Ragnarok Online Grinder Edition/Mechanics and Gameplay

==Mechanics and Gameplay==
* ATK can now get increased curve like INT does.
* Each STR gives 1.5 melee ATK and 0.5% melee W.ATT bonus. Every 5 STR will give physical melee damage curve. The W.ATT percentage bonus will ONLY benefit from flat melee physical ATT but not curved ATT [[STR / 10] ^ 3 / 60]
* Every 10 AGL will increase ASPD. Every 10 DEX will also increase ASPD. Each AGL will increase Dodge rate.
* Each VIT gives 100,000 HP and 1% HP bonus. Having 9.9m bonus HP with 99 Vit would mean 19.701 million HP. With Vit of 999, you would have 1 billion HP bonus... this is to scale up big damage with players with skills, even in PVP.
* Each INT gives 1.5 MGC. Every 5 INT will give damage curve of MGC bonus. Flat MGC will benefit only from normal MGC bonuses while MGC percentage bonus will benefit for curve of MGC bonus. There is also a bonus of INT + Int/2 + Luk/3 + Dex/5 + Level/4 +  [[INT / 8] ^ 3 / 40] + Luk/3 that came from kRO/JRO respectively. Each INT increases SP by 10 and SP by 1%.
* Each DEX gives 1.5 R.ATT and 0.5% R.W.ATT bonus. Every 5 DEX will give physical ranged damage curve. The WATK percentage bonus will ONLY benefit from flat ranged physical ATT, but not curved ATT. There is also bonus of [[DEX/ 10] ^ 3 / 60] for Ranged attacks. Each DEX will increase HIT rate.
* Every 3 LUK will increase CRIT. Every 10 LUK will also increase CRIT as well. If you have 130 LUK, then you would have (100/10 + 99/3) 43 Critical rate. Critical over 100% chance increases extra critical damage. This will have a roll. Critical of 101 would let player have 1% of doing 2x more critical. Critical of 201 would always deal 2x damage and 1% of 3x damage. This will help in skills though.
==Part 2==
* ATK: (primeATK [Melee] STR + [STR / 10]^2/ OR primeATK [for bows/guns/instruments ] DEX + [DEX / 10]^2) + (For most melee weapons StatusATK = floor[(BaseLevel ÷ 4) + Str + (Dex ÷ 5) + (Luk ÷ 3)]) OR (For bows/guns/instruments StatusATK = floor[(BaseLevel ÷ 4) + (Str ÷ 5) + Dex + (Luk ÷ 3)] + (WeaponATK = floor[((BaseWeaponDamage + Variance + StatBonus + RefinementBonus + OverUpgradeBonus) × SizePenaltyMultiplier]) + (StatBonus = BaseWeaponDamage × Str ÷ 200 (most melee OR StatBonus = BaseWeaponDamage × Dex ÷ 200 for Bow, Gun, Instrument or Whip) + RefinementBonus + 'SizePenaltyMultiplier
* MATK: (primeMATK = Int+(Int/5)^2 to Int+(Int/7)^2) {but max MATK curve is displayed instead} + (StatusATK = floor[floor[BaseLevel ÷ 4] + Int + floor[Int ÷ 2] + floor[Dex ÷ 5] + floor[Luk ÷ 3]]) + (secretATK = INT + [[INT / 8] ^ 3 / 40] + Luk/3.) + (WeaponMATK = BaseWeaponDamage + Variance + RefinementBonus + OverUpgradeBonus OR no base WATK Variance = ± 0.1 × WeaponLevel × ((BaseWeaponDamage + (RefinementBonus ÷ 2)) + (WeaponRefinement × 2.5))) + (ExtraMATK = EquipMATK + ConsumableMATK + PseudoBuffMATK) + BuffMATK
* HP:
var BASE_HP = 35;
BASE_HP += BASE_LEVEL * HP_JOB_B * 1500 (HP Modifier);
for (var i = 2; i <= BASE_LEVEL; i++) {
 BASE_HP += Math.round(HP_JOB_A * i);
}
var MAX_HP = BASE_HP;
MAX_HP = Math.floor( MAX_HP * (1 + VIT + 100,000 * 0.01) * TRANS_MOD/BABY );
MAX_HP += HP_MOD_A;
MAX_HP = Math.floor( MAX_HP * (1 + HP_MOD_B * 0.01) );
Where:
:HP_JOB_A: See the job modifier table
:HP_JOB_B: The number in parenthesis, if any. Otherwise 5.
:HP_MOD_A: Sum of additive modifiers
:HP_MOD_B: Sum of multiplicative modifiers
:TRANS_MOD: 1.30 for transcendent classes, 1 otherwise, 0.75 for baby
* SP:
var BASE_SP = 10;
BASE_SP += BASE_LEVEL * SP_JOB * 900 (SP modifier);
var MAX_SP = BASE_SP;
MAX_SP = Math.floor( MAX_SP * (1 + INT + 10 * 0.01) );
MAX_SP = Math.floor( MAX_SP * TRANS_MOD/BABY );
MAX_SP += SP_MOD_A;
MAX_SP = Math.floor( MAX_SP * (1 + SP_MOD_B * 0.01) );
Where:
:SP_JOB: See the job modifier table
:SP_MOD_A: Sum of additive modifiers
:SP_MOD_B: Sum of multiplicative modifiers
:TRANS_MOD: 1.30 for transcendent classes, 1 otherwise, 0.75 for babies
Category:Ragnarok Online Grinder Edition