Lineage Classic features a variety of stats. Beyond the literal stats you assign when creating a character, there are visible values like HP, MP, and AC. Furthermore, while not explicitly displayed, various factors like Hit and Damage Reduction interact to complete the combat experience in Lineage Classic.
Because so many stats are hidden, many players have long been curious about the results of their choices—such as item performance or stat distribution—but finding definitive answers has always been difficult. In this environment, one YouTuber, 'Dogun,' has emerged, someone who genuinely enjoys the challenge of experimenting and the process of uncovering results.
Q. Hello. Could you please introduce yourself
"Hello. I'm Dogun, and I run a gaming YouTube channel. Nice to meet you.

Q. I understand you've been enjoying Lineage for quite a long time. How long have you been playing?
"I first encountered it around the fall of 2001. I started then, and I think the last time I played PC Lineage was around 2010. Then, when Lineage M launched on June 21, 2017, I returned to the game. I'm still playing it today, and since Lineage Classic launched this year, I've been playing that as well.
There's a saying that you don't really 'quit' Lineage, you just take a break. I've quit and returned many times myself, and out of the total 25-year span, I'd say I've spent about 15 years playing actively.
Q. What parts of Lineage Classic do you find most enjoyable.
"That's a difficult question for me. I could simply say 'combat is the most fun,' but in reality, I find enjoyment in many different areas. In PvE, there's solo roaming, AoE, turn-based, and party hunting. In PvP, there's the tension and sense of achievement from 1-on-1 duels, group fights, boss competition, or Siege War.
I also find joy in the analytical process that starts with curiosity: 'What equipment setup yields the highest efficiency within limited resources?' or 'Which stat build is more advantageous?' in these different environments.
Lately, since I run a gaming YouTube channel, I analyze various topics that people are curious about in Lineage Classic and share the results. Receiving encouragement and support from people saying I'm working hard adds to the fun of playing the game.
Lineage is an old IP, but as I play, every moment and every era brings new elements of fun, which is why I think I still haven't been able to quit.

Q. 'Experimental' content seems to be what defines you best, Dogun. Was there a specific turning point that made you so serious about experiments and data?
"I don't think there was any grand turning point. It just started from simple curiosity.
I remember my first starting point was when I entered the Burning Dungeon, got beaten up by a Bugbear, and hit a wall. I wondered, 'How can I defeat that monster more easily.'
Back then, the concept of AC wasn't even fully established, so I just concluded that 'getting more AC makes it hurt less.' But then I met a Cerberus and a King Bugbear, and I hit another wall. That led to a chain of questions about how much more AC I needed for them.
As this process repeated, whenever I hit a wall—whether in PvE or PvP—I went beyond just being satisfied or disappointed with the conclusion. I found a sense of achievement in unraveling the data behind the process, and that satisfied my needs. People might ask if it's necessary to play a game so exhaustively, but I think that's just my nature.

Q. I've heard that Lineage Classic has quite a few differences in calculations compared to the original Lineage. Are there any notable examples you've encountered during your experiments.
"Actually, there are too many examples. If I had to pick just one, I'd like to mention this.
Around the 2000s, there was a lot of testing regarding Hit rates based on weapon enchantments. Not just me, but other 'Lineage doctors' like me were researching it, and we shared the results in the community. I remember we used the term 'attack success rate' instead of 'Hit' back then.
At the time, the community was split between those who thought Hit increased by 1 every even enchantment level and those who thought it increased by 1 every odd level. Later, through various experiments, the theory derived by a user named 'Pyeongsaeng Lineage'—that you get +1 Hit per odd enchantment—became the accepted truth. But Lineage Classic is different. It's just +1 Hit per 1 enchantment level.
This is a representative example, and there are many other areas that differ from the Lineage we knew in the past. As an old-school gamer, I do feel a bit of regret that it isn't a perfect recreation of the Lineage we knew back then.
Q. What experimental content are you currently planning, or is there something you really want to try.
"In classic Lineage, many things weren't as developed as they are now, and there's content I'm only now able to proceed with because the situation allows for it.
The curiosity of 'which weapon is the strongest in Lineage' is something everyone has, from the so-called 'Lin-jeossi' (veteran players) who have enjoyed the game for a long time to those experiencing Lineage for the first time in Classic.
To find the answer, many people in the past—both 'Line' (guild-aligned) and neutral players—likely have experience with 1-on-1 tests, also known as 'threshold tests.' It's a burdensome experiment to keep doing because it takes a lot of time and the cost of potions is significant. Even after investing that time and money, there were many cases where no intuitive results were produced.
There were many opinions, like 'you need at least 100 rounds' or 'you need 1k rounds to get an answer,' and there's still no consensus. Back then, I only had the curiosity of how to get results in a short time without consuming Adena, but I couldn't find the answer with my level of knowledge.
But these days, AI has developed a lot. Although I don't know anything about coding, I've recently been trying to find the answer by creating a 'Lineage Threshold Test Program.' I'm collecting and reflecting information on numerous factors—various logic applied to Lineage, Hit, AC, attack speed and motion, hit motion, Potion Recovery Amount and delay, and class-specific Skills—and synchronizing the in-game experimental results with the simulation.
The synchronization is currently at about 95%, so it needs more improvement. I'm working tirelessly to bring it up to 99.99% and uploading these processes to YouTube to keep a record. My goal is to build a highly reliable test simulator and create a program that helps many people enjoy the game.
Q. Lastly, please say a word to the fans and INVEN users who will be seeing your various videos and content in the future.
"Actually, I didn't start this content with a grand sense of mission to help others. It's content that starts from my personal curiosity, and I feel catharsis in the process of solving it, so I think there will be parts that are helpful and parts that are useless.
Therefore, while I can't satisfy everyone, I would be thrilled if you could pick and choose the information you need from my videos to suit your own playstyle and use it effectively.
If you have an experiment you're curious about, please 'poke' Dogun on my live stream or YouTube. If it's a topic I'm not curious about, the experiment might be delayed and the content might come out slowly. Many 'Dogun-experts' are already using the 'Dogun-poke' (Dogulja) method, so please keep poking me!
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