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Ragnarok Online: Evolution of Combat is a fanmade addition of Renewal.

It is the mix and fanmade Ragnarok game between the addition of Runescape's Evolution of Combat... as the addition.

Stats share and mix exponential and incremental values to make it more logical

Features and customized changes

It's totally different from vanilla one.

Refining..

At level 11, you will refine new weapons.

Gameplay and changes.

It's totally F2P with more restrictions similar to the retired pRO's Valkyrie and the rest.

Phen Card effect works properly in WOE.

Almost all of the player skills are expanded, extended and powered up to 10.

Stats/Classes

Stats and leveling ( multiplier of 1.4230769230769230769230769230769)

Stat Points Gained Per Level
Level Range 1-4 5-8 9-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80
Points Gained 4 (16) 5 (20 7 (28) 8 (32) 9 (36) 11 (44) 12 (48) 14 (56) 15 (60) 17 (68) 18 (72) 19 (76) 21 (84) 22 (88) 24( 96) 25 (100) 27 (108) 28 (112) 29 (116) 31 (124)

In RO:EOC, players gain more stats and revert back to Pre-Renewal basics to gain even more stats, they gain 40% more stats compared to the original Ragnarok.

Level 99: 1828/1902

Level 150: 3816/3890

Level 160: 4293/4367

Level 175: 5061/5135

Level 306: 14495/14566

Level 535: 42716/42790

Level 937: 128357/128431

Classes

All characters will have 1.3x HP and MP base modifier thru transcendence. All characters should start as novices, HP of 60 and 11 SP multiplied by 120, as Nords. Doram start HP of 40 multiplied by 120 and SP of 11 multiplied by 120. They also start weight of 4000 (+30 per base Strength) multiplied by 150.

3rd Classes start with higher HP/SP Modifier; it can be even better if they transcend to have better one.

Job Modifiers


HP

Novices

Novice Super Novice
0 0

First Job Classes

Swordsman Archer Thief Acolyte Merchant Mage TaeKwon Kid Ninja Gunslinger
0.7 0.5 0.5 0.4 0.4 0.3 0.7 0.75 0.9

2-1 Job Classes

Knight Hunter Assassin Priest Blacksmith Wizard TaeKwon Master
1.5 (7) 0.85 1.1 0.75 0.9 0.55 0.9 (6.5)

2-2 Job Classes

Crusader Dancer/Bard Rogue Monk Alchemist Sage Soul Linker
1.2 (7) 0.65 (3) 1.1 1 (6.5) 0.9 0.75 0.75

3-1 Job Classes

Rune Knight Ranger Guillotine Cross Archbishop Mechanic Warlock
1.5 0.85 1.1 0.75 1.1 0.55

2-2 Job Classes

Royal Guard Maestro/Wanderer Shadow Chaser (A)Sura Geneticist Sorcerer
1.2 0.85 1.1 0.9 0.9 0.85

SP

Novices

Novice Super Novice
1 1

First Job Classes

Swordsman Archer Thief Acolyte Merchant Mage TaeKwon Kid Ninja Gunslinger
2 2 2 5 3 6 2 3 4

 2-1 Job Classes

Knight Hunter Assassin Priest Blacksmith Wizard TaeKwon Master
3 4 4 8 4 11 3

2-2 Job Classes

Crusader Bard/Dancer Rogue Monk Alchemist Sage Soul Linker
5 6 5 5 5 8 9

3-1 Job Classes

Rune Knight Ranger Guillotine Cross Archbishop Mechanic Warlock
3 4 4 8 4 11

3-2 Job Classes

Royal Guard Maestro/Wanderer Shadow Chaser (A)Sura Geneticist Sorcerer
5 6 5 5 9 9

Cast Time

While a few skills (Gravitation Field, Ganbantein, and Tracking, for example) have a fixed cast time, most skills' cast times can be reduced by upping stats and getting cast time reduction equipment/skills. Every magic skill will have fixed cast time along with varied cast time and deley and cooldown to make it much smoother.

Each skill with reduceable cast time has two parts of cast times : a variable cast time and a fixed cast time.

The fixed cast time is always no more or no less than 90% of the original cast time and can only be reduced by special skills and special equipment which will reduce it to no less than 50%; the variable cast time can be reduced by DEX; it cannot be reduced by more than 50%/ to less than 50%. It will be further reduced with Magic Strings, Suffragium and cast time-reducing equip/cards. Each active skill will have a cooldown and fixed cast.


For Example: A skill with 10 seconds of total cast time has 5 seconds of fixed cast time and 5 seconds of variable cast time.

No matter how much DEX and cast time-reduction equipment you have, you won't be able to make the cast time faster than the fixed cast time (in this case 5 seconds) with normal methods (unless you use special skills like Sacrament or Radius).

Refining.

There is "no" safe limit to refine, just like that in F2P.

Refining bonus

Weapons:

  • Weapon Lv. 1 - Every +1 gives 2 ATK & MATK. 2 ATK & MATK extra for every upgrade past the +7 limit and 6 ATK & MATK extra for every upgrade past +15.
  • Weapon Lv. 2 - Every +1 gives 3 ATK & MATK. 3 ATK & MATK extra for every upgrade past the +6 limit and 8 ATK & MATK extra for every upgrade past +15.
  • Weapon Lv. 3 - Every +1 gives 5 ATK & MATK. 4 ATK & MATK extra for every upgrade past the +5 limit and 10 ATK & MATK extra for every upgrade past +15.
  • Weapon Lv. 4 - Every +1 gives 7 ATK & MATK. 7 ATK & MATK extra for every upgrade past the +4 limit and 12 ATK & MATK extra for every upgrade past +15.

All weapons will now receive a MATK bonus per refine.

Attack Formula

Status Attack StatusATK = STR + [DEX/5] + [LUK/3] + [BLv/4]
* For bow/instrument/whip/gun weapons swap str and dex
Final Status Attack ① : FinalStatusAtk = StatusATK * 2 * Element(GhostOnly)
* (Mild Wind from Taekwon Master influences this portion)
Weapon Attack
Base Weapon Attack BaseWeaponATK = [WeaponATK * ((STR + 200)/200) + upgradeATK + OverrefineBonus] * SizeMod + EquipATK&cATK

STR bonus damage on melee attacks (random bonus chance, taken from Pre-Renewal)
STR 10 20 30 40 50 60 70 80 90 100 110 120 130 140 Each additional 10 STR
Bonus damage at this increment 1 3 5 7 9 11 13 15 17 19 21 23 25 27 STR / 10] * 2 - 1
Total bonus damage 1 4 9 16 25 36 49 64 81 100 121 144 169 196 [STR / 10]^2
Total damage from STR 11 24 39 56 75 96 119 144 171 200 231 264 299 336 STR + [STR / 10]^2


'DEX bonus damage for bows, guns, whips and instruments and on ranged attacks (random bonus chance, taken from Pre-Renewal)'
DEX 10 20 30 40 50 60 70 80 90 100 110 120 130 140 Each additional 10 DEX
Bonus damage at this increment 1 3 5 7 9 11 13 15 17 19 21 23 25 27 DEX / 10] * 2 - 1
Total bonus damage 1 4 9 16 25 36 49 64 81 100 121 144 169 196 [DEX / 10]^2
Total damage from DEX 11 24 39 56 75 96 119 144 171 200 231 264 299 336 DEX + [DEX / 10]^2


  • (Overrefine bonus only applies for 1 handed weapons. EquipATK&cATK are attack power given from equipment and cards)
    * For bow/instrument/whip/gun weapons use dex instead of str for the (STR+200/200) bonus.
    Over Refine Bonus

OverrefineBonus = EquipUpgradeValue(Ex:+1) +[EquipUpgradeValue + WeaponLv] * OverRefineValue

  • EquipUpgradeValue is the upgrade level of the weapon, +7 weapon would mean EquipUpgradeValue is "7"
    *OverRefineValue is the overupgrade level of the weawpon, a +7 level 3 weapon for example is 2 times overupgraded because the safe-level for level 3 weapons is +5, which means OverRefineValue would be "2" in this case.Final Weapon Damage

② : FinalWeaponATK = BaseWeaponATK * RaceMod * (ElementResist + ElementMod) * BossMod * AtkMod

  • Element Resistance (Jakk Card, etc) is combined addatively against Element Magnification (Vadon Card). In this example, Jakk (-30% to fire) and vadon (+20% to fire) would give a damage mod of -10% (0.9).
    *BossMod is for equips that increase damage vs boss monsters, like AbyssKnight cards (+25% vs boss) or Meginjard (+10% vs boss)
    *AtkMod is for special equips/cards that increase atk overall, like Brynhildr (+10%) or The Sign (+5%)
    Random Weapon Attack

③ : RandomATK = WeaponATK * 0.05 * WeaponLv * SizeMod * RaceMod * (ElementResist+RaceElementMod) * BossMod * AtkModFinal Damage FinalDamage = [(① + ② ± ③) * (SkillMod+%Boost) + MasteryATK*(1+%Boost)] * (600 / EquipDEF+600) - StatusDef

  • %Boost : Special Damage increasing skills like Spear Dynamo (+25%) and Falcon Eyes (+20%).
    * Skill mod : Damage modifier. 100% for melee attacks, 140% for critical attacks, 1400% for Cross Impact, 600% for Bash, etc.
    Icepick Damage

FinalDamage(Icepick) = [① + ② ± ③ + MasteryATK + (TargetEquipDEF/2)] * (600 / EquipDEF+600) - StatusDef
* (Icepick no longer bypasses defense, but gains 1 atk per def. This atk does not stack with skill modifiers) Notes : Atk increasing cards like Andre or Porcellio as well as atk increasing gear like Bloody Shackled Balls or Pirate dagger count as EquiptmentATK.
Normal damage increasing cards, like 20% cards (like Santa poring, Drainliar, Skelworker) increase the damage from equipmentATK/weaponAtk only, not from status and base atk.

Special damage increasing cards, like the "7/10-cards" (Goblin Steamrider, Assaulter, etc) or The Paper card increase the damage of both statusATK and equipATK/weaponATK, but only when critting.
Also, this bonus damage provided by these cards only affects normal attacks, not skills.

Critical attacks ignore flee of the enemy and the final damage is multiplied by 1.4, however crits get reduced by def or has a chance to totally ignore DEF based on LUK (taken on pre-renewal).
Str, while adding status attack, increases your weaponatk by ((str+200)/200) * weapon atk.
This means with 100 str you do 300/200*weapon atk = 1.5 times weapon atk.
0 str increases your weaponatk by 0% while also addong no status atk
50 str increases your weaponatk by 25% while also adding 50 status atk
100 str increases your weaponatk by 50% while also adding 100 statusatk.
150 str increases your weaponatk by 75% while also adding 150 statusatk.
200 str increases your weaponatk by 100% while also adding 200 statusatk.

  • For bow/instrument/whip/gun weapons replace str with dex

Magic Attack Formula

statusMATK = INT + [INT/2] + [DEX/5] + [LUK/3] + [BLvl/4]
statusMDEF = [INT + VIT/5 + DEX/5 + BLv/4]
armorMDEF = MDEF provided by equip (see DEF section for details)

Upgrade MATK

  • +2 MATK per upgrade for level 1 weapons
  • +3 MATK per upgrade for level 2 weapons
  • +5 MATK per upgrade for level 3 weapons
  • +7 MATK per upgrade for level 4 weapons

Min Magic Damage

(weaponMATK+upgradeMATK) * 2 + 1.5 * statusMATK * %MATKbonus * 111.5/(111.5+equipMDEF) - statusMDEF

Max Magic Damage

[weaponMATK+upgradeMATK+(wMatk*wLvl)/10] * 2 + 1.5 * statusMATK * %MATKbonus * 111.5/(111.5+equipMDEF) - statusMDEF

MATK chart:

Total INTMinMax
111
222
333
444
556
667
788
899
91010
101114
111215
121316
131417
141818
151924
162025
172126
182227
192328
202436
213037
223138
233239
243340
253450
Total INTMinMax
263551
273652
284453
294554
304666
314767
324868
334969
345070
356084
366185
376286
386387
396488
4065104
4166105
4278106
4379107
4480108
4581126
4682127
4783128
4884129
4998130
5099150
Total INTMinMax
51100151
52101152
53102153
54103154
55104176
56120177
57121178
58122179
59123180
60124204
61125205
62126206
63144207
64145208
65146234
66147235
67148236
68149237
69150238
70170266
71171267
72172268
73173269
74174270
75175300
Total INTMinMax
76176301
77198302
78199303
79200304
80201336
81202337
82203338
83204339
84228340
85229374
86230375
87231376
88232377
89233378
90234414
91260415
92261416
93262417
94263418
95264456
96265457
97266458
98294459
99295460
100296500
Total INTMinMax
101297501
102298502
103299503
104300504
105330546
106331547
107332548
108333549
109334550
110335594
111336595
112368596
113369597
114370598
115371644
116372645
117373646
118374647
119408648
120409696
121410697
122411698
123412699
124413700
125414750
Total INTMinMax
126450751
127451752
128452753
129453754
130454806
131455807
132456808
133494809
134495810
135496864
136497865
137498866
138499867
139500868
140540924
141541925
142542926
143543927
144544928
145545986
146546987
147588988
148589989
149590990
1505911050

FLEE and HIT

FLEE = LVL + AGI + floor(LUK / 5) + FLEE equips + FLEE skills + 100

HIT Formula

HIT = LVL + DEX + floor(LUK / 3) + HIT equips + HIT skills + 0

Dodge Formula

Dodge Rate(%) = 100% - (Attacker's HIT - Defender's FLEE)

Items

All rods that have MATK% bonus re-added for RO:EOC. But there is a chance of magic bonus damage.

Golden Thief Bug Card effect also gives and adds players Boss-type immunity to all skills and Inspiration buff (no Life and Mana increase and drain). It used to only just negate all magic damage and supporting skills by 100% and had 100% chance to block all magic.

Renames

Skills are renamed to Abilities, AGL is called AGL, SP is called MP, SP Cost is called Mana, HP is called Life, Property is called Element.

Skills

3rd class skills and certain damage skills that are having a special nerf, min damage is half the amount and max damage is the whole, and chance to be affected by base/job level for damage,

Monsters

All monsters that have pre-Renewal Health kept will have 1.2, 3x, 5x, 10x, 32x and 75x times the amount. And Renewal monsters too will have it.

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