Monster Info
Poporing [POPORING 1031]
AI Type 2 (On Spawn)
ABNORMAL_ST
inputType |
outputType |
outputState |
---|
CHANGE_NORMALST_IN | CHANGE_NORMALST_OUT | IDLE_ST |
BERSERK_ST
inputType |
outputType |
outputState |
---|
ENEMY_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | RUSH_ST |
ENERGY_RECHARGED_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
DEAD_ST
inputType |
outputType |
outputState |
---|
DEADSTATE_TIMEOUT_IN | TRY_REVIVAL_OUT | IDLE_ST |
IDLE_ST
inputType |
outputType |
outputState |
---|
ITEM_INSIGHT_IN | MOVETO_ITEM_OUT | MOVEITEM_ST |
WAIT_END_IN | MOVE_RANDOM_START_OUT | RMOVE_ST |
ATTACKED_IN | EXPEL_OUT | RUSH_ST |
MOVEITEM_ST
inputType |
outputType |
outputState |
---|
ATTACKED_IN | EXPEL_OUT | RUSH_ST |
TARGET_ITEM_DISAPPEAR_IN | STOP_MOVE_OUT | IDLE_ST |
ARRIVEDAT_ITEM_IN | PICKUP_ITEM_OUT | IDLE_ST |
RMOVE_ST
inputType |
outputType |
outputState |
---|
ITEM_INSIGHT_IN | MOVETO_ITEM_OUT | MOVEITEM_ST |
MOVE_RANDOM_END_IN | WAIT_START_OUT | IDLE_ST |
ATTACKED_IN | EXPEL_OUT | RUSH_ST |
RUSH_ST
inputType |
outputType |
outputState |
---|
ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
DESTINATION_ARRIVED_IN | SEARCH_OUT | SEARCH_ST |
SEARCH_ST
inputType |
outputType |
outputState |
---|
ENEMY_OUTSIGHT_IN | WAIT_START_OUT | IDLE_ST |
ENEMY_OUTATTACKSIGHT_IN | EXPEL_OUT | RUSH_ST |
ENEMY_INATTACKSIGHT_IN | REVENGE_ENEMY_OUT | BERSERK_ST |
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 . | 59 ~ 72 [1] |
HP Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 344 |
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. | 14 |
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 + 14 |
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. | 14 |
ASPD Attack Speed
ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 116.4 (1,672 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. | 10 + 7 |
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 attacks and skills. | 1,672 ms |
Flee95 95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 108 |
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. | 19 |
MSPD | 300 ms |
Hit100 100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy. | 48 |
bEXP Base Experience The bEXP rewarded upon defeat. | 81 |
AGI Agility
AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 14 |
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. | 3.0 |
jEXP Job Experience The jEXP rewarded upon defeat. | 44 |
LUK Luck
LUK defines CritShield and influences the success chance and duration of some status ailments. | 15 |
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 . | 59 ~ 72 [1] |
HP Health Points
HP defines the minimum amount of damage that must be inflicted before the monster is defeated. | 344 |
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 + 14 |
ASPD Attack Speed
ASPD defines the minimum delay between attacks.
ASPD is displayed using the game representation and the measured delay in ms. | 116.4 (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. | 10 + 7 |
RSPD Recovery Speed
RSPD defines the minimum delay between attacks and skills. | 1,672 ms |
Flee95 95% Flee
Flee95 defines the flee benchmark before it provides no additional benefit against an isolated enemy. | 108 |
MSPD | 300 ms |
Hit100 100% Hit
Hit100 defines the hit required to achieve perfect physical attack accuracy. | 48 |
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. | 3.0 |
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. | 14 |
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. | 14 |
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. | 19 |
bEXP Base Experience The bEXP rewarded upon defeat. | 81 |
AGI Agility
AGI influences the accuracy required to reach 100% hit
and the duration of some status ailments. | 14 |
jEXP Job Experience The jEXP rewarded upon defeat. | 44 |
LUK Luck
LUK defines CritShield and influences the success chance and duration of some status ailments. | 15 |
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