Figured I should post this here too.
Here's all of them.
-There's no subdivision in the data based on Inner Ability rank, so I dunno about that.
-d() is the floor function (round down the values in the parenthesis), u() is the ceiling function (round up the values in the parenthesis), I think.
-The level doesn't really matter in that you can't really level up the ability, I assume you're randomly assigned a level upon using a circulator in order to vary the effect of the bonus.
- The portion of the effect bolded is the portion affected by the level and equation. To get all possible effects, pretty much just plug each number from one to max level into the equation.
*Due to the nature of these variables and avoid, and apparently accuracy, I'm not entirely sure what they do. If it helps, ar is the variable used by priest's Holy Focus, while er is used by the Phantom beginner and first job avoid skills, as well as DB's Mirrored Target.
By variable names, I'd assume all the stats converted to damage are like the Bucc card.
Here's all of them.
-There's no subdivision in the data based on Inner Ability rank, so I dunno about that.
-d() is the floor function (round down the values in the parenthesis), u() is the ceiling function (round up the values in the parenthesis), I think.
-The level doesn't really matter in that you can't really level up the ability, I assume you're randomly assigned a level upon using a circulator in order to vary the effect of the bonus.
- The portion of the effect bolded is the portion affected by the level and equation. To get all possible effects, pretty much just plug each number from one to max level into the equation.
| Inner Ability | Variable Name | Equation | Maximum Level | Maximum Effect |
|---|---|---|---|---|
| +STR | strFX | x | 40 | STR +40 |
| +DEX | dexFX | x | 40 | DEX +40 |
| +INT | intFX | x | 40 | INT +40 |
| +LUK | lukFX | x | 40 | LUK +40 |
| +Accuracy | accX | 10*x | 40 | Accuracy +400 |
| +Avoid | evaX | 10*x | 40 | Avoid +400 |
| +DEF | pddX | 10*x | 40 | DEF +400 |
| +MDEF | mddX | 10*x | 40 | MDEF +400 |
| +MaxHP | mhpX | x*15 | 40 | HP +600 |
| +MaxMP | mmpX | x*15 | 40 | MP +600 |
| +Jump | psdJump | 2*u(x/3) | 30 | Jump +20 |
| +Speed | psdSpeed | 2*u(x/3) | 30 | Speed +20 |
| +ATK | padX | 3*u(x/3) | 30 | ATK +30 |
| +MATK | madX | 3*u(x/3) | 30 | MATK +30 |
| Crit Rate | cr | x | 30 | Crit Rate +30% |
| +All Stats | strFX, dexFX, intFX, lukFX | x | 40 | All Stats +40 |
| Booster | actionSpeed | -1 | 10 | -1 Weapon Speed |
| DEF to MDEF | pdd2mdd | u(x/4) | 40 | 10% DEF to MDEF |
| MDEF to DEF | mdd2pdd | u(x/4) | 40 | 10% MDEF to DEF |
| Accuracy to MP | acc2mp | 5*u(x/4) | 40 | 50% Accuracy to MP |
| Avoid to HP | eva2hp | 5*u(x/4) | 40 | 50% Avoid to HP |
| Base STR to DEX | str2dex | u(x/4) | 40 | 10% Base STR to DEX |
| Base DEX to STR | dex2str | u(x/4) | 40 | 10% Base DEX to STR |
| Base INT to LUK | int2luk | u(x/4) | 40 | 10% Base INT to LUK |
| Base LUK to DEX | luk2dex | u(x/4) | 40 | 10% Base LUK to DEX |
| Level to ATK | lv2pad | 20-2*d(x/2) | 10 | +1 ATT for Every 10 Character Levels |
| Level to MATK | lv2mad | 20-2*d(x/2) | 10 | +1 MATK for Every 10 Character Levels |
| % Accuracy | accR | x | 20 | 20% Accuracy |
| % Avoid | evaR | x | 20 | 20% Avoid |
| % DEF | pddR | x | 20 | 20% DEF |
| % MDEF | mddR | x | 20 | 20% MDEF |
| % MaxHP | mhpR | x | 20 | 20% MaxHP |
| % MaxMP | mmpR | x | 20 | 20% MaxMP |
| % Accuracy (Hit) Rate | ar | u(x/2) | 20 | 10% Hit Rate* |
| % Evasion Rate | er | u(x/2) | 20 | 10% Evasion Rate* |
| % Boss Damage | bdR | x | 20 | 20% Boss Damage |
| % Non-Boss Damage | nbdR | u(x/4) | 40 | 10% Non-Boss Damage |
| % Tower Damage | tdR | 2*u(x/3) | 30 | 20% Additional Damage on Aswan Towers |
| Instant Kill for Suppy Mode Monsters | minionDeathProp | u(x/4) | 40 | 10% Chance to Instantly Kill Aswan Supply Mode Monsters |
| Increased Damage on Monsters Inflicted with Status Effects | abnormalDamR | u(x/4) | 40 | +10% Damage to Monsters Inflicted with Status Effects |
| Accuracy to Damage | acc2dam | x*2+u(x/2) | 20 | 50% Accuracy to Damage |
| DEF to Damge | pdd2dam | x*2+u(x/2) | 20 | 50% DEF to Damage |
| MDEF to Damage | mdd2dam | x*2+u(x/2) | 20 | 50% MDEF to Damage |
| Ignore Damage (Magical) | pdd2mdx | u(x/3) | 30 | Ignore Magical Damage equal to 10% DEF |
| Ignore Damage (Physical) | mdd2pdx | u(x/3) | 30 | Ignore Physical Damage equal to 10% MDEF |
| Ignore Cooldown | noCoolProp | x | 20 | 20% Chance to Ignore Skill Cooldown |
| Increase Passive Skill Level | passivePlus | 1 | 10 | +1 to All Passive Skills |
| Increase Skill Targets | targetPlus | 1 | 10 | Hit 1 Additional Target |
| Increase Buff Duration | bufftimeR | x+u(x/4) | 40 | +50% Buff Duration |
| Item Drop Rate | dropR | u(x/2) | 40 | +20% Item Drop Rate |
| Meso Drop Rate | mesoR | u(x/2) | 40 | +20% Meso Drop Rate |
| +STR and +DEX | strFX, dexFX | x, u(x/2) | 40 | STR +40, DEX +20 |
| +STR and +INT | strFX, intFX | x, u(x/2) | 40 | STR +40, INT +20 |
| +STR and +LUK | strFX, lukFX | x, u(x/2) | 40 | STR +40, LUK +20 |
| +DEX and +INT | dexFX, intFX | x, u(x/2) | 40 | DEX +40, INT +20 |
| +DEX and +LUK | dexFX, lukFX | x, u(x/2) | 40 | DEX +40, LUK +20 |
| +INT and +LUK | intFX, lukFX | x, u(x/2) | 40 | INT +40, LUK +20 |
| +DEX and +STR | dexFX, strFX | x, u(x/2) | 40 | DEX +40, STR+20 |
| +INT and +STR | intFX, strFX | x, u(x/2) | 40 | INT +40, STR +20 |
| +LUK and +STR | lukFX, strFX | x, u(x/2) | 40 | LUK +40, STR +20 |
| +INT and +DEX | intFX, dexFX | x, u(x/2) | 40 | INT +40, DEX +20 |
| +LUK and +DEX | lukFX, dexFX | x, u(x/2) | 40 | LUK +40, DEX +20 |
| +LUK and +INT | lukFX, intFX | x, u(x/2) | 40 | LUK +40, INT +20 |
*Due to the nature of these variables and avoid, and apparently accuracy, I'm not entirely sure what they do. If it helps, ar is the variable used by priest's Holy Focus, while er is used by the Phantom beginner and first job avoid skills, as well as DB's Mirrored Target.
By variable names, I'd assume all the stats converted to damage are like the Bucc card.

