Kokotewa

Monster Info

Poring [PORING 1002]
Attributes
Plant

This race does not have any special attributes.

Water 1
Neutral100%Poison100%
Water25%Holy100%
Earth100%Dark100%
Fire50%Ghost100%
Wind175%Decay100%
Medium
100% 75% 75% 100%
75% 100% 100% 75%
75% 100% 100% 100%
100% 100% 100% 100%
AI Type 2 (On Spawn)
×

AI Type 2 Detail

ABNORMAL_ST

inputType outputType outputState
CHANGE_NORMALST_INCHANGE_NORMALST_OUTIDLE_ST

BERSERK_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_ST
ENERGY_RECHARGED_INREVENGE_ENEMY_OUTBERSERK_ST

DEAD_ST

inputType outputType outputState
DEADSTATE_TIMEOUT_INTRY_REVIVAL_OUTIDLE_ST

IDLE_ST

inputType outputType outputState
ITEM_INSIGHT_INMOVETO_ITEM_OUTMOVEITEM_ST
WAIT_END_INMOVE_RANDOM_START_OUTRMOVE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

MOVEITEM_ST

inputType outputType outputState
ATTACKED_INEXPEL_OUTRUSH_ST
TARGET_ITEM_DISAPPEAR_INSTOP_MOVE_OUTIDLE_ST
ARRIVEDAT_ITEM_INPICKUP_ITEM_OUTIDLE_ST

RMOVE_ST

inputType outputType outputState
ITEM_INSIGHT_INMOVETO_ITEM_OUTMOVEITEM_ST
MOVE_RANDOM_END_INWAIT_START_OUTIDLE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RUSH_ST

inputType outputType outputState
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
DESTINATION_ARRIVED_INSEARCH_OUTSEARCH_ST

SEARCH_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
Trait I

In the Idle (IDLE) AI state, the monster is not engaged with a player.

C

In the Chase (RUSH) AI state, the monster is chasing a player.

A

In the Attack (BERSERK) AI state, the monster is attacking a player.

Looter
Skills
×

Monster Skill Detail

BERSERK_ST

Chance Skill LvCastDelayAI Condition
20.0%
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk7 ~ 10
Range7 cells
Water Attack 1 - 5s

MOVEITEM_ST

Chance Skill LvCastDelayAI Condition
20.0%
Emotion
Display an emote icon.
Emotion 1 - 5s
Emotion
Display an emote icon.
Emotion 1
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk7 ~ 10
Range7 cells
Water Attack 1
Stats
ATK
Physical Attack (min ~ max [range])
ATK defines the base value for physical attacks. A random value between min ~ max is selected for each separate physical attack damage calculation. A monster is able to perform non-skill attacks against players within its ATK range.
7 ~ 10 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
50 Lv
Level
Lv influences the hit required to reach 100% hit, flee required to reach 95% flee, and the success chance of some status ailments.
1 STR
Strength
STR defines the duration of some status ailments.
1
MATK
Magical Attack (min ~ max)
MATK defines the base value for magical attacks. A random value between min ~ max is selected for each separate magical attack damage calculation.
0 ~ 0 DEF
Physical Defense (Hard + Soft)
DEF reduces damage received from physical attacks. Hard DEF reduces damage by a percentage and Soft DEF reduces damage by a flat amount.
0 + 1 Class
Class
Monsters with the boss or woe class cannot be knocked back, are immune to most status ailments, cannot be stolen from, and are trapped for a reduced duration. Monsters with the boss type interact with hidden players as though they are not hidden.
mob VIT
Vitality
VIT defines Soft DEF and influences Soft MDEF and the success chance and duration of some status ailments.
1
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
166.4 (672 ms) MDEF
Magical Defense (Hard + Soft)
MDEF reduces damage received from magical attacks. Hard MDEF reduces damage by a percentage and Soft MDEF reduces damage by a flat amount.
5 + 0 Skill R.
Skill Range
Skill R. determines the maximum range the monster will cast skills.
10 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
0
RSPD
Recovery Speed
RSPD defines the minimum delay between skills.
1,872 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
82 Sight R.
Sight Range
Sight R. determines the maximum range the monster will search for targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
6
MSPD
Movement Speed
MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
Useful Benchmarks
Player w/o Modifiers 150 ms
Player w/ Windwalk 120 ms
Player w/ Inc. AGI 112 ms
Player w/ Peco & AGI 75 ms
Player w/ Spd. Potion 60 ms
400 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
22 bEXP
Base Experience
The bEXP rewarded upon defeat.
2 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
1
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
480 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
6.0 jEXP
Job Experience
The jEXP rewarded upon defeat.
1 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
30
ATK
Physical Attack (min ~ max [range])
ATK defines the base value for physical attacks. A random value between min ~ max is selected for each separate physical attack damage calculation. A monster is able to perform non-skill attacks against players within its ATK range.
7 ~ 10 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
50
MATK
Magical Attack (min ~ max)
MATK defines the base value for magical attacks. A random value between min ~ max is selected for each separate magical attack damage calculation.
0 ~ 0 DEF
Physical Defense (Hard + Soft)
DEF reduces damage received from physical attacks. Hard DEF reduces damage by a percentage and Soft DEF reduces damage by a flat amount.
0 + 1
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
166.4 (672 ms) MDEF
Magical Defense (Hard + Soft)
MDEF reduces damage received from magical attacks. Hard MDEF reduces damage by a percentage and Soft MDEF reduces damage by a flat amount.
5 + 0
RSPD
Recovery Speed
RSPD defines the minimum delay between skills.
1,872 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
82
MSPD
Movement Speed
MSPD defines the minimum time required to transverse a cell during the chase (RUSH) AI state.
Useful Benchmarks
Player w/o Modifiers 150 ms
Player w/ Windwalk 120 ms
Player w/ Inc. AGI 112 ms
Player w/ Peco & AGI 75 ms
Player w/ Spd. Potion 60 ms
400 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
22
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
480 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
6.0
Lv
Level
Lv influences the hit required to reach 100% hit, flee required to reach 95% flee, and the success chance of some status ailments.
1 STR
Strength
STR defines the duration of some status ailments.
1
Class
Class
Monsters with the boss or woe class cannot be knocked back, are immune to most status ailments, cannot be stolen from, and are trapped for a reduced duration. Monsters with the boss type interact with hidden players as though they are not hidden.
mob VIT
Vitality
VIT defines Soft DEF and influences Soft MDEF and the success chance and duration of some status ailments.
1
Skill R.
Skill Range
Skill R. determines the maximum range the monster will cast skills.
10 cells INT
Intelligence
INT defines MATK and influences Soft MDEF and the success chance and duration of some status ailments.
0
Sight R.
Sight Range
Sight R. determines the maximum range the monster will search for targets.
12 cells DEX
Dexterity
DEX influences the flee required to reach 95% flee and the success chance of some status ailments.
6
bEXP
Base Experience
The bEXP rewarded upon defeat.
2 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
1
jEXP
Job Experience
The jEXP rewarded upon defeat.
1 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
30
Drops

When a monster is defeated, rewards spawn by chance at the defeat location. Each reward is rolled independently. When attempting to steal an item from a monster, each item is attempted successively. As item reward and steal attempts are performed with a ≤ operator, comparisons are 1/10,000 more likely to succeed than intended. Apple, an expected placeholder item, is excluded from 1/10,000 drop rolls but is included in steal rolls.

1 Jellopy (70.01%) 2 Knife [4] (1.01%)
3 Sticky Mucus (4.01%) 4 Apple (10.01%)
5 Empty Bottle (15.01%) 6 Apple (1.51%)
7 Unripe Apple (0.21%) 8 Poring Card (0.02%)
Tames
StartCapture
success_chance = 20 * (2 - mon_hp_now/mon_hp_max)
Unripe Apple
20% base chance
Poring Egg
cutepet
Map Locations
prt_fild05
70instant
prt_fild08
70instant
prt_fild06
60instant
yuno_fild04
60instant
gef_fild00
50instant
ein_fild07
40instant
pay_fild04
40instant
prt_fild00
40instant
gef_fild04
30instant
gef_fild05
30instant
pay_fild03
30instant
pay_fild08
30instant
prt_fild01
30instant
prt_fild02
30instant
prt_fild04
30instant
yuno_fild03
30instant
ein_fild08
25instant
gef_fild07
20instant
yuno_fild01
20instant
hu_fild06
10instant
mjolnir_08
10instant
moc_fild01
10instant
mosk_fild02
10instant
new_1-3
10instant
pay_fild01
10instant
xmas_dun01
10instant
in_moc_16
17special
job_duncer
8special
job_hunte
6special
job_knt
4special
Monster Summons
Item Summons
Poring Box
5 entries
Dead Branch
14 entries
msql58.9 ms
html0.2 ms

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