Kokotewa

Monster Info

Punk [PUNK 1199]
Attributes
Plant

This race does not have any special attributes.

Wind 1
Neutral100%Poison125%
Water50%Holy100%
Earth150%Dark100%
Fire100%Ghost100%
Wind25%Decay100%
Small
75% 75% 75% 75%
100% 75% 100% 100%
50% 75% 100% 100%
75% 75% 100% 100%
AI Type 19 (On Spawn)
×

AI Type 19 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
MILLI_ATTACKED_INCHANGE_ENEMY_OUTSEARCH_ST

DEAD_ST

inputType outputType outputState
DEADSTATE_TIMEOUT_INTRY_REVIVAL_OUTIDLE_ST

IDLE_ST

inputType outputType outputState
MAGIC_LOCKON_INEXPEL_OUTRUSH_ST
CHARACTER_INSIGHT_INEXPEL_OUTRUSH_ST
WAIT_END_INMOVE_RANDOM_START_OUTRMOVE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RMOVE_ST

inputType outputType outputState
MAGIC_LOCKON_INEXPEL_OUTRUSH_ST
CHARACTER_INSIGHT_INEXPEL_OUTRUSH_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_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.

Aggressive
Target Change ATK
Target Change Cast
Target Change Melee
AI Type 1 (On Skill)
×

AI Type 1 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
WAIT_END_INMOVE_RANDOM_START_OUTRMOVE_ST
ATTACKED_INEXPEL_OUTRUSH_ST

RMOVE_ST

inputType outputType outputState
ATTACKED_INEXPEL_OUTRUSH_ST
MOVE_RANDOM_END_INWAIT_START_OUTIDLE_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
This AI type does not have traits
Skills
×

Monster Skill Detail

BERSERK_ST

Chance Skill LvCastDelayAI Condition
5.0%
Petrifying Attack
Attack an enemy to inflict earth physical damage and petrify by chance.
DMGatk350 ~ 438
Petrify60% chance
Range7 cells
Petrifying Attack 3 0.5s 5s
20.0%
Wind Attack
Attack an enemy to inflict wind physical damage.
DMGatk292 ~ 365
Range7 cells
Wind Attack 1 - 5s

IDLE_ST

Chance Skill LvCastDelayAI Condition
20.0%
Emotion
Display an emote icon.
Emotion 1 - 5s 19

RUSH_ST

Chance Skill LvCastDelayAI Condition
2.0%
Emotion
Display an emote icon.
Emotion 1 - 5s 1
Emotion
Display an emote icon.
Emotion 1
Petrifying Attack
Attack an enemy to inflict earth physical damage and petrify by chance.
DMGatk350 ~ 438
Petrify60% chance
Range7 cells
Petrifying Attack 3
Wind Attack
Attack an enemy to inflict wind physical damage.
DMGatk292 ~ 365
Range7 cells
Wind 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.
292 ~ 365 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
3,620 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.
43 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.
81 ~ 126 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.
125 (1,500 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.
45 + 47 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.
45
RSPD
Recovery Speed
RSPD defines the minimum delay between attacks and skills.
1,500 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
183 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.
65
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
300 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
168 bEXP
Base Experience
The bEXP rewarded upon defeat.
1,699 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
105
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
1,000 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
4.0 jEXP
Job Experience
The jEXP rewarded upon defeat.
1,033 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
20
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.
292 ~ 365 [1] HP
Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated.
3,620
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.
81 ~ 126 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.
125 (500 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.
45 + 47
RSPD
Recovery Speed
RSPD defines the minimum delay between attacks and skills.
1,500 ms Flee95
95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy.
183
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
300 ms Hit100
100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy.
168
FSPD
Flinch Speed
FSPD defines the minimum delay incurred by the flinch action when receiving damage before a new action may be performed.
1,000 ms CrtShld
Critical Shield
CrtShld reduces the occurence of critical hits by a flat amount.
4.0
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.
43 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.
45
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.
65
bEXP
Base Experience
The bEXP rewarded upon defeat.
1,699 AGI
Agility
AGI influences the accuracy required to reach 100% hit and the duration of some status ailments.
105
jEXP
Job Experience
The jEXP rewarded upon defeat.
1,033 LUK
Luck
LUK defines CritShield and influences the success chance and duration of some status ailments.
20
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 Mould Powder (53.36%) 2 Yellow Gemstone (8.01%)
3 Pacifier (1.01%) 4 Witch Starsand (10.01%)
5 Moth Dust (30.01%) 6 Fly Wing (11.01%)
7 Hood [1] (0.16%) 8 Punk Card (0.02%)
Map Locations
c_tower1 (10.22)
70instant
ein_fild01 (12.40)
45instant
55m
c_tower2 (11.14)
40instant
Item Summons
Dead Branch
1 entry
msql7.3 ms
html0.3 ms

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