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	<id>https://www.rotfr.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SyncArc</id>
	<title>ROTFR Wiki - User contributions [en]</title>
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	<updated>2026-06-21T23:55:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=228</id>
		<title>Corrupting</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=228"/>
		<updated>2023-04-10T16:27:48Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: notes and numbers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Mechanics ==&lt;br /&gt;
[[File:ROTFR COakUqlGpk.jpg|thumb|466x466px|Corrupting Gem]]&lt;br /&gt;
Corrupting is an end-game enchant system by modifying an enchanted item into corruption. Corruption ignores [[Random Item Options]] listed in each equipment and are capable of granting any '''types of addons into''' a piece of equipment, and allowing any duplicate addons such as ATK% or MATK% to be able to coexist more than once in a single piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Once an equipment changes into corruption, the only way to revert it back is to use '''Purification Gem''', '''deleting corruption and every addons inside it.'''&lt;br /&gt;
[[File:ROTFR 5ls8k99pRg.jpg|thumb|Multiple duplicate addons in a charm|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corrupting and Greater Corrupting gem works by rolling a failure/success then overwrites addons if they're a successful roll. By default, Corrupting gem rolls only ONCE, Greater corrupting gem rolls TWICE, below is rough diagram on how the gem works&lt;br /&gt;
[[File:Things.png|thumb|385x385px|simple corrupting mechanics|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gem rolls every individual addons and has two outcome, success, which returns in a random modification, a failure keeps the original addon, '''including empty slots.'''&lt;br /&gt;
&lt;br /&gt;
'''Extra notes about corrupting gem facts'''&lt;br /&gt;
&lt;br /&gt;
-It has 65% chance to max roll an enchantment, 35% to minimum roll on range [check the equipment appraiser]&lt;br /&gt;
&lt;br /&gt;
-Greater Corrupting Gem has 7.14% chance of doing nothing, the normal one has 14.28% chance.&lt;br /&gt;
&lt;br /&gt;
-Quality can drop to whopping 50%, but can increase it up to 20%&lt;br /&gt;
&lt;br /&gt;
-The quality is more likely to stay the same&lt;br /&gt;
&lt;br /&gt;
-The exclusive addons are; All Skill +1, Skill Radius +1, Recover AP by 2 per actions (not affected by 2hand mod or enchant grade)&lt;br /&gt;
&lt;br /&gt;
-The exclusive addons affected by 2hand mod or enchant grade is; Mastery Level.&lt;br /&gt;
== Common Strategy ==&lt;br /&gt;
Corrupting gem has a higher chance to not roll, which means higher chance for some addons to stay, this is a very important information as you can corrupt a good item and hope for the bad enchantment to get rerolled instead.&lt;br /&gt;
&lt;br /&gt;
Greater Corruption gem instead, have higher chance to roll corruption enchants, so they are better for items that has few or no good enchantments, as you can expect most of them rerolled[[File:ROTFR cgejTv5hP8.jpg|thumb|a way to control your enchants|none]]&lt;br /&gt;
&lt;br /&gt;
== Tips to farm Corrupting Gem ==&lt;br /&gt;
Mystic Blue and Purple boxes no longer drop individual gems and instead have a chance to drop bags of gems. These boxes drop from events and killing rift MVPS, and doing Raids.&lt;br /&gt;
&lt;br /&gt;
Clearing rifts rewards you with rift charges, 1138 rift charges are equal to one Corrupting Gem&lt;br /&gt;
&lt;br /&gt;
Killing monsters will eventually yields rarer gem, below are the table for monster drops.&lt;br /&gt;
&lt;br /&gt;
Higher level Raid rewards bigger bag of gems.&lt;br /&gt;
&lt;br /&gt;
Clearing high level spire are your primary source of corrupting gems&lt;br /&gt;
[[File:JPEGView fF8eA9Te60.jpg|left|thumb|301x301px|Required numbers to get any gems]]&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=Main_Page&amp;diff=221</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=Main_Page&amp;diff=221"/>
		<updated>2023-03-18T08:45:56Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: add corruption table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
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==[[File:Banner.png|400px]]==&lt;br /&gt;
&lt;br /&gt;
==Main Features==&lt;br /&gt;
ROTFR is a mix between Ragnarok and Action RPGs like Diablo or Path of Exile.&lt;br /&gt;
&lt;br /&gt;
NEW PLAYER? '''CLICK [[Getting Started|&amp;lt;u&amp;gt;HERE&amp;lt;/u&amp;gt;]] AND LEARN THE BASICS! Or check the [[FAQ|&amp;lt;u&amp;gt;FAQ&amp;lt;/u&amp;gt;]]!'''&lt;br /&gt;
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A beginner [[Leveling Guide|&amp;lt;u&amp;gt;leveling guide&amp;lt;/u&amp;gt;]] is also available.&lt;br /&gt;
&lt;br /&gt;
You can also check out the [[Pandan Progression|&amp;lt;u&amp;gt;Pandan Progression guide&amp;lt;/u&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
*Max Base Level 9999 / [[Classes Information|&amp;lt;u&amp;gt;Dual Class System&amp;lt;/u&amp;gt;]].&lt;br /&gt;
*Content/Monsters up to Lv15000+ with boosted drop rates and item bonuses.&lt;br /&gt;
*Unique Rates system according to level difference.&lt;br /&gt;
*[[Random Item Options|&amp;lt;u&amp;gt;Random Item Options&amp;lt;/u&amp;gt;]] according to item quality (based on monster level).&lt;br /&gt;
*Every item has mods, even shadow gear and costumes, and they can be transferred!&lt;br /&gt;
*[[Getting Started#Fractured Maps and Unstable Rifts|&amp;lt;u&amp;gt;Fractured Maps and Unstable Rifts&amp;lt;/u&amp;gt;]].&lt;br /&gt;
*Reward [[Random Items|&amp;lt;u&amp;gt;Boxes&amp;lt;/u&amp;gt;]] for special monster kills.&lt;br /&gt;
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*Multi Hit, Spell Echo, Double Damage and many more special attributes.&lt;br /&gt;
*[[Exploration and Content|Exploration and Instances]] unlocked with traveling and progression.&lt;br /&gt;
*An infinite dungeon called [[The Spire of Infinity|&amp;lt;u&amp;gt;The Spire of Infinity&amp;lt;/u&amp;gt;]] with Boss fights going up to level 30,000&lt;br /&gt;
*Main area: [[The Riftbound Castle|&amp;lt;u&amp;gt;Riftbound Castle&amp;lt;/u&amp;gt;]]&lt;br /&gt;
ROTFR is the first server designed to enable different playstyles depending on your choices. You can use the dual class system to create different and special builds, always have a challenge ahead with the high max level and constantly get surprised with special loot and items with fully customized modifiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;code&amp;gt;'''Important''': This Wiki is not kept by the administration (Steve) of the server, but a community effort from the beta test players. Changes may apply and information may be changed without notice.&amp;lt;/code&amp;gt;'' &lt;br /&gt;
&lt;br /&gt;
[[Category:{{SITENAME}}]]&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=220</id>
		<title>Corrupting</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=220"/>
		<updated>2023-03-18T08:44:40Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: /* Common Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Mechanics ==&lt;br /&gt;
[[File:ROTFR COakUqlGpk.jpg|thumb|466x466px|Corrupting Gem]]&lt;br /&gt;
Corrupting is an end-game enchant system by modifying an enchanted item into corruption. Corruption ignores [[Random Item Options]] listed in each equipment and are capable of granting any '''types of addons into''' a piece of equipment, and allowing any duplicate addons such as ATK% or MATK% to be able to coexist more than once in a single piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Once an equipment changes into corruption, the only way to revert it back is to use '''Purification Gem''', '''deleting corruption and every addons inside it.'''&lt;br /&gt;
[[File:ROTFR 5ls8k99pRg.jpg|thumb|Multiple duplicate addons in a charm|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corrupting and Greater Corrupting gem works by rolling a failure/success then overwrites addons if they're a successful roll. By default, Corrupting gem rolls only ONCE, Greater corrupting gem rolls TWICE, below is rough diagram on how the gem works&lt;br /&gt;
[[File:Things.png|thumb|385x385px|simple corrupting mechanics|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gem rolls every individual addons and has two outcome, success, which returns in a random modification, a failure keeps the original addon, '''including empty slots.'''&lt;br /&gt;
== Common Strategy ==&lt;br /&gt;
Corrupting gem has a higher chance to not roll, which means higher chance for some addons to stay, this is a very important information as you can corrupt a good item and hope for the bad enchantment to get rerolled instead.&lt;br /&gt;
&lt;br /&gt;
Greater Corruption gem instead, have higher chance to roll corruption enchants, so they are better for items that has few or no good enchantments, as you can expect most of them rerolled[[File:ROTFR cgejTv5hP8.jpg|thumb|a way to control your enchants|none]]&lt;br /&gt;
&lt;br /&gt;
== Tips to farm Corrupting Gem ==&lt;br /&gt;
Mystic Blue and Purple boxes no longer drop individual gems and instead have a chance to drop bags of gems. These boxes drop from events and killing rift MVPS, and doing Raids.&lt;br /&gt;
&lt;br /&gt;
Clearing rifts rewards you with rift charges, 1138 rift charges are equal to one Corrupting Gem&lt;br /&gt;
&lt;br /&gt;
Killing monsters will eventually yields rarer gem, below are the table for monster drops.&lt;br /&gt;
&lt;br /&gt;
Higher level Raid rewards bigger bag of gems.&lt;br /&gt;
&lt;br /&gt;
Clearing high level spire are your primary source of corrupting gems&lt;br /&gt;
[[File:JPEGView fF8eA9Te60.jpg|left|thumb|301x301px|Required numbers to get any gems]]&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=219</id>
		<title>Corrupting</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=219"/>
		<updated>2023-03-18T08:43:17Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Mechanics ==&lt;br /&gt;
[[File:ROTFR COakUqlGpk.jpg|thumb|466x466px|Corrupting Gem]]&lt;br /&gt;
Corrupting is an end-game enchant system by modifying an enchanted item into corruption. Corruption ignores [[Random Item Options]] listed in each equipment and are capable of granting any '''types of addons into''' a piece of equipment, and allowing any duplicate addons such as ATK% or MATK% to be able to coexist more than once in a single piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Once an equipment changes into corruption, the only way to revert it back is to use '''Purification Gem''', '''deleting corruption and every addons inside it.'''&lt;br /&gt;
[[File:ROTFR 5ls8k99pRg.jpg|thumb|Multiple duplicate addons in a charm|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corrupting and Greater Corrupting gem works by rolling a failure/success then overwrites addons if they're a successful roll. By default, Corrupting gem rolls only ONCE, Greater corrupting gem rolls TWICE, below is rough diagram on how the gem works&lt;br /&gt;
[[File:Things.png|thumb|385x385px|simple corrupting mechanics|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gem rolls every individual addons and has two outcome, success, which returns in a random modification, a failure keeps the original addon, '''including empty slots.'''&lt;br /&gt;
== Common Strategy ==&lt;br /&gt;
Corrupting gem has a higher chance to not roll, which means higher chance for some addons to stay, this is a very important information as you can corrupt a good item and hope for the bad enchantment to get rerolled instead. By already having a good addons you're much more likely to get better corrupting addons.&lt;br /&gt;
&lt;br /&gt;
Greater Corruption gem instead, have higher chance to roll corruption enchants, so they are better for items that has few or no good enchantments, as you can expect most of them rerolled[[File:ROTFR cgejTv5hP8.jpg|thumb|a way to control your enchants|none]]&lt;br /&gt;
&lt;br /&gt;
== Tips to farm Corrupting Gem ==&lt;br /&gt;
Mystic Blue and Purple boxes no longer drop individual gems and instead have a chance to drop bags of gems. These boxes drop from events and killing rift MVPS, and doing Raids.&lt;br /&gt;
&lt;br /&gt;
Clearing rifts rewards you with rift charges, 1138 rift charges are equal to one Corrupting Gem&lt;br /&gt;
&lt;br /&gt;
Killing monsters will eventually yields rarer gem, below are the table for monster drops.&lt;br /&gt;
&lt;br /&gt;
Higher level Raid rewards bigger bag of gems.&lt;br /&gt;
&lt;br /&gt;
Clearing high level spire are your primary source of corrupting gems&lt;br /&gt;
[[File:JPEGView fF8eA9Te60.jpg|left|thumb|301x301px|Required numbers to get any gems]]&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=218</id>
		<title>Corrupting</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=218"/>
		<updated>2023-03-18T08:42:18Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Mechanics ==&lt;br /&gt;
[[File:ROTFR COakUqlGpk.jpg|thumb|466x466px|Corrupting Gem]]&lt;br /&gt;
Corrupting is an end-game enchant system by modifying an enchanted item into corruption. Corruption ignores [[Random Item Options]] listed in each equipment and are capable of granting any '''types of addons into''' a piece of equipment, and allowing any duplicate addons such as ATK% or MATK% to be able to coexist more than once in a single piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Once an equipment changes into corruption, the only way to revert it back is to use '''Purification Gem''', '''deleting corruption and every addons inside it.'''&lt;br /&gt;
[[File:ROTFR 5ls8k99pRg.jpg|left|thumb|Multiple duplicate addons in a charm]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corrupting and Greater Corrupting gem works by rolling a failure/success then overwrites addons if they're a successful roll. By default, Corrupting gem rolls only ONCE, Greater corrupting gem rolls TWICE, below is rough diagram on how the gem works&lt;br /&gt;
[[File:Things.png|left|thumb|385x385px|simple corrupting mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ROTFR YcEyAv6OrS.jpg|thumb|409x409px|Purification Gem]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gem rolls every individual addons and has two outcome, success, which returns in a random modification, a failure keeps the original addon, '''including empty slots.'''&lt;br /&gt;
&lt;br /&gt;
== Common Strategy ==&lt;br /&gt;
Corrupting gem has a higher chance to not roll, which means higher chance for some addons to stay, this is a very important information as you can corrupt a good item and hope for the bad enchantment to get rerolled instead. By already having a good addons you're much more likely to get better corrupting addons.&lt;br /&gt;
&lt;br /&gt;
Greater Corruption gem instead, have higher chance to roll corruption enchants, so they are better for items that has few or no good enchantments, as you can expect most of them rerolled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ROTFR cgejTv5hP8.jpg|left|thumb|a way to control your enchants]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips to farm Corrupting Gem ==&lt;br /&gt;
Mystic Blue and Purple boxes no longer drop individual gems and instead have a chance to drop bags of gems. These boxes drop from events and killing rift MVPS, and doing Raids.&lt;br /&gt;
&lt;br /&gt;
Clearing rifts rewards you with rift charges, 1138 rift charges are equal to one Corrupting Gem&lt;br /&gt;
&lt;br /&gt;
Killing monsters will eventually yields rarer gem, below are the table for monster drops.&lt;br /&gt;
&lt;br /&gt;
Higher level Raid rewards bigger bag of gems.&lt;br /&gt;
&lt;br /&gt;
Clearing high level spire are your primary source of corrupting gems&lt;br /&gt;
[[File:JPEGView fF8eA9Te60.jpg|left|thumb|301x301px|Required numbers to get any gems]]&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=217</id>
		<title>Corrupting</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=217"/>
		<updated>2023-03-18T08:41:47Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Mechanics ==&lt;br /&gt;
[[File:ROTFR COakUqlGpk.jpg|thumb|466x466px|Corrupting Gem]]&lt;br /&gt;
Corrupting is an end-game enchant system by modifying an enchanted item into corruption. Corruption ignores [[Random Item Options]] listed in each equipment and are capable of granting any '''types of addons into''' a piece of equipment, and allowing any duplicate addons such as ATK% or MATK% to be able to coexist more than once in a single piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Once an equipment changes into corruption, the only way to revert it back is to use '''Purification Gem''', '''deleting corruption and every addons inside it.'''&lt;br /&gt;
[[File:ROTFR 5ls8k99pRg.jpg|left|thumb|Multiple duplicate addons in a charm]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corrupting and Greater Corrupting gem works by rolling a failure/success then overwrites addons if they're a successful roll. By default, Corrupting gem rolls only ONCE, Greater corrupting gem rolls TWICE, below is rough diagram on how the gem works&lt;br /&gt;
[[File:Things.png|left|thumb|385x385px|simple corrupting mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ROTFR YcEyAv6OrS.jpg|thumb|409x409px|Purification Gem]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gem rolls every individual addons and has two outcome, success, which returns in a random modification, a failure keeps the original addon, '''including empty slots.'''&lt;br /&gt;
&lt;br /&gt;
== Common Strategy ==&lt;br /&gt;
Corrupting gem has a higher chance to not roll, which means higher chance for some addons to stay, this is a very important information as you can corrupt a good item and hope for the bad enchantment to get rerolled instead. By already having a good addons you're much more likely to get better corrupting addons.&lt;br /&gt;
&lt;br /&gt;
Greater Corruption gem instead, have higher chance to roll corruption enchants, so they are better for items that has few or no good enchantments, as you can expect most of them rerolled&lt;br /&gt;
[[File:ROTFR cgejTv5hP8.jpg|left|thumb|a way to control your enchants]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips to farm Corrupting Gem ==&lt;br /&gt;
Mystic Blue and Purple boxes no longer drop individual gems and instead have a chance to drop bags of gems. These boxes drop from events and killing rift MVPS, and doing Raids.&lt;br /&gt;
&lt;br /&gt;
Clearing rifts rewards you with rift charges, 1138 rift charges are equal to one Corrupting Gem&lt;br /&gt;
&lt;br /&gt;
Killing monsters will eventually yields rarer gem, below are the table for monster drops.&lt;br /&gt;
&lt;br /&gt;
Higher level Raid rewards bigger bag of gems.&lt;br /&gt;
&lt;br /&gt;
Clearing high level spire are your primary source of corrupting gems&lt;br /&gt;
[[File:JPEGView fF8eA9Te60.jpg|left|thumb|301x301px|Required numbers to get any gems]]&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=216</id>
		<title>Corrupting</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=Corrupting&amp;diff=216"/>
		<updated>2023-03-18T08:41:09Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: base mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Mechanics ==&lt;br /&gt;
[[File:ROTFR COakUqlGpk.jpg|thumb|466x466px|Corrupting Gem]]&lt;br /&gt;
Corrupting is an end-game enchant system by modifying an enchanted item into corruption. Corruption ignores [[Random Item Options]] listed in each equipment and are capable of granting any '''types of addons into''' a piece of equipment, and allowing any duplicate addons such as ATK% or MATK% to be able to coexist more than once in a single piece of equipment.&lt;br /&gt;
&lt;br /&gt;
Once an equipment changes into corruption, the only way to revert it back is to use '''Purification Gem''', '''deleting corruption and every addons inside it.'''&lt;br /&gt;
[[File:ROTFR 5ls8k99pRg.jpg|left|thumb|Multiple duplicate addons in a charm]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corrupting and Greater Corrupting gem works by rolling a failure/success then overwrites addons if they're a successful roll. By default, Corrupting gem rolls only ONCE, Greater corrupting gem rolls TWICE, below is rough diagram on how the gem works&lt;br /&gt;
[[File:Things.png|left|thumb|385x385px|simple corrupting mechanics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ROTFR YcEyAv6OrS.jpg|thumb|409x409px|Purification Gem]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gem rolls every individual addons and has two outcome, success, which returns in a random modification, a failure keeps the original addon, '''including empty slots.'''&lt;br /&gt;
&lt;br /&gt;
== Common Strategy ==&lt;br /&gt;
Corrupting gem has a higher chance to not roll, which means higher chance for some addons to stay, this is a very important information as you can corrupt a good item and hope for the bad enchantment to get rerolled instead. By already having a good addons you're much more likely to get better corrupting addons.&lt;br /&gt;
&lt;br /&gt;
Greater Corruption gem instead, have higher chance to roll corruption enchants, so they are better for items that has few or no good enchantments, as you can expect most of them rerolled&lt;br /&gt;
[[File:ROTFR cgejTv5hP8.jpg|left|thumb|a way to control your enchants]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips to farm Corrupting Gem ==&lt;br /&gt;
Mystic Blue and Purple boxes no longer drop individual gems and instead have a chance to drop bags of gems. These boxes drop from events and killing rift MVPS, and doing Raids.&lt;br /&gt;
&lt;br /&gt;
Clearing rifts rewards you with rift charges, 1138 rift charges are equal to one Corrupting Gem&lt;br /&gt;
&lt;br /&gt;
Killing monsters will eventually yields rarer gem, below are the table for monster drops.&lt;br /&gt;
&lt;br /&gt;
Higher level Raid rewards bigger bag of gems.&lt;br /&gt;
&lt;br /&gt;
Clearing high level spire are your primary source of corrupting gems&lt;br /&gt;
[[File:JPEGView fF8eA9Te60.jpg|left|thumb|301x301px|Required numbers to get any gems]]&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=File:ROTFR_cgejTv5hP8.jpg&amp;diff=215</id>
		<title>File:ROTFR cgejTv5hP8.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=File:ROTFR_cgejTv5hP8.jpg&amp;diff=215"/>
		<updated>2023-03-18T08:36:52Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;strats&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=File:JPEGView_fF8eA9Te60.jpg&amp;diff=214</id>
		<title>File:JPEGView fF8eA9Te60.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=File:JPEGView_fF8eA9Te60.jpg&amp;diff=214"/>
		<updated>2023-03-18T08:35:13Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;steve's table&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=File:Thing2s.jpg&amp;diff=213</id>
		<title>File:Thing2s.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=File:Thing2s.jpg&amp;diff=213"/>
		<updated>2023-03-18T08:30:14Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;gem&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=File:Things.png&amp;diff=212</id>
		<title>File:Things.png</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=File:Things.png&amp;diff=212"/>
		<updated>2023-03-18T08:28:06Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thing&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=File:CLIPStudioPaint_iklVpNxGAp.jpg&amp;diff=211</id>
		<title>File:CLIPStudioPaint iklVpNxGAp.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=File:CLIPStudioPaint_iklVpNxGAp.jpg&amp;diff=211"/>
		<updated>2023-03-18T08:25:07Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;doodle&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=File:ROTFR_YcEyAv6OrS.jpg&amp;diff=210</id>
		<title>File:ROTFR YcEyAv6OrS.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=File:ROTFR_YcEyAv6OrS.jpg&amp;diff=210"/>
		<updated>2023-03-18T08:06:31Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Purigem&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=File:ROTFR_5ls8k99pRg.jpg&amp;diff=209</id>
		<title>File:ROTFR 5ls8k99pRg.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=File:ROTFR_5ls8k99pRg.jpg&amp;diff=209"/>
		<updated>2023-03-18T08:03:54Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Multiple duplicate addons in a charm&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=File:ROTFR_COakUqlGpk.jpg&amp;diff=208</id>
		<title>File:ROTFR COakUqlGpk.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=File:ROTFR_COakUqlGpk.jpg&amp;diff=208"/>
		<updated>2023-03-18T07:55:46Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Corrupting Gem&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=Main_Page&amp;diff=207</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=Main_Page&amp;diff=207"/>
		<updated>2023-03-07T07:40:23Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: add def table&lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
==[[File:Banner.png|400px]]==&lt;br /&gt;
&lt;br /&gt;
==Main Features==&lt;br /&gt;
ROTFR is a mix between Ragnarok and Action RPGs like Diablo or Path of Exile.&lt;br /&gt;
&lt;br /&gt;
NEW PLAYER? '''CLICK [[Getting Started|&amp;lt;u&amp;gt;HERE&amp;lt;/u&amp;gt;]] AND LEARN THE BASICS! Or check the [[FAQ|&amp;lt;u&amp;gt;FAQ&amp;lt;/u&amp;gt;]]!'''&lt;br /&gt;
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A beginner [[Leveling Guide|&amp;lt;u&amp;gt;leveling guide&amp;lt;/u&amp;gt;]] is also available.&lt;br /&gt;
&lt;br /&gt;
You can also check out the [[Pandan Progression|&amp;lt;u&amp;gt;Pandan Progression guide&amp;lt;/u&amp;gt;.]]&lt;br /&gt;
&lt;br /&gt;
*Max Base Level 9999 / [[Classes Information|&amp;lt;u&amp;gt;Dual Class System&amp;lt;/u&amp;gt;]].&lt;br /&gt;
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*[[Getting Started#Fractured Maps and Unstable Rifts|&amp;lt;u&amp;gt;Fractured Maps and Unstable Rifts&amp;lt;/u&amp;gt;]].&lt;br /&gt;
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ROTFR is the first server designed to enable different playstyles depending on your choices. You can use the dual class system to create different and special builds, always have a challenge ahead with the high max level and constantly get surprised with special loot and items with fully customized modifiers.&lt;br /&gt;
&lt;br /&gt;
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''&amp;lt;code&amp;gt;'''Important''': This Wiki is not kept by the administration (Steve) of the server, but a community effort from the beta test players. Changes may apply and information may be changed without notice.&amp;lt;/code&amp;gt;'' &lt;br /&gt;
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[[Category:{{SITENAME}}]]&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=DEF&amp;diff=206</id>
		<title>DEF</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=DEF&amp;diff=206"/>
		<updated>2023-03-05T11:39:15Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: added sources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some rough understanding of DEF / MDEF and RES / MRES ==&lt;br /&gt;
'''Defense''' is the total physical defense that is factored upon physical damage, which is generally based on ATK as whole or partially. However, there are exceptions.&lt;br /&gt;
&lt;br /&gt;
The descriptions used here refer to Hard and Soft DEF. These names are used for clarity. The vast majority of players do not use these terms in general conversation, and instead refer Armor Def (hard) and VIT Def (soft). Hard DEF works as a relative reduction, whereas Soft DEF is a subtractive reduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''wd-&amp;gt;damage = wd.damage * (2000+status_get_lv(src)*6 + def1) / (2000+status_get_lv(target)*6 + 7 * def1) - max(vit_def,0);'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Magic Defense''' works the same way in this server, using the same formula.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;ad.damage = ad.damage * (1000 + status_get_lv(src) * 6 + mdef) / (1000 + status_get_lv(target) * 6 + 7 * mdef) - max(mdef2, 0);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
wd.damage is physical damage received&lt;br /&gt;
&lt;br /&gt;
ad.damage is magical damage received&lt;br /&gt;
&lt;br /&gt;
def1 refers to Hard DEF&lt;br /&gt;
&lt;br /&gt;
vit_def refers to Soft DEF&lt;br /&gt;
&lt;br /&gt;
mdef refers to Hard MDEF&lt;br /&gt;
&lt;br /&gt;
mdef2 refers to Soft MDEF&lt;br /&gt;
&lt;br /&gt;
status_get_lv(src) refers to Monster Level&lt;br /&gt;
&lt;br /&gt;
status_get_lv(target) refers to Player Level + Mastery Level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now before you get confused, let me explain this as simple as and as accurate as possible.&lt;br /&gt;
&lt;br /&gt;
The damage you take, are processed by monster level and your hard defense divided by your level and hard defense, then these are substracted by your total Soft Defense/Mdefense&lt;br /&gt;
&lt;br /&gt;
It means the higher monster level is, the more damage you take. Simple.&lt;br /&gt;
&lt;br /&gt;
=== 4th Job Update ===&lt;br /&gt;
Current 4th Job Update added traits that increases specific status, I will be discussing RES/MRES and what they do to original DEF/MDEF calculation&lt;br /&gt;
&lt;br /&gt;
'''Physical Resistance (RES)'''&lt;br /&gt;
&lt;br /&gt;
Before calculating physical defense, it reduces normal physical damage taken by %. (up to 75%)&lt;br /&gt;
&lt;br /&gt;
'''Magic Resistance (MRES)'''&lt;br /&gt;
&lt;br /&gt;
Before calculating the magic defense, it reduces the normal magic damage received by %. (up to 75%)&lt;br /&gt;
&lt;br /&gt;
With formula of&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
RES/MRES has a cap of 615 in original RO (50% reduction) and has a cap of 2500 in ROTFR (75%)&lt;br /&gt;
&lt;br /&gt;
To explain how it works..&lt;br /&gt;
&lt;br /&gt;
You have a damage taken.&lt;br /&gt;
&lt;br /&gt;
This damage taken, processed by RES/MRES calculation, reducing it up to 75%.&lt;br /&gt;
&lt;br /&gt;
This '''damage taken after RES/MRES''', further reduced by DEF/MDEF.&lt;br /&gt;
&lt;br /&gt;
This damage taken processed by these two formulas, can be REDUCED '''multiplicatively''' by unique addons, cards, deflect mechanics, elemental resistance, etc...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extra note, monsters get some '''RES/MRES pierce based on their level''' and if they outlevel you, they get more.. the calculation for this is&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;if (src-&amp;gt;type != BL_PC) { mres -= max(status_get_lv(src) - status_get_lv(target), 0); mres -= status_get_lv(src) / 20; }&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
example, level 10.000 monster has 500RES/MRES pierce.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Lets talk about monster in a shortest way possible..&amp;lt;/blockquote&amp;gt;Bosses, can have RES/MRES '''ONLY in The Spire of Infinity.''' &lt;br /&gt;
&lt;br /&gt;
Monster itself, have their own def.. '''Their Level divided by 2.''' And the maximum damage taken by players can be reduced up to 90%, they take full damage if you ignore the def completely&lt;br /&gt;
&lt;br /&gt;
'''Spire of Infinity''' has flat % damage reduction which should work multiplicatively.&lt;br /&gt;
&lt;br /&gt;
This behaves much like what I’ve explained up there, but simpler, lets look at example : Spire MVP has Maximum RES, Maximum DEF, and 60% damage reduction&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;Damage * (RES/MRES) * (DEF/MDEF) * (Modifier)&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;Damage * 0.25 * 0.1 * 0.4 returns value around Damage * 0.015, around 1.5% damage taken&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Having RES/MRES ignore and full DEF/MDEF ignore is very important. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
-Player damage taken is a combined '''Multiplicative and Substractive''' calculation.&lt;br /&gt;
&lt;br /&gt;
-Monster damage taken is a simple '''Multiplicative''' calculation.&lt;br /&gt;
&lt;br /&gt;
-Every unique addon in ROTFR is simply multiplicative calculations, with some exceptions like Double Damage, calculated in the end of damage you do.&lt;br /&gt;
&lt;br /&gt;
-What do we want? Better outcomes for sure, lets look at the example figure here. This is the part where we want some stats better than others.&lt;br /&gt;
&lt;br /&gt;
''Example 1''&lt;br /&gt;
&lt;br /&gt;
We took 10.000 damage&lt;br /&gt;
&lt;br /&gt;
We have 75% MRES, 50% MDEF, and 1000 Soft MDEF&lt;br /&gt;
&lt;br /&gt;
Imagine a situation where we only have simple '''Multiplicative''' calculation. Turn soft MDEF into 50% reduction instead, and we use the formula..&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;10.000 * 0.25 * 0.5 * 0.5 = 625 damage taken&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Now we use the combined '''Multiplicative and Substractive''' calculation. Which is..&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;(ad.damage * (5000 + mres)/(5000 + 10 * mres))  * (1000 + status_get_lv(src) * 6 + mdef) / (1000 + status_get_lv(target) * 6 + 7 * mdef) - max(mdef2, 0);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Well, lets simplify it using our example stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''(10.000 * 0.25) = 2500 Damage taken after MRES process'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''(2500 * (0.5)) – 1000 = 125 Damage taken after base calculation and reduced by 1000 Soft MDEF'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== End notes : ===&lt;br /&gt;
RES/MRES being calculated first, helps soft DEF reduces it further than you’d usually expect. RES/MRES has a higher impact the more you have it, which means RES/MRES takes priority a bit more than other status, I’d say something along like this&lt;br /&gt;
&lt;br /&gt;
RES/MRES = Hard DEF/MDEF &amp;gt; Unique Addons &amp;gt; Soft DEF/MDEF&lt;br /&gt;
&lt;br /&gt;
Note : This doesn’t meant soft def is bad, but it only works better if you have other status prioritized/combined. Trivia; in the original RO, 50% RES/MRES makes little difference and seemingly almost works like standard multiplicative calculation, don’t know why they made it overly complex.&lt;br /&gt;
&lt;br /&gt;
Other things that hasn’t mentioned..&lt;br /&gt;
&lt;br /&gt;
-Rift Invasions MVP and Raid MVP has a “shield” that acts as a multiplicative defense addon.&lt;br /&gt;
&lt;br /&gt;
-Trouvere/Troubadour, Shadow Cross, Cardinal are the only class with RES/MRES Ignore%&lt;br /&gt;
&lt;br /&gt;
-MVPs MAX_PAIN skill ignores reflected damage reduction, bug?&lt;br /&gt;
&lt;br /&gt;
-Reflected Damage are the damage taken after all the process&lt;br /&gt;
&lt;br /&gt;
-DEF/MDEF has a negative value calculation which is currently disabled/no way to get it.&lt;br /&gt;
&lt;br /&gt;
-Fractured Equipment are lacking in RES/MRES department.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sub&amp;gt;these informations are subject to change and may not be entirely accurate&amp;lt;/sub&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
sources :&lt;br /&gt;
&lt;br /&gt;
https://irowiki.org/wiki/DEF#Soft_DEF&lt;br /&gt;
&lt;br /&gt;
https://hazyforest.com/fourth_mechanics&lt;br /&gt;
&lt;br /&gt;
https://irowiki.org/~himeyasha/skill7/&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=DEF&amp;diff=205</id>
		<title>DEF</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=DEF&amp;diff=205"/>
		<updated>2023-03-05T11:37:30Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: /* 4th Job Update */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some rough understanding of DEF / MDEF and RES / MRES ==&lt;br /&gt;
'''Defense''' is the total physical defense that is factored upon physical damage, which is generally based on ATK as whole or partially. However, there are exceptions.&lt;br /&gt;
&lt;br /&gt;
The descriptions used here refer to Hard and Soft DEF. These names are used for clarity. The vast majority of players do not use these terms in general conversation, and instead refer Armor Def (hard) and VIT Def (soft). Hard DEF works as a relative reduction, whereas Soft DEF is a subtractive reduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''wd-&amp;gt;damage = wd.damage * (2000+status_get_lv(src)*6 + def1) / (2000+status_get_lv(target)*6 + 7 * def1) - max(vit_def,0);'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Magic Defense''' works the same way in this server, using the same formula.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;ad.damage = ad.damage * (1000 + status_get_lv(src) * 6 + mdef) / (1000 + status_get_lv(target) * 6 + 7 * mdef) - max(mdef2, 0);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
wd.damage is physical damage received&lt;br /&gt;
&lt;br /&gt;
ad.damage is magical damage received&lt;br /&gt;
&lt;br /&gt;
def1 refers to Hard DEF&lt;br /&gt;
&lt;br /&gt;
vit_def refers to Soft DEF&lt;br /&gt;
&lt;br /&gt;
mdef refers to Hard MDEF&lt;br /&gt;
&lt;br /&gt;
mdef2 refers to Soft MDEF&lt;br /&gt;
&lt;br /&gt;
status_get_lv(src) refers to Monster Level&lt;br /&gt;
&lt;br /&gt;
status_get_lv(target) refers to Player Level + Mastery Level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now before you get confused, let me explain this as simple as and as accurate as possible.&lt;br /&gt;
&lt;br /&gt;
The damage you take, are processed by monster level and your hard defense divided by your level and hard defense, then these are substracted by your total Soft Defense/Mdefense&lt;br /&gt;
&lt;br /&gt;
It means the higher monster level is, the more damage you take. Simple.&lt;br /&gt;
&lt;br /&gt;
=== 4th Job Update ===&lt;br /&gt;
Current 4th Job Update added traits that increases specific status, I will be discussing RES/MRES and what they do to original DEF/MDEF calculation&lt;br /&gt;
&lt;br /&gt;
'''Physical Resistance (RES)'''&lt;br /&gt;
&lt;br /&gt;
Before calculating physical defense, it reduces normal physical damage taken by %. (up to 75%)&lt;br /&gt;
&lt;br /&gt;
'''Magic Resistance (MRES)'''&lt;br /&gt;
&lt;br /&gt;
Before calculating the magic defense, it reduces the normal magic damage received by %. (up to 75%)&lt;br /&gt;
&lt;br /&gt;
With formula of&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
RES/MRES has a cap of 615 in original RO (50% reduction) and has a cap of 2500 in ROTFR (75%)&lt;br /&gt;
&lt;br /&gt;
To explain how it works..&lt;br /&gt;
&lt;br /&gt;
You have a damage taken.&lt;br /&gt;
&lt;br /&gt;
This damage taken, processed by RES/MRES calculation, reducing it up to 75%.&lt;br /&gt;
&lt;br /&gt;
This '''damage taken after RES/MRES''', further reduced by DEF/MDEF.&lt;br /&gt;
&lt;br /&gt;
This damage taken processed by these two formulas, can be REDUCED '''multiplicatively''' by unique addons, cards, deflect mechanics, elemental resistance, etc...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extra note, monsters get some '''RES/MRES pierce based on their level''' and if they outlevel you, they get more.. the calculation for this is&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;if (src-&amp;gt;type != BL_PC) { mres -= max(status_get_lv(src) - status_get_lv(target), 0); mres -= status_get_lv(src) / 20; }&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
example, level 10.000 monster has 500RES/MRES pierce.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Lets talk about monster in a shortest way possible..&amp;lt;/blockquote&amp;gt;Bosses, can have RES/MRES '''ONLY in The Spire of Infinity.''' &lt;br /&gt;
&lt;br /&gt;
Monster itself, have their own def.. '''Their Level divided by 2.''' And the maximum damage taken by players can be reduced up to 90%, they take full damage if you ignore the def completely&lt;br /&gt;
&lt;br /&gt;
'''Spire of Infinity''' has flat % damage reduction which should work multiplicatively.&lt;br /&gt;
&lt;br /&gt;
This behaves much like what I’ve explained up there, but simpler, lets look at example : Spire MVP has Maximum RES, Maximum DEF, and 60% damage reduction&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;Damage * (RES/MRES) * (DEF/MDEF) * (Modifier)&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;Damage * 0.25 * 0.1 * 0.4 returns value around Damage * 0.015, around 1.5% damage taken&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Having RES/MRES ignore and full DEF/MDEF ignore is very important. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
-Player damage taken is a combined '''Multiplicative and Substractive''' calculation.&lt;br /&gt;
&lt;br /&gt;
-Monster damage taken is a simple '''Multiplicative''' calculation.&lt;br /&gt;
&lt;br /&gt;
-Every unique addon in ROTFR is simply multiplicative calculations, with some exceptions like Double Damage, calculated in the end of damage you do.&lt;br /&gt;
&lt;br /&gt;
-What do we want? Better outcomes for sure, lets look at the example figure here. This is the part where we want some stats better than others.&lt;br /&gt;
&lt;br /&gt;
''Example 1''&lt;br /&gt;
&lt;br /&gt;
We took 10.000 damage&lt;br /&gt;
&lt;br /&gt;
We have 75% MRES, 50% MDEF, and 1000 Soft MDEF&lt;br /&gt;
&lt;br /&gt;
Imagine a situation where we only have simple '''Multiplicative''' calculation. Turn soft MDEF into 50% reduction instead, and we use the formula..&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;10.000 * 0.25 * 0.5 * 0.5 = 625 damage taken&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Now we use the combined '''Multiplicative and Substractive''' calculation. Which is..&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;(ad.damage * (5000 + mres)/(5000 + 10 * mres))  * (1000 + status_get_lv(src) * 6 + mdef) / (1000 + status_get_lv(target) * 6 + 7 * mdef) - max(mdef2, 0);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Well, lets simplify it using our example stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''(10.000 * 0.25) = 2500 Damage taken after MRES process'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''(2500 * (0.5)) – 1000 = 125 Damage taken after base calculation and reduced by 1000 Soft MDEF'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== End notes : ===&lt;br /&gt;
RES/MRES being calculated first, helps soft DEF reduces it further than you’d usually expect. RES/MRES has a higher impact the more you have it, which means RES/MRES takes priority a bit more than other status, I’d say something along like this&lt;br /&gt;
&lt;br /&gt;
RES/MRES = Hard DEF/MDEF &amp;gt; Unique Addons &amp;gt; Soft DEF/MDEF&lt;br /&gt;
&lt;br /&gt;
Note : This doesn’t meant soft def is bad, but it only works better if you have other status prioritized/combined. Trivia; in the original RO, 50% RES/MRES makes little difference and seemingly almost works like standard multiplicative calculation, don’t know why they made it overly complex.&lt;br /&gt;
&lt;br /&gt;
Other things that hasn’t mentioned..&lt;br /&gt;
&lt;br /&gt;
-Rift Invasions MVP and Raid MVP has a “shield” that acts as a multiplicative defense addon.&lt;br /&gt;
&lt;br /&gt;
-Trouvere/Troubadour, Shadow Cross, Cardinal are the only class with RES/MRES Ignore%&lt;br /&gt;
&lt;br /&gt;
-MVPs MAX_PAIN skill ignores reflected damage reduction, bug?&lt;br /&gt;
&lt;br /&gt;
-Reflected Damage are the damage taken after all the process&lt;br /&gt;
&lt;br /&gt;
-DEF/MDEF has a negative value calculation which is currently disabled/no way to get it.&lt;br /&gt;
&lt;br /&gt;
-Fractured Equipment are lacking in RES/MRES department.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sub&amp;gt;these informations are subject to change and may not be entirely accurate&amp;lt;/sub&amp;gt;'''&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=DEF&amp;diff=204</id>
		<title>DEF</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=DEF&amp;diff=204"/>
		<updated>2023-03-05T11:36:26Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some rough understanding of DEF / MDEF and RES / MRES ==&lt;br /&gt;
'''Defense''' is the total physical defense that is factored upon physical damage, which is generally based on ATK as whole or partially. However, there are exceptions.&lt;br /&gt;
&lt;br /&gt;
The descriptions used here refer to Hard and Soft DEF. These names are used for clarity. The vast majority of players do not use these terms in general conversation, and instead refer Armor Def (hard) and VIT Def (soft). Hard DEF works as a relative reduction, whereas Soft DEF is a subtractive reduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''wd-&amp;gt;damage = wd.damage * (2000+status_get_lv(src)*6 + def1) / (2000+status_get_lv(target)*6 + 7 * def1) - max(vit_def,0);'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Magic Defense''' works the same way in this server, using the same formula.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;ad.damage = ad.damage * (1000 + status_get_lv(src) * 6 + mdef) / (1000 + status_get_lv(target) * 6 + 7 * mdef) - max(mdef2, 0);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
wd.damage is physical damage received&lt;br /&gt;
&lt;br /&gt;
ad.damage is magical damage received&lt;br /&gt;
&lt;br /&gt;
def1 refers to Hard DEF&lt;br /&gt;
&lt;br /&gt;
vit_def refers to Soft DEF&lt;br /&gt;
&lt;br /&gt;
mdef refers to Hard MDEF&lt;br /&gt;
&lt;br /&gt;
mdef2 refers to Soft MDEF&lt;br /&gt;
&lt;br /&gt;
status_get_lv(src) refers to Monster Level&lt;br /&gt;
&lt;br /&gt;
status_get_lv(target) refers to Player Level + Mastery Level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now before you get confused, let me explain this as simple as and as accurate as possible.&lt;br /&gt;
&lt;br /&gt;
The damage you take, are processed by monster level and your hard defense divided by your level and hard defense, then these are substracted by your total Soft Defense/Mdefense&lt;br /&gt;
&lt;br /&gt;
It means the higher monster level is, the more damage you take. Simple.&lt;br /&gt;
&lt;br /&gt;
=== 4th Job Update ===&lt;br /&gt;
'''Physical Resistance (RES)'''&lt;br /&gt;
&lt;br /&gt;
Before calculating physical defense, it reduces normal physical damage taken by %. (up to 75%)&lt;br /&gt;
&lt;br /&gt;
'''Magic Resistance (MRES)'''&lt;br /&gt;
&lt;br /&gt;
Before calculating the magic defense, it reduces the normal magic damage received by %. (up to 75%)&lt;br /&gt;
&lt;br /&gt;
With formula of&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
RES/MRES has a cap of 615 in original RO (50% reduction) and has a cap of 2500 in ROTFR (75%)&lt;br /&gt;
&lt;br /&gt;
To explain how it works..&lt;br /&gt;
&lt;br /&gt;
You have a damage taken.&lt;br /&gt;
&lt;br /&gt;
This damage taken, processed by RES/MRES calculation, reducing it up to 75%.&lt;br /&gt;
&lt;br /&gt;
This '''damage taken after RES/MRES''', further reduced by DEF/MDEF.&lt;br /&gt;
&lt;br /&gt;
This damage taken processed by these two formulas, can be REDUCED '''multiplicatively''' by unique addons, cards, deflect mechanics, elemental resistance, etc...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extra note, monsters get some '''RES/MRES pierce based on their level''' and if they outlevel you, they get more.. the calculation for this is&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;if (src-&amp;gt;type != BL_PC) { mres -= max(status_get_lv(src) - status_get_lv(target), 0); mres -= status_get_lv(src) / 20; }&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
example, level 10.000 monster has 500RES/MRES pierce.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Lets talk about monster in a shortest way possible..&amp;lt;/blockquote&amp;gt;Bosses, can have RES/MRES '''ONLY in The Spire of Infinity.''' &lt;br /&gt;
&lt;br /&gt;
Monster itself, have their own def.. '''Their Level divided by 2.''' And the maximum damage taken by players can be reduced up to 90%, they take full damage if you ignore the def completely&lt;br /&gt;
&lt;br /&gt;
'''Spire of Infinity''' has flat % damage reduction which should work multiplicatively.&lt;br /&gt;
&lt;br /&gt;
This behaves much like what I’ve explained up there, but simpler, lets look at example : Spire MVP has Maximum RES, Maximum DEF, and 60% damage reduction&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;Damage * (RES/MRES) * (DEF/MDEF) * (Modifier)&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;Damage * 0.25 * 0.1 * 0.4 returns value around Damage * 0.015, around 1.5% damage taken&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Having RES/MRES ignore and full DEF/MDEF ignore is very important. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
-Player damage taken is a combined '''Multiplicative and Substractive''' calculation.&lt;br /&gt;
&lt;br /&gt;
-Monster damage taken is a simple '''Multiplicative''' calculation.&lt;br /&gt;
&lt;br /&gt;
-Every unique addon in ROTFR is simply multiplicative calculations, with some exceptions like Double Damage, calculated in the end of damage you do.&lt;br /&gt;
&lt;br /&gt;
-What do we want? Better outcomes for sure, lets look at the example figure here. This is the part where we want some stats better than others.&lt;br /&gt;
&lt;br /&gt;
''Example 1''&lt;br /&gt;
&lt;br /&gt;
We took 10.000 damage&lt;br /&gt;
&lt;br /&gt;
We have 75% MRES, 50% MDEF, and 1000 Soft MDEF&lt;br /&gt;
&lt;br /&gt;
Imagine a situation where we only have simple '''Multiplicative''' calculation. Turn soft MDEF into 50% reduction instead, and we use the formula..&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;10.000 * 0.25 * 0.5 * 0.5 = 625 damage taken&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Now we use the combined '''Multiplicative and Substractive''' calculation. Which is..&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;(ad.damage * (5000 + mres)/(5000 + 10 * mres))  * (1000 + status_get_lv(src) * 6 + mdef) / (1000 + status_get_lv(target) * 6 + 7 * mdef) - max(mdef2, 0);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Well, lets simplify it using our example stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''(10.000 * 0.25) = 2500 Damage taken after MRES process'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''(2500 * (0.5)) – 1000 = 125 Damage taken after base calculation and reduced by 1000 Soft MDEF'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== End notes : ===&lt;br /&gt;
RES/MRES being calculated first, helps soft DEF reduces it further than you’d usually expect. RES/MRES has a higher impact the more you have it, which means RES/MRES takes priority a bit more than other status, I’d say something along like this&lt;br /&gt;
&lt;br /&gt;
RES/MRES = Hard DEF/MDEF &amp;gt; Unique Addons &amp;gt; Soft DEF/MDEF&lt;br /&gt;
&lt;br /&gt;
Note : This doesn’t meant soft def is bad, but it only works better if you have other status prioritized/combined. Trivia; in the original RO, 50% RES/MRES makes little difference and seemingly almost works like standard multiplicative calculation, don’t know why they made it overly complex.&lt;br /&gt;
&lt;br /&gt;
Other things that hasn’t mentioned..&lt;br /&gt;
&lt;br /&gt;
-Rift Invasions MVP and Raid MVP has a “shield” that acts as a multiplicative defense addon.&lt;br /&gt;
&lt;br /&gt;
-Trouvere/Troubadour, Shadow Cross, Cardinal are the only class with RES/MRES Ignore%&lt;br /&gt;
&lt;br /&gt;
-MVPs MAX_PAIN skill ignores reflected damage reduction, bug?&lt;br /&gt;
&lt;br /&gt;
-Reflected Damage are the damage taken after all the process&lt;br /&gt;
&lt;br /&gt;
-DEF/MDEF has a negative value calculation which is currently disabled/no way to get it.&lt;br /&gt;
&lt;br /&gt;
-Fractured Equipment are lacking in RES/MRES department.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sub&amp;gt;these informations are subject to change and may not be entirely accurate&amp;lt;/sub&amp;gt;'''&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=DEF&amp;diff=203</id>
		<title>DEF</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=DEF&amp;diff=203"/>
		<updated>2023-03-05T11:35:43Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: eh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Some rough understanding of DEF / MDEF and RES / MRES ==&lt;br /&gt;
'''Defense''' is the total physical defense that is factored upon physical damage, which is generally based on ATK as whole or partially. However, there are exceptions.&lt;br /&gt;
&lt;br /&gt;
The descriptions used here refer to Hard and Soft DEF. These names are used for clarity. The vast majority of players do not use these terms in general conversation, and instead refer Armor Def (hard) and VIT Def (soft). Hard DEF works as a relative reduction, whereas Soft DEF is a subtractive reduction.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''wd-&amp;gt;damage = wd.damage * (2000+status_get_lv(src)*6 + def1) / (2000+status_get_lv(target)*6 + 7 * def1) - max(vit_def,0);'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Magic Defense''' works the same way in this server, using the same formula.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;ad.damage = ad.damage * (1000 + status_get_lv(src) * 6 + mdef) / (1000 + status_get_lv(target) * 6 + 7 * mdef) - max(mdef2, 0);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
wd.damage is physical damage received&lt;br /&gt;
&lt;br /&gt;
ad.damage is magical damage received&lt;br /&gt;
&lt;br /&gt;
def1 refers to Hard DEF&lt;br /&gt;
&lt;br /&gt;
vit_def refers to Soft DEF&lt;br /&gt;
&lt;br /&gt;
mdef refers to Hard MDEF&lt;br /&gt;
&lt;br /&gt;
mdef2 refers to Soft MDEF&lt;br /&gt;
&lt;br /&gt;
status_get_lv(src) refers to Monster Level&lt;br /&gt;
&lt;br /&gt;
status_get_lv(target) refers to Player Level + Mastery Level&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now before you get confused, let me explain this as simple as and as accurate as possible.&lt;br /&gt;
&lt;br /&gt;
The damage you take, are processed by monster level and your hard defense divided by your level and hard defense, then these are substracted by your total Soft Defense/Mdefense&lt;br /&gt;
&lt;br /&gt;
It means the higher monster level is, the more damage you take. Simple.&lt;br /&gt;
&lt;br /&gt;
=== '''But Wait,''' 4th job has added traits that affect RES/MRES. First off let us read what these does.. ===&lt;br /&gt;
'''Physical Resistance (RES)'''&lt;br /&gt;
&lt;br /&gt;
Before calculating physical defense, it reduces normal physical damage taken by %. (up to 75%)&lt;br /&gt;
&lt;br /&gt;
'''Magic Resistance (MRES)'''&lt;br /&gt;
&lt;br /&gt;
Before calculating the magic defense, it reduces the normal magic damage received by %. (up to 75%)&lt;br /&gt;
&lt;br /&gt;
With formula of&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;ad.damage = ad.damage * (5000 + mres) / (5000 + 10 * mres);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;wd.damage = wd.damage * (5000 + res) / (5000 + 10 * res);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
RES/MRES has a cap of 615 in original RO (50% reduction) and has a cap of 2500 in ROTFR (75%)&lt;br /&gt;
&lt;br /&gt;
To explain how it works..&lt;br /&gt;
&lt;br /&gt;
You have a damage taken.&lt;br /&gt;
&lt;br /&gt;
This damage taken, processed by RES/MRES calculation, reducing it up to 75%.&lt;br /&gt;
&lt;br /&gt;
This '''damage taken after RES/MRES''', further reduced by DEF/MDEF.&lt;br /&gt;
&lt;br /&gt;
This damage taken processed by these two formulas, can be REDUCED '''multiplicatively''' by unique addons, cards, deflect mechanics, elemental resistance, etc...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Extra note, monsters get some '''RES/MRES pierce based on their level''' and if they outlevel you, they get more.. the calculation for this is&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;if (src-&amp;gt;type != BL_PC) { mres -= max(status_get_lv(src) - status_get_lv(target), 0); mres -= status_get_lv(src) / 20; }&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
example, level 10.000 monster has 500RES/MRES pierce.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Lets talk about monster in a shortest way possible..&amp;lt;/blockquote&amp;gt;Bosses, can have RES/MRES '''ONLY in The Spire of Infinity.''' &lt;br /&gt;
&lt;br /&gt;
Monster itself, have their own def.. '''Their Level divided by 2.''' And the maximum damage taken by players can be reduced up to 90%, they take full damage if you ignore the def completely&lt;br /&gt;
&lt;br /&gt;
'''Spire of Infinity''' has flat % damage reduction which should work multiplicatively.&lt;br /&gt;
&lt;br /&gt;
This behaves much like what I’ve explained up there, but simpler, lets look at example : Spire MVP has Maximum RES, Maximum DEF, and 60% damage reduction&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;Damage * (RES/MRES) * (DEF/MDEF) * (Modifier)&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;Damage * 0.25 * 0.1 * 0.4 returns value around Damage * 0.015, around 1.5% damage taken&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Having RES/MRES ignore and full DEF/MDEF ignore is very important. &lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
-Player damage taken is a combined '''Multiplicative and Substractive''' calculation.&lt;br /&gt;
&lt;br /&gt;
-Monster damage taken is a simple '''Multiplicative''' calculation.&lt;br /&gt;
&lt;br /&gt;
-Every unique addon in ROTFR is simply multiplicative calculations, with some exceptions like Double Damage, calculated in the end of damage you do.&lt;br /&gt;
&lt;br /&gt;
-What do we want? Better outcomes for sure, lets look at the example figure here. This is the part where we want some stats better than others.&lt;br /&gt;
&lt;br /&gt;
''Example 1''&lt;br /&gt;
&lt;br /&gt;
We took 10.000 damage&lt;br /&gt;
&lt;br /&gt;
We have 75% MRES, 50% MDEF, and 1000 Soft MDEF&lt;br /&gt;
&lt;br /&gt;
Imagine a situation where we only have simple '''Multiplicative''' calculation. Turn soft MDEF into 50% reduction instead, and we use the formula..&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;10.000 * 0.25 * 0.5 * 0.5 = 625 damage taken&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Now we use the combined '''Multiplicative and Substractive''' calculation. Which is..&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sup&amp;gt;(ad.damage * (5000 + mres)/(5000 + 10 * mres))  * (1000 + status_get_lv(src) * 6 + mdef) / (1000 + status_get_lv(target) * 6 + 7 * mdef) - max(mdef2, 0);&amp;lt;/sup&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Well, lets simplify it using our example stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''(10.000 * 0.25) = 2500 Damage taken after MRES process'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;'''(2500 * (0.5)) – 1000 = 125 Damage taken after base calculation and reduced by 1000 Soft MDEF'''&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== End notes : ===&lt;br /&gt;
RES/MRES being calculated first, helps soft DEF reduces it further than you’d usually expect. RES/MRES has a higher impact the more you have it, which means RES/MRES takes priority a bit more than other status, I’d say something along like this&lt;br /&gt;
&lt;br /&gt;
RES/MRES = Hard DEF/MDEF &amp;gt; Unique Addons &amp;gt; Soft DEF/MDEF&lt;br /&gt;
&lt;br /&gt;
Note : This doesn’t meant soft def is bad, but it only works better if you have other status prioritized/combined. Trivia; in the original RO, 50% RES/MRES makes little difference and seemingly almost works like standard multiplicative calculation, don’t know why they made it overly complex.&lt;br /&gt;
&lt;br /&gt;
Other things that hasn’t mentioned..&lt;br /&gt;
&lt;br /&gt;
-Rift Invasions MVP and Raid MVP has a “shield” that acts as a multiplicative defense addon.&lt;br /&gt;
&lt;br /&gt;
-Trouvere/Troubadour, Shadow Cross, Cardinal are the only class with RES/MRES Ignore%&lt;br /&gt;
&lt;br /&gt;
-MVPs MAX_PAIN skill ignores reflected damage reduction, bug?&lt;br /&gt;
&lt;br /&gt;
-Reflected Damage are the damage taken after all the process&lt;br /&gt;
&lt;br /&gt;
-DEF/MDEF has a negative value calculation which is currently disabled/no way to get it.&lt;br /&gt;
&lt;br /&gt;
-Fractured Equipment are lacking in RES/MRES department.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;sub&amp;gt;these informations are subject to change and may not be entirely accurate&amp;lt;/sub&amp;gt;'''&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
	<entry>
		<id>https://www.rotfr.com/wiki/index.php?title=The_Spire_of_Infinity&amp;diff=202</id>
		<title>The Spire of Infinity</title>
		<link rel="alternate" type="text/html" href="https://www.rotfr.com/wiki/index.php?title=The_Spire_of_Infinity&amp;diff=202"/>
		<updated>2023-03-05T11:13:34Z</updated>

		<summary type="html">&lt;p&gt;SyncArc: added X amount of floors needed to get unique mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Entry into The Spire=&lt;br /&gt;
[[File:Spire Entrance.PNG|600px|thumb|right|The entrance of the spire located through the portal on the left side of the castle.]]&lt;br /&gt;
The Spire of Infinity is a new (''nearly'') endless dungeon that pits players against very strong boss monsters 1v1 with no outside buffs allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upon entering the spire you are cleared of buffs and have any amount of time to prepare. Once you engage the boss '''you are on a timer''' to enrage and must ''kill it quickly''.&lt;br /&gt;
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&lt;br /&gt;
Before you enter you can choose between normal mode or hard mode, in hard mode the buffs applied to a boss are more potent and in general the boss has more health and damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boss basic bonuses include things like extra res/mres health damage. There are also stronger bonuses though such as clones where you have 2-3 bosses instead of just 1. Other new bonuses include periodic healing to the boss or damage to the player and powerful totems summoned every so often. These totems can render the boss immune to damage, heal them or provide them a big damage boost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Spire Masters Charm=&lt;br /&gt;
[[File:Spire Master Charm.PNG|left|thumb|An example of a high level Spire Master Charm.]]&lt;br /&gt;
The Spire Masters Charm is a new charm type item that is account bound and will be applied to any characters you have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your highest achieved levels in normal and hard mode influence the mods on the charm making them stronger and adding new ones as you climb the spire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These mods are very strong and include all skills as well as bonus experience and mastery levels.&lt;br /&gt;
&lt;br /&gt;
Mods are gained/enhanced every 40 floors&lt;/div&gt;</summary>
		<author><name>SyncArc</name></author>
	</entry>
</feed>