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Looking at the thread through Google Translate, here are some things I was able to decipher:

Lightning Strike: Scales with Samurai level, capped at 12%. However, a Lightning Strike can only occur if the character attacked the previous round, and in particular can't occur in the first round of combat.

Critical Strike: 1% per 25 skill, not rounded (the game actually checks fractions). Added to the Kill % of weapons. (Max 5% for Ninja, 4% for others unless boosted by equipment.)

Ranger criticals: Again 1% per 25 Ranged Combat skill.

Fighter K.O.: Level based, starts at 3% and capped at 5%.

Status resistance is based on relative level and elemental resistance (Divine for instant kill, Earth for K.O., Water for Paralyze, etc.), and can, at most, allow for a 95% chance of evading a status ailment. This means that the 20% Paralyze on the Stun Rod never has less than a 1% chance of success. This also means that it is best to have both Paralyze and K.O. on weapons, as enemies that resist one effect might not resist the other (elementals come to mind). Also, this makes weapons like the Staff of Doom and Zatoichi Bo that can inflect multiple status ailments quite useful.

Edit: Looking later in the thread:
Unarmed K.O. chance is (STR - 50) * 0.2, so 10% at 100 STR and 11.2 at 125 STR. This makes STR very important for unarmed combat characters.
Post edited April 22, 2017 by dtgreene