Kokotewa

Monster Info

Plasma#water [PLASMA_B 1697]
Attributes
Formless

This race does not have any special attributes.

Water 4
Neutral100%Poison25%
Water-50%Holy75%
Earth100%Dark75%
Fire0%Ghost25%
Wind200%Decay25%
Small
75% 75% 75% 75%
100% 75% 100% 100%
50% 75% 100% 100%
75% 75% 100% 100%
AI Type 4 (On Spawn)
×

AI Type 4 Detail

ABNORMAL_ST

inputType outputType outputState
CHANGE_NORMALST_INCHANGE_NORMALST_OUTIDLE_ST

ANGRY_ST

inputType outputType outputState
ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTFOLLOW_ST
ENERGY_RECHARGED_INREVENGE_ENEMY_OUTANGRY_ST
MILLI_ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

BERSERK_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_ST
ENERGY_RECHARGED_INREVENGE_ENEMY_OUTBERSERK_ST
MILLI_ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

DEAD_ST

inputType outputType outputState
DEADSTATE_TIMEOUT_INTRY_REVIVAL_OUTIDLE_ST

FOLLOW_SEARCH_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTANGRY_ST
NEAREST_CHARACTER_INEXPEL_OUTFOLLOW_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTFOLLOW_ST

FOLLOW_ST

inputType outputType outputState
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTANGRY_ST
NEAREST_CHARACTER_INEXPEL_OUTFOLLOW_SEARCH_ST
DESTINATION_ARRIVED_INSEARCH_OUTFOLLOW_SEARCH_ST
ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

IDLE_ST

inputType outputType outputState
CHARACTER_INSIGHT_INEXPEL_OUTFOLLOW_ST
WAIT_END_INMOVE_RANDOM_START_OUTRMOVE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RMOVE_ST

inputType outputType outputState
CHARACTER_INSIGHT_INEXPEL_OUTFOLLOW_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
ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

SEARCH_ST

inputType outputType outputState
ENEMY_OUTSIGHT_INWAIT_START_OUTIDLE_ST
ENEMY_INATTACKSIGHT_INREVENGE_ENEMY_OUTBERSERK_ST
ENEMY_OUTATTACKSIGHT_INEXPEL_OUTRUSH_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.

Aggressive
Target Change ATK
Target Change Melee
Skills
×

Monster Skill Detail

BERSERK_ST

Chance Skill LvCastDelayAI Condition
30.0%
Cold Bolt
Attack an enemy to inflict water magic damage.
DMGmatk1,038 ~ 1,614
Range9 cells
Cold Bolt 6 1s 5s
20.0%
Frost Diver
Attack an enemy to inflict water magic damage and freeze by chance.
DMGmatk329 ~ 511
Freeze62% chance
Range9 cells
Frost Diver 9 0.5s 5s
10.0%
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk900 ~ 2,100
Range7 cells
Water Attack 3 - 5s
5.0%
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk329 ~ 511 x 9
Range9 cells
Duration1.35 seconds
Waterball 3 1.5s 5s

RUSH_ST

Chance Skill LvCastDelayAI Condition
30.0%
Cold Bolt
Attack an enemy to inflict water magic damage.
DMGmatk1,038 ~ 1,614
Range9 cells
Cold Bolt 6 1s 5s
20.0%
Frost Diver
Attack an enemy to inflict water magic damage and freeze by chance.
DMGmatk329 ~ 511
Freeze62% chance
Range9 cells
Frost Diver 9 0.5s 5s
Cold Bolt
Attack an enemy to inflict water magic damage.
DMGmatk1,038 ~ 1,614
Range9 cells
Cold Bolt 6
Frost Diver
Attack an enemy to inflict water magic damage and freeze by chance.
DMGmatk329 ~ 511
Freeze62% chance
Range9 cells
Frost Diver 9
Water Attack
Attack an enemy to inflict water physical damage.
DMGatk900 ~ 2,100
Range7 cells
Water Attack 3
Waterball
Attack an enemy to inflict water magic damage.
DMGmatk329 ~ 511 x 9
Range9 cells
Duration1.35 seconds
Waterball 3
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.
300 ~ 700 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
8,200 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.
44 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.
173 ~ 269 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 + 5 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.
5
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
128 (1,440 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.
30 + 75 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.
73
RSPD
Recovery Speed
RSPD defines the minimum delay between attacks and skills.
608 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
209 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.
90
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
150 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
94 bEXP
Base Experience
The bEXP rewarded upon defeat.
2,000 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
30
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
576 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.
1,000 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.
300 ~ 700 [3] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
8,200
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.
173 ~ 269 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 + 5
ASPD
Attack Speed
ASPD defines the minimum delay between attacks. ASPD is displayed using the game representation and the measured delay in ms.
128 (1,440 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.
30 + 75
RSPD
Recovery Speed
RSPD defines the minimum delay between attacks and skills.
608 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
209
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
150 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
94
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
576 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.
44 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.
5
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.
73
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.
90
bEXP
Base Experience
The bEXP rewarded upon defeat.
2,000 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
30
jEXP
Job Experience
The jEXP rewarded upon defeat.
1,000 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 Scell (1.01%) 2 Gift Box#box (0.11%)
3 2 Carat Diamond (0.03%) 4 Blue Gemstone (1.01%)
5 Crystal Blue (0.36%) 6 Apple (0.01%)
7 Apple (0.01%) 8 Plasma Card (0.02%)
Map Locations
tha_t02 (3.69)
20instant
tha_t05 (2.75)
10instant
tha_t06 (2.57)
10instant
tha_t10 (9.27)
5instant
hu_fild01 (1.50)
515m
odin_tem01 (1.51)
315m
msql7.7 ms
html0.3 ms

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