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Primary Attack Grade and Damage Secondary Attack Grade and Damage Concentration and Hit Rate and Defence Grades and Defences



Primary Attack Grade and Damage

This is the attack grade and damage of your primary weapon. (Primary weapons are Swords, Bows, and Wands.) Firstly, you can see a damage range. This damage range is not the damage you deal to the opponent, but just a gauge. The actual damage you deal to the opponent is affected by your attack grade, the opponent’s defence and defence grade and other elemental factors.
Another thing that affects your damage is the attack grade. The attack works in a simple way, and follows this formula:
Your Attack grade – opponent’s Defence grade = Grade difference effect (%Increase/decrease)

The Grade difference effect is shown below:
0 grade = 0%
1 grade = 10%
2 grade = 15%
3 grade = 22%
4 grade = 32%
5 grade = 43%
6 grade = 54%
7 grade = 65%
8 grade = 90%
9 grade = 120%
10 grade = 200%

(for example: I have a Primary weapon 100~200, +10. My opponent has a defence grade +6.
10 – 6 = 4.
My weapon will hit an additional 32%.
So, 100~200 X 132%.)

(*Note: Grade Difference only affects Damage Range.
It does not affect Hit rate/Concentration or Critical Rate and Critical Damage)


(Critical Rate and Damage applies to both Primary and Alt weapons, which will be discussed later.)





Secondary Attack Grade and Damage
This is the Attack Grade and Damage range of your secondary weapon, also known as alt weapon. (Secondary weapons are Crossbows, daggers, and spell guns.) Again, you see an Attack Grade and Damage range. The Attack Grade and Damage range of the alt weapon works the same way as your primary weapon. The alt weapon is used in some skills and even in some Specialist Classes. (Refer to above for the Attack grade table)
All weapons, except wands have this: . This shows the chance to do critical and the damage. Critical chance and damage is set by the equipment you use, so it changes when you wield other weapons. The critical chance and damage can be also affected by other equipments of the character (e.g. Hat). The Change in Critical % and Critical Damage is shown in the character page.



Concentration and Hit Rate
Higher Concentration reduces the chance that your spell gets interupted when casting.
Higher Hit Rate increases the chance to hit the enemy without a miss.







Defence Grades and Defences
Defence is vital for survival, so you need as much defence as possible, but there are so many types of defence, so which is which?

First, let’s talk about Defence Grades. It works the same as Attack Grades, in terms of the Grade difference effect. As mention earlier, the formula for grade difference effect still applies, but now, it’s reversed.
(For example, you have a armour with XX defence and its +5. Your opponent has a attack of 100~200 and +6 grade.
6 – 5 = 1.
You get 10% more damage from your opponent’s attack.)


This grade difference, applies to:
  • Melee Defence
  • Range Defence
  • Magic Defence

(*Note: Grade difference does not affect dodge rate.)

Melee Defence is denoted by this:. The first value reduces the damage taken from short-range attacks only. The second value reduces the chance for an opponent to hit you with Short-range attacks only.

Range Defence is denoted by this: . The first value reduces the damage taken from Long-range attacks only. The second value reduces the chance for an opponent to hit you with Lone-Range attacks only.

Magic Defence is denoted by this: . This value reduces the damage taken from Magic attacks only. There is no Dodge value for Magic attack, simply because Magic attack is not avoidable.

Nostale Trick "Fusion"

The item placed in the first slot is the item that you are keeping.
The item placed in the second slot is the item that you want to fuse.

The number of fusion is showed as “sum”.
It follows a general formula: sum = n-1
Where n = number of gloves/boots used.


For example, two 1 sum gloves are fused together, the product is 3 sum.
Because 1 sum gloves are made of 2 gloves, so 2 pieces of 1 sum gloves make 4 gloves.
Using the formula,
sum = n - 1
sum = 4 - 1
sum = 3



Gloves and boots can be made a maximum of 6 sum.
The success rate is shown below:
  • 1 sum = 100%
  • 2 sum = 100%
  • 3 sum = 85%
  • 4 sum = 70%
  • 5 sum = 50%
  • 6 sum = 20%

(*Note: Failure in combining results in destruction of both items)