raise a stat?
The highest you can raise a stat is 50.
Technically 51, since you start out with 1 in each stat, and can raise it 50 times. But for skill build discussions, the answer is generally 50.

Should I get WIS?
No. It doesn’t matter what class you are. No.

How much (STR/INT) /AGI/VIT should I get?
There are a few commonly-accepted stat builds that apply to all classes:


where the first stat is your attack stat (STR or INT), the second is your AGI, and the third is your VIT.
Except for Monk and the Swordsmen classes. For Monks, it’s STR/INT/VIT, and then some Monks have their own alternative builds with AGI worked in somehow for a little extra crit and dodge. Similarly, some Knights focusing on DPS, and Warriors, will work in INT somehow for extra crit damage.

The last build isn’t as popular as the others since VIT really only matters in raid dungeons, where certain bosses have skills that may one-shot you if your health is too low. In seaRO2, the first thing people ask you when you’re looking for a raid party is how much HP you have. 5k is the cutoff point there for the smallest raids. It may be different here, since monsters in seaRO2 have higher HP and supposedly do more damage than in kRO2.

Despite max HP being such an issue, most people still don’t get VIT, because they get enough through their equipment, cards, runes, title, and buffs. And gradually, as their equipment gets even better, thus raising their HP even further, they replace their VIT cards and runes for offensive stat ones.

Why get VIT at all then?
It’s a matter of player preference.

More HP may be enough to help you survive a crit from a boss.
The more HP you have, the more likely you’ll survive emergencies because the healers will have more time to save you.

II. Rates

You have base values like Hit, and then you have effective percentages like Hit Rate calculated off of them. I’ll describe the basic values first.

  • Hit – your accuracy
    • increases as you level such that your Hit Rate will be 95% against monsters at your level, and can be increased by Rare/Epic equipment
    • You’ll have higher accuracy against monsters lower in level, and lower accuracy against monsters higher in level.
  • Critical – critical hits and heals do twice as much
    • increased by AGI, buffs, certain foods, and some raid armor sets
    • Unlike in RO1, crits are not guaranteed to hit, as far as I can tell. There’s no Lucky Dodge either, for that matter.
  • Haste – decreases cast time
    • increased by certain foods, Rare/Epic equipment, and by summoning your Guardian
    • Despite what the tooltip for the skill says ingame, it does not increase your attack speed.
  • Vigor – decreases skill cooldown time
    • increased by Rare/Epic equipment, and by summoning your Guardian
  • Defense – reduces all damage taken by Defense Rate against an enemy at your level
    • increased by armor, buffs, and certain foods
  • Dodge – evades damage entirely by Dodge Rate against an enemy at your level
    • increased by AGI, buffs, certain foods, and some Rare/Epic equipment
  • Parry – halves damage taken by Parry Rate against an enemy at your level
    • increased by STR/INT, buffs, certain foods, and some Rare/Epic equipment

Rare/Epic equipment generally comes in two varieties. The offensive type gives a bonus to Hit, Haste, and Vigor. The defensive type gives a bonus to Dodge and Parry. Accessories can be found in either variety, and everyone has weapons and armor with offensive bonuses. But only tank classes (Knight, Warrior, Beastmaster, Monk) can get weapons and armor with defensive bonuses.
There are also Epic crafted sets which give Hit and more Haste than the typical offensive piece, but no Vigor; or Hit and more Vigor, but no Haste.

As an example, you may find a blue-named weapon that gives 10 Hit, 35 Haste, and 35 Vigor. That does not mean 10%/35%/35%; the game would’ve said Hit Rate, Haste Rate, and Vigor Rate then.

Given base stat values, all Rates are determined by this formula:
Rate % = (Stat Value / (400 * (1.05^(character level – 1)))) * 100
Note that because of this, Rates decrease as you level.
AGI builds who are unaware of this will be saddened or panic as they notice their 20% Crit Rate gradually drop.

For quick reference if you’re level 50,

Rate % = stat * 0.0228

Crit Rate % = AGI * 0.0916

So how much STR/INT and AGI should I get?
So you’re looking at getting a 50/26, 26/50, or 40/40 build by Lv.50 then. Let’s compare how much you get out of them.

50/26 –> 100 atk, 2.38% crit rate
26/50 –> 52 atk, 4.57% crit rate
40/40 –> 80 atk, 3.66% crit rate

Comparing between the two 50-pt builds, that’s a difference of only 2% crit rate. If you think that you can feel that difference, then go be happy with your 50-AGI build.

In comparison, how much of a difference does 48 atk make? By endgame, you should have over 2k from equipment. Some classes can reach 3-5k.

So by all means, your stats don’t matter much.

But really, which is better? STR/INT or AGI? Which will make me do more? Give me math and numbers.
It mostly depends on how much attack and crit rate you have.

There’s a breakeven point varying with how much crit rate and attack you have.
If you have less attack than that point, then STR/INT will do more.
If you have more attack than that point, then AGI will do more.
The breakeven point if you have 0% crit rate is about 2184 attack.
Then for roughly every 5% crit rate, the breakeven point for attack increases by about 109.
By 30% crit rate, the breakeven point is 2839 attack.

I don’t want to give you math formulas and numbers and headaches. Just take your damages from a crit and a non-crit, multiply those by how often you do crit and don’t crit (respectively), and add the results. Then compare that result with what you should get when you increase your attack or crit by some amount.
Or better yet, just use this spreadsheet:
Plug in how much attack and crit rate you have, then plug in the difference in STR/INT and AGI you’re interested in seeing.
Also, on the second sheet, there’s a brief listing of breakeven points up to 40% crit.

Now I said it -mostly- depends on your attack and crit rate. It also partially depends on what class you are.
If you’re a class that relies a lot on DoTs/HoTs (e.g. Wizard, Priest), then that tilts your overall output in favor of STR/INT, because DoTs/HoTs generally can’t crit. The only exception I know of is Sorc’s LoR, which has a chance to crit per tick.

III. Other Stats

Attack Power is used to determine how much damage physical classes do with their skills, and how much their autoattacks do.

Autoattacks do approximately 8-10% of your Attack Power against monsters before defense is factored in. I don’t know if it works any differently for PVP, and Colosseum is an entirely different story.

Attack Speed determines how many seconds you have in between your autoattacks, and has nothing to do with your skills. This figure is purely given by your weapon, and nothing affects it. You can’t increase it, spamming skills does not interrupt it, and autoattacks don’t interrupt your skills.

Magic Power is used to determine how much damage magical classes do with their skills. These classes don’t autoattack, unless you manually right-click on a target to do so, and you’ll stop autoattacking once you start casting.

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2 Responses

  1. Moof says:

    can you explain the forumla you used for damage for hit? When trying to figure it out it’s basically
    (attack*crit chance)+(attack*crit multiplier*crit chance)=average dmg per cast.
    I get that the attack is derived from DMGstat+gear+buff(not included in spreadsheet). but the crit chance of (100-X)/100 gives you the opposite of your crit chance, like 10% crit chance is now .9 in the formula. Maybe I’m reading it wrong, I’m just trying to calculate some stats on my end with a warrior while using the crit multiplier bonus from battle tactics (which can get you over 300% crit dmg)!

  2. Maxwell says:

    can you redo your stat points?

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