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	<id>https://eddatales.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chelmico</id>
	<title>Edda Tales Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://eddatales.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chelmico"/>
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	<updated>2026-07-04T15:46:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=5001</id>
		<title>Negative Statuses</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=5001"/>
		<updated>2026-06-30T08:46:34Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| Hard crowd control. The target cannot act while stunned.&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| Reduces Hit by 25% and Flee by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| Reduces Hit and Flee by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| Mini Stun&lt;br /&gt;
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.&lt;br /&gt;
|-&lt;br /&gt;
| Binding&lt;br /&gt;
| Prevents movement while active.&lt;br /&gt;
|-&lt;br /&gt;
| Cold&lt;br /&gt;
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.&lt;br /&gt;
|-&lt;br /&gt;
| Frostbite&lt;br /&gt;
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails and target is also affected by Cold, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance, but reducing stacks back to 1.&lt;br /&gt;
|-&lt;br /&gt;
| Blaze&lt;br /&gt;
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike&lt;br /&gt;
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.&lt;br /&gt;
|-&lt;br /&gt;
| Crystallization&lt;br /&gt;
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.&lt;br /&gt;
|-&lt;br /&gt;
| Burning&lt;br /&gt;
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding&lt;br /&gt;
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildup Resistance ==&lt;br /&gt;
&lt;br /&gt;
Some control effects apply a temporary resistance after they end. This is the buildup resistance system.&lt;br /&gt;
&lt;br /&gt;
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.&lt;br /&gt;
&lt;br /&gt;
Against boss/status-immune enemies, buildup resistance durations are 3 times longer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Stacks&lt;br /&gt;
! Resistance&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Resistance Duration&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mini Stun does not use the normal stacking buildup table. Instead, it has a 0.5 second cooldown when triggered, preventing immediate repeated Mini Stun procs.&lt;br /&gt;
&lt;br /&gt;
Forced status applications can ignore buildup resistance if they are designed to do so.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=5000</id>
		<title>Negative Statuses</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=5000"/>
		<updated>2026-06-30T06:56:32Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| Hard crowd control. The target cannot act while stunned.&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| Reduces Hit by 25% and Flee by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| Reduces Hit and Flee by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| Mini Stun&lt;br /&gt;
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.&lt;br /&gt;
|-&lt;br /&gt;
| Binding&lt;br /&gt;
| Prevents movement while active.&lt;br /&gt;
|-&lt;br /&gt;
| Cold&lt;br /&gt;
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.&lt;br /&gt;
|-&lt;br /&gt;
| Frostbite&lt;br /&gt;
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails and target is also affected by Cold, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Blaze&lt;br /&gt;
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike&lt;br /&gt;
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.&lt;br /&gt;
|-&lt;br /&gt;
| Crystallization&lt;br /&gt;
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.&lt;br /&gt;
|-&lt;br /&gt;
| Burning&lt;br /&gt;
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding&lt;br /&gt;
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildup Resistance ==&lt;br /&gt;
&lt;br /&gt;
Some control effects apply a temporary resistance after they end. This is the buildup resistance system.&lt;br /&gt;
&lt;br /&gt;
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.&lt;br /&gt;
&lt;br /&gt;
Against boss/status-immune enemies, buildup resistance durations are 3 times longer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Stacks&lt;br /&gt;
! Resistance&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Resistance Duration&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mini Stun does not use the normal stacking buildup table. Instead, it has a 0.5 second cooldown when triggered, preventing immediate repeated Mini Stun procs.&lt;br /&gt;
&lt;br /&gt;
Forced status applications can ignore buildup resistance if they are designed to do so.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3112</id>
		<title>Negative Statuses</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3112"/>
		<updated>2026-06-05T22:22:52Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| Hard crowd control. The target cannot act while stunned.&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| Reduces Hit by 25% and Flee by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| Reduces Hit and Flee by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| Mini Stun&lt;br /&gt;
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.&lt;br /&gt;
|-&lt;br /&gt;
| Binding&lt;br /&gt;
| Prevents movement while active.&lt;br /&gt;
|-&lt;br /&gt;
| Cold&lt;br /&gt;
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.&lt;br /&gt;
|-&lt;br /&gt;
| Frostbite&lt;br /&gt;
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Blaze&lt;br /&gt;
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike&lt;br /&gt;
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.&lt;br /&gt;
|-&lt;br /&gt;
| Crystallization&lt;br /&gt;
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.&lt;br /&gt;
|-&lt;br /&gt;
| Burning&lt;br /&gt;
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding&lt;br /&gt;
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildup Resistance ==&lt;br /&gt;
&lt;br /&gt;
Some control effects apply a temporary resistance after they end. This is the buildup resistance system.&lt;br /&gt;
&lt;br /&gt;
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.&lt;br /&gt;
&lt;br /&gt;
Against boss/status-immune enemies, buildup resistance durations are 3 times longer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Stacks&lt;br /&gt;
! Resistance&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Resistance Duration&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mini Stun does not use the normal stacking buildup table. Instead, it has a 0.5 second cooldown when triggered, preventing immediate repeated Mini Stun procs.&lt;br /&gt;
&lt;br /&gt;
Forced status applications can ignore buildup resistance if they are designed to do so.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3111</id>
		<title>Negative Statuses</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3111"/>
		<updated>2026-06-05T22:20:38Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| Hard crowd control. The target cannot act while stunned.&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| Reduces Hit by 25% and Flee by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| Reduces Hit and Flee by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| Mini Stun&lt;br /&gt;
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.&lt;br /&gt;
|-&lt;br /&gt;
| Binding&lt;br /&gt;
| Prevents movement while active. Any pulling effect comes from the skill that applied Binding, not from the status itself.&lt;br /&gt;
|-&lt;br /&gt;
| Cold&lt;br /&gt;
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.&lt;br /&gt;
|-&lt;br /&gt;
| Frostbite&lt;br /&gt;
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Blaze&lt;br /&gt;
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike&lt;br /&gt;
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.&lt;br /&gt;
|-&lt;br /&gt;
| Crystallization&lt;br /&gt;
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.&lt;br /&gt;
|-&lt;br /&gt;
| Burning&lt;br /&gt;
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding&lt;br /&gt;
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildup Resistance ==&lt;br /&gt;
&lt;br /&gt;
Some control effects apply a temporary resistance after they end. This is the buildup resistance system.&lt;br /&gt;
&lt;br /&gt;
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.&lt;br /&gt;
&lt;br /&gt;
Against boss/status-immune enemies, buildup resistance durations are 3 times longer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Stacks&lt;br /&gt;
! Resistance&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Resistance Duration&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mini Stun does not use the normal stacking buildup table. Instead, it has a 0.5 second cooldown when triggered, preventing immediate repeated Mini Stun procs.&lt;br /&gt;
&lt;br /&gt;
Forced status applications can ignore buildup resistance if they are designed to do so.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3110</id>
		<title>Negative Statuses</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3110"/>
		<updated>2026-06-05T22:20:18Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| Hard crowd control. The target cannot act while stunned.&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| Reduces Hit by 25% and Flee by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| Reduces Hit and Flee by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| Mini Stun&lt;br /&gt;
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.&lt;br /&gt;
|-&lt;br /&gt;
| Binding&lt;br /&gt;
| Prevents movement while active. Any pulling effect comes from the skill that applied Binding, not from the status itself.&lt;br /&gt;
|-&lt;br /&gt;
| Cold&lt;br /&gt;
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.&lt;br /&gt;
|-&lt;br /&gt;
| Frostbite&lt;br /&gt;
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Blaze&lt;br /&gt;
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike&lt;br /&gt;
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.&lt;br /&gt;
|-&lt;br /&gt;
| Crystallization&lt;br /&gt;
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.&lt;br /&gt;
|-&lt;br /&gt;
| Burning&lt;br /&gt;
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Burning damage is added into the remaining damage pool.&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Poison damage is added into the remaining damage pool.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding&lt;br /&gt;
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Bleeding damage is added into the remaining damage pool.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildup Resistance ==&lt;br /&gt;
&lt;br /&gt;
Some control effects apply a temporary resistance after they end. This is the buildup resistance system.&lt;br /&gt;
&lt;br /&gt;
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.&lt;br /&gt;
&lt;br /&gt;
Against boss/status-immune enemies, buildup resistance durations are 3 times longer.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Stacks&lt;br /&gt;
! Resistance&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Resistance Duration&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| 5 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| 10 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mini Stun does not use the normal stacking buildup table. Instead, it has a 0.5 second cooldown when triggered, preventing immediate repeated Mini Stun procs.&lt;br /&gt;
&lt;br /&gt;
Forced status applications can ignore buildup resistance if they are designed to do so.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3109</id>
		<title>Negative Statuses</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3109"/>
		<updated>2026-06-05T22:17:32Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Blaze&lt;br /&gt;
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike&lt;br /&gt;
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.&lt;br /&gt;
|-&lt;br /&gt;
| Crystallization&lt;br /&gt;
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.&lt;br /&gt;
|-&lt;br /&gt;
| Frostbite&lt;br /&gt;
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Cold&lt;br /&gt;
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| Hard crowd control. The target cannot act while stunned.&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| Reduces Hit by 25% and Flee by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| Reduces Hit and Flee by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| Mini Stun&lt;br /&gt;
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.&lt;br /&gt;
|-&lt;br /&gt;
| Burning&lt;br /&gt;
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Burning damage is added into the remaining damage pool.&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Poison damage is added into the remaining damage pool.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding&lt;br /&gt;
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Bleeding damage is added into the remaining damage pool.&lt;br /&gt;
|-&lt;br /&gt;
| Binding&lt;br /&gt;
| Pulling bind effect. The target is affected by Vacuum Extreme and can be pulled to the center of the effect. The pull only moves targets that are standing still, and only if they are within the Vacuum Extreme area. After the effect ends, the target receives a short post-delay that prevents the same vacuum from immediately affecting them again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildup Resistance ==&lt;br /&gt;
&lt;br /&gt;
Some control effects apply a temporary resistance after they end. This is the buildup resistance system.&lt;br /&gt;
&lt;br /&gt;
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.&lt;br /&gt;
&lt;br /&gt;
That means:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Stacks&lt;br /&gt;
! Resistance&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Normal Resistance Duration&lt;br /&gt;
! Boss/Status-Immune Resistance Duration&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| 5 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| Each stack gives 50% Stun resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| 5 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| Each stack gives 50% Silence resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Sleep resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Stone Curse resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Curse resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| 5 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| Each stack gives 50% Blind resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Fear resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Freeze resistance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mini Stun does not use the normal stacking buildup table. Instead, it has a 0.5 second cooldown when triggered, preventing immediate repeated Mini Stun procs.&lt;br /&gt;
&lt;br /&gt;
Forced status applications can ignore buildup resistance if they are designed to do so.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3108</id>
		<title>Negative Statuses</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3108"/>
		<updated>2026-06-05T22:16:14Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Internal Status&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Blaze&lt;br /&gt;
| SC_HANDICAPSTATE_CONFLAGRATION&lt;br /&gt;
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Strike&lt;br /&gt;
| SC_HANDICAPSTATE_LIGHTNINGSTRIKE&lt;br /&gt;
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.&lt;br /&gt;
|-&lt;br /&gt;
| Crystallization&lt;br /&gt;
| SC_HANDICAPSTATE_CRYSTALLIZATION&lt;br /&gt;
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.&lt;br /&gt;
|-&lt;br /&gt;
| Frostbite&lt;br /&gt;
| SC_HANDICAPSTATE_FROSTBITE&lt;br /&gt;
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Cold&lt;br /&gt;
| SC_FREEZING&lt;br /&gt;
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| SC_FREEZE&lt;br /&gt;
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| SC_STONEWAIT / SC_STONE&lt;br /&gt;
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| SC_CURSE&lt;br /&gt;
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| SC_STUN&lt;br /&gt;
| Hard crowd control. The target cannot act while stunned.&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| SC_BLIND&lt;br /&gt;
| Reduces Hit by 25% and Flee by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| SC_SILENCE&lt;br /&gt;
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| SC_SLEEP&lt;br /&gt;
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| SC_FEAR&lt;br /&gt;
| Reduces Hit and Flee by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| Mini Stun&lt;br /&gt;
| SC_MINISTUN&lt;br /&gt;
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.&lt;br /&gt;
|-&lt;br /&gt;
| Burning&lt;br /&gt;
| SC_BURNING / SC_BURNING2 / SC_BURNING3&lt;br /&gt;
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Burning damage is added into the remaining damage pool.&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| SC_POISON / SC_POISON2 / SC_POISON3&lt;br /&gt;
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Poison damage is added into the remaining damage pool.&lt;br /&gt;
|-&lt;br /&gt;
| Bleeding&lt;br /&gt;
| SC_BLEEDING / SC_BLEEDING2 / SC_BLEEDING3&lt;br /&gt;
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Bleeding damage is added into the remaining damage pool.&lt;br /&gt;
|-&lt;br /&gt;
| Binding&lt;br /&gt;
| SC_VACUUM_EXTREME&lt;br /&gt;
| Pulling bind effect. The target is affected by Vacuum Extreme and can be pulled to the center of the effect. The pull only moves targets that are standing still, and only if they are within the Vacuum Extreme area. After the effect ends, the target receives a short post-delay that prevents the same vacuum from immediately affecting them again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Buildup Resistance ==&lt;br /&gt;
&lt;br /&gt;
Some control effects apply a temporary resistance after they end. This is the buildup resistance system.&lt;br /&gt;
&lt;br /&gt;
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.&lt;br /&gt;
&lt;br /&gt;
That means:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Stacks&lt;br /&gt;
! Resistance&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Resistance Status&lt;br /&gt;
! Normal Resistance Duration&lt;br /&gt;
! Boss/Status-Immune Resistance Duration&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Stun&lt;br /&gt;
| SC_STUNCD&lt;br /&gt;
| 5 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| Each stack gives 50% Stun resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Silence&lt;br /&gt;
| SC_SILENCECD&lt;br /&gt;
| 5 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| Each stack gives 50% Silence resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Sleep&lt;br /&gt;
| SC_SLEEPCD&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Sleep resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Stone Curse&lt;br /&gt;
| SC_STONECD&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Stone Curse resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Curse&lt;br /&gt;
| SC_CURSECD&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Curse resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Blind&lt;br /&gt;
| SC_BLINDCD&lt;br /&gt;
| 5 seconds&lt;br /&gt;
| 15 seconds&lt;br /&gt;
| Each stack gives 50% Blind resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Fear&lt;br /&gt;
| SC_FEARCD&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Fear resistance.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| SC_FREEZECD&lt;br /&gt;
| 10 seconds&lt;br /&gt;
| 30 seconds&lt;br /&gt;
| Each stack gives 50% Freeze resistance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mini Stun does not use the normal stacking buildup table. Instead, it applies SC_MINISTUNCD for 0.5 seconds when triggered, preventing immediate repeated Mini Stun procs.&lt;br /&gt;
&lt;br /&gt;
Forced status applications can ignore buildup resistance if they are applied with no-avoid, no-rate-resist, and no-duration-resist flags.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3107</id>
		<title>Negative Statuses</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Negative_Statuses&amp;diff=3107"/>
		<updated>2026-06-05T22:15:02Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: Created page with &amp;quot;== Common Status Effects ==  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot; ! Status ! Internal Status  | ! Effect                                                                                                                                                                                                                                                                                                                                                                   | | ---...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Common Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Internal Status&lt;br /&gt;
&lt;br /&gt;
| ! Effect                                                                                                                                                                                                                                                                                                                                                                   |&lt;br /&gt;
| -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |&lt;br /&gt;
| Blaze                                                                                                                                                                                                                                                                                                                                                                      |&lt;br /&gt;
| SC_HANDICAPSTATE_CONFLAGRATION                                                                                                                                                                                                                                                                                                                                             |&lt;br /&gt;
| Fire and Wind critical hits against the target deal 25% bonus damage. Blaze does not deal damage by itself.                                                                                                                                                                                                                                                                |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Lightning Strike                                                                                                                                                                                                                                                                                                                                                           |&lt;br /&gt;
| SC_HANDICAPSTATE_LIGHTNINGSTRIKE                                                                                                                                                                                                                                                                                                                                           |&lt;br /&gt;
| Deals 100 fixed damage every 2 seconds. Each tick has a 35% chance to interrupt spellcasting on players and regular monsters. Bosses are not interrupted by this effect.                                                                                                                                                                                                   |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Crystallization                                                                                                                                                                                                                                                                                                                                                            |&lt;br /&gt;
| SC_HANDICAPSTATE_CRYSTALLIZATION                                                                                                                                                                                                                                                                                                                                           |&lt;br /&gt;
| Target receives 5% more magic damage. If a non-boss target dies while affected, it explodes, dealing 10% of its Max HP as damage in a 5x5 area around itself.                                                                                                                                                                                                              |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Frostbite                                                                                                                                                                                                                                                                                                                                                                  |&lt;br /&gt;
| SC_HANDICAPSTATE_FROSTBITE                                                                                                                                                                                                                                                                                                                                                 |&lt;br /&gt;
| Stacking movement slow. Each stack reduces movement speed by 10%, up to 5 stacks / 50%. Reapplying Frostbite refreshes the status using the duration of the skill that applied it. If the target already has 5 stacks, new applications try to Freeze for 15 seconds at 50% chance. If that Freeze fails, non-bosses are Frozen for 3 seconds, ignoring Freeze resistance. |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Cold                                                                                                                                                                                                                                                                                                                                                                       |&lt;br /&gt;
| SC_FREEZING                                                                                                                                                                                                                                                                                                                                                                |&lt;br /&gt;
| Reduces movement speed by 45%. Against boss/status-immune enemies, the slow is reduced to one third of its normal value.                                                                                                                                                                                                                                                   |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Freeze                                                                                                                                                                                                                                                                                                                                                                     |&lt;br /&gt;
| SC_FREEZE                                                                                                                                                                                                                                                                                                                                                                  |&lt;br /&gt;
| Hard crowd control. The target is frozen solid and cannot act. Against boss/status-immune enemies, duration is reduced to 20% of normal.                                                                                                                                                                                                                                   |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Stone Curse                                                                                                                                                                                                                                                                                                                                                                |&lt;br /&gt;
| SC_STONEWAIT / SC_STONE                                                                                                                                                                                                                                                                                                                                                    |&lt;br /&gt;
| Hard crowd control. The target is affected by Stone Curse and becomes petrified. Against boss/status-immune enemies, duration is reduced to 20% of normal.                                                                                                                                                                                                                 |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Curse                                                                                                                                                                                                                                                                                                                                                                      |&lt;br /&gt;
| SC_CURSE                                                                                                                                                                                                                                                                                                                                                                   |&lt;br /&gt;
| Sets LUK to 0, reduces base ATK and weapon ATK by 25%, and heavily slows movement. Against boss/status-immune enemies, duration is reduced to 20% of normal.                                                                                                                                                                                                               |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Stun                                                                                                                                                                                                                                                                                                                                                                       |&lt;br /&gt;
| SC_STUN                                                                                                                                                                                                                                                                                                                                                                    |&lt;br /&gt;
| Hard crowd control. The target cannot act while stunned.                                                                                                                                                                                                                                                                                                                   |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Blind                                                                                                                                                                                                                                                                                                                                                                      |&lt;br /&gt;
| SC_BLIND                                                                                                                                                                                                                                                                                                                                                                   |&lt;br /&gt;
| Reduces Hit by 25% and Flee by 50%.                                                                                                                                                                                                                                                                                                                                        |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Silence                                                                                                                                                                                                                                                                                                                                                                    |&lt;br /&gt;
| SC_SILENCE                                                                                                                                                                                                                                                                                                                                                                 |&lt;br /&gt;
| Prevents spellcasting and skill use that requires casting. Against boss/status-immune enemies, duration is reduced to 20% of normal.                                                                                                                                                                                                                                       |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Sleep                                                                                                                                                                                                                                                                                                                                                                      |&lt;br /&gt;
| SC_SLEEP                                                                                                                                                                                                                                                                                                                                                                   |&lt;br /&gt;
| Hard crowd control. The target cannot act while asleep. Against boss/status-immune enemies, duration is reduced to 20% of normal.                                                                                                                                                                                                                                          |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Fear                                                                                                                                                                                                                                                                                                                                                                       |&lt;br /&gt;
| SC_FEAR                                                                                                                                                                                                                                                                                                                                                                    |&lt;br /&gt;
| Reduces Hit and Flee by 20%.                                                                                                                                                                                                                                                                                                                                               |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Mini Stun                                                                                                                                                                                                                                                                                                                                                                  |&lt;br /&gt;
| SC_MINISTUN                                                                                                                                                                                                                                                                                                                                                                |&lt;br /&gt;
| Very short stun effect, usually 0.5 seconds. Boss/status-immune enemies have the duration reduced to 20% and receive 50% resistance against the application.                                                                                                                                                                                                               |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Burning                                                                                                                                                                                                                                                                                                                                                                    |&lt;br /&gt;
| SC_BURNING / SC_BURNING2 / SC_BURNING3                                                                                                                                                                                                                                                                                                                                     |&lt;br /&gt;
| Damage over time. Burning stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Burning damage is added into the remaining damage pool.                                                                                                                                                                                                            |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Poison                                                                                                                                                                                                                                                                                                                                                                     |&lt;br /&gt;
| SC_POISON / SC_POISON2 / SC_POISON3                                                                                                                                                                                                                                                                                                                                        |&lt;br /&gt;
| Damage over time. Poison stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Poison damage is added into the remaining damage pool.                                                                                                                                                                                                              |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Bleeding                                                                                                                                                                                                                                                                                                                                                                   |&lt;br /&gt;
| SC_BLEEDING / SC_BLEEDING2 / SC_BLEEDING3                                                                                                                                                                                                                                                                                                                                  |&lt;br /&gt;
| Damage over time. Bleeding stores a damage pool, then deals that damage over rapid 0.1 second ticks. New Bleeding damage is added into the remaining damage pool.                                                                                                                                                                                                          |&lt;br /&gt;
| -                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Binding                                                                                                                                                                                                                                                                                                                                                                    |&lt;br /&gt;
| SC_VACUUM_EXTREME                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
| Pulling bind effect. The target is affected by Vacuum Extreme and can be pulled to the center of the effect. The pull only moves targets that are standing still, and only if they are within the Vacuum Extreme area. After the effect ends, the target receives a short post-delay that prevents the same vacuum from immediately affecting them again.                  |&lt;br /&gt;
| }                                                                                                                                                                                                                                                                                                                                                                          |&lt;br /&gt;
&lt;br /&gt;
== Buildup Resistance ==&lt;br /&gt;
&lt;br /&gt;
Some control effects apply a temporary resistance after they end. This is the buildup resistance system.&lt;br /&gt;
&lt;br /&gt;
Each buildup stack gives 50% resistance to that same status. The resistance stacks up to 2 times.&lt;br /&gt;
&lt;br /&gt;
That means:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Stacks&lt;br /&gt;
&lt;br /&gt;
| ! Resistance |&lt;br /&gt;
| ------------ |&lt;br /&gt;
| 0            |&lt;br /&gt;
| 0%           |&lt;br /&gt;
| -            |&lt;br /&gt;
| 1            |&lt;br /&gt;
| 50%          |&lt;br /&gt;
| -            |&lt;br /&gt;
| 2            |&lt;br /&gt;
| 100%         |&lt;br /&gt;
| }            |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! Status&lt;br /&gt;
! Resistance Status&lt;br /&gt;
! Normal Resistance Duration&lt;br /&gt;
! Boss/Status-Immune Resistance Duration&lt;br /&gt;
&lt;br /&gt;
| ! Notes                                      |&lt;br /&gt;
| -------------------------------------------- |&lt;br /&gt;
| Stun                                         |&lt;br /&gt;
| SC_STUNCD                                    |&lt;br /&gt;
| 5 seconds                                    |&lt;br /&gt;
| 15 seconds                                   |&lt;br /&gt;
| Each stack gives 50% Stun resistance.        |&lt;br /&gt;
| -                                            |&lt;br /&gt;
| Silence                                      |&lt;br /&gt;
| SC_SILENCECD                                 |&lt;br /&gt;
| 5 seconds                                    |&lt;br /&gt;
| 15 seconds                                   |&lt;br /&gt;
| Each stack gives 50% Silence resistance.     |&lt;br /&gt;
| -                                            |&lt;br /&gt;
| Sleep                                        |&lt;br /&gt;
| SC_SLEEPCD                                   |&lt;br /&gt;
| 10 seconds                                   |&lt;br /&gt;
| 30 seconds                                   |&lt;br /&gt;
| Each stack gives 50% Sleep resistance.       |&lt;br /&gt;
| -                                            |&lt;br /&gt;
| Stone Curse                                  |&lt;br /&gt;
| SC_STONECD                                   |&lt;br /&gt;
| 10 seconds                                   |&lt;br /&gt;
| 30 seconds                                   |&lt;br /&gt;
| Each stack gives 50% Stone Curse resistance. |&lt;br /&gt;
| -                                            |&lt;br /&gt;
| Curse                                        |&lt;br /&gt;
| SC_CURSECD                                   |&lt;br /&gt;
| 10 seconds                                   |&lt;br /&gt;
| 30 seconds                                   |&lt;br /&gt;
| Each stack gives 50% Curse resistance.       |&lt;br /&gt;
| -                                            |&lt;br /&gt;
| Blind                                        |&lt;br /&gt;
| SC_BLINDCD                                   |&lt;br /&gt;
| 5 seconds                                    |&lt;br /&gt;
| 15 seconds                                   |&lt;br /&gt;
| Each stack gives 50% Blind resistance.       |&lt;br /&gt;
| -                                            |&lt;br /&gt;
| Fear                                         |&lt;br /&gt;
| SC_FEARCD                                    |&lt;br /&gt;
| 10 seconds                                   |&lt;br /&gt;
| 30 seconds                                   |&lt;br /&gt;
| Each stack gives 50% Fear resistance.        |&lt;br /&gt;
| -                                            |&lt;br /&gt;
| Freeze                                       |&lt;br /&gt;
| SC_FREEZECD                                  |&lt;br /&gt;
| 10 seconds                                   |&lt;br /&gt;
| 30 seconds                                   |&lt;br /&gt;
| Each stack gives 50% Freeze resistance.      |&lt;br /&gt;
| }                                            |&lt;br /&gt;
&lt;br /&gt;
Mini Stun does not use the normal stacking buildup table. Instead, it applies SC_MINISTUNCD for 0.5 seconds when triggered, preventing immediate repeated Mini Stun procs.&lt;br /&gt;
&lt;br /&gt;
Forced status applications can ignore buildup resistance if they are applied with no-avoid, no-rate-resist, and no-duration-resist flags.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3027</id>
		<title>Random Options</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3027"/>
		<updated>2026-06-05T20:00:45Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Accessories 30px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:4px solid #d3b7eb; outline: 4px solid #b67ce6; padding: 0px; background:#ffffff; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffffff; color:#black; text-align:center; font-size:100%; padding:6px;&amp;quot; | [[File:AMELIT.gif]] Random Options [[File:TOPALIT.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Random Options&#039;&#039;&#039; are additional effects added to gear when it is dropped from any monster. Items will have 1 to 4 random options attached to it, depending on the type of equipment.&lt;br /&gt;
&lt;br /&gt;
Random options appear as additional effects after the item description: [[File:RandomOPT.png|frame|none|Ragamuffin Manteau random options.]]&lt;br /&gt;
&lt;br /&gt;
Each option type (ATK, MATK, stats, etc...) is rolled first with equal chance for each type. The numerical range is then rolled, with an equal chance to all possible values.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Weapons [[file:4_CAT_SAILOR3.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
Here you can check all available options for Armors, Accessories and Shadow gear.&lt;br /&gt;
Each piece of equipment have their own bonus table, and some of them may have more than 1 bonus.&lt;br /&gt;
&lt;br /&gt;
Lower headgear is the only equipment without options.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Top Headgear [[File:Valk5.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Top&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Melee Damage +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Ranged Damage +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || MATK +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || APM +5~10&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || Healing Skills +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Mid Headgear [[File:Mask.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Mid&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Mid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Armor [[File:Valk.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Armor&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Armor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +1~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +1~5% || All Element Resist +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || ATK +5~10 ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || MATK +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Shields [[File:Valk2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shield&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +1~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +1~5% || All Element Resist +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Garment &amp;amp; Shoes [[File:Valk3.gif|30px]] [[File:Valk4.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Garment&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Garment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +175~350 || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +25~50 || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || RES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MRES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || Variable Cast -1~5% ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || APM +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Accessories [[File:Accessory.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Accessories&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Accessories&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~5 || APM +5~10 || ATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~5 || Aftercast Delay -5~10% || MATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~5 || Variable Cast -1~5%  || CRIT +5~10&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~5 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Shadow Gear [[File:Shadow.gif|30px]] [[File:Shadow1.gif|30px]] [[File:Shadow2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shadow&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shadow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons [[file:4_CAT_SAILOR2.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
All weapons have the same possible 1st and 2nd options. You can acquire weapons with 3 bonuses, and the first 2 bonuses are from the first option table. The 3rd option however is fixed and it depends on the weapon type.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== General Options [[file:1137.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-General&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-General&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| ATK +10~20  || Melee Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| MATK +10~20 || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
|             || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
|             || Critical Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Healing Skills +13~20%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Specific Options  [[file:1573.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Specific&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Specific&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| Weapon Type&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| Dagger           || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Sword            || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Sword || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Mace             || ATK +10~20 &#039;&#039;&#039;or&#039;&#039;&#039; MATK +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Axe              || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Axe   || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Bow              || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Katar            || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Instrument/Whip  || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Knuckles         || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Staff            || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Staff || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Book             || Variable Cast -5~10% &#039;&#039;&#039;and&#039;&#039;&#039; APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Revolver         || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Rifle            || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Gatling Gun      || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Grenade Launcher || INT +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun          || RES +8~15 &#039;&#039;&#039;and&#039;&#039;&#039; MRES +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Huuma Shuriken   || Ranged Damage +8~15%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; max-width: 20% margin: 0 auto; font-size:120%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:OBSERVATION.gif]] May the RNG bless you or curse you. [[file:SHELTER.gif]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3026</id>
		<title>Random Options</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3026"/>
		<updated>2026-06-05T20:00:26Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Shields 30px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:4px solid #d3b7eb; outline: 4px solid #b67ce6; padding: 0px; background:#ffffff; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffffff; color:#black; text-align:center; font-size:100%; padding:6px;&amp;quot; | [[File:AMELIT.gif]] Random Options [[File:TOPALIT.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Random Options&#039;&#039;&#039; are additional effects added to gear when it is dropped from any monster. Items will have 1 to 4 random options attached to it, depending on the type of equipment.&lt;br /&gt;
&lt;br /&gt;
Random options appear as additional effects after the item description: [[File:RandomOPT.png|frame|none|Ragamuffin Manteau random options.]]&lt;br /&gt;
&lt;br /&gt;
Each option type (ATK, MATK, stats, etc...) is rolled first with equal chance for each type. The numerical range is then rolled, with an equal chance to all possible values.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Weapons [[file:4_CAT_SAILOR3.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
Here you can check all available options for Armors, Accessories and Shadow gear.&lt;br /&gt;
Each piece of equipment have their own bonus table, and some of them may have more than 1 bonus.&lt;br /&gt;
&lt;br /&gt;
Lower headgear is the only equipment without options.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Top Headgear [[File:Valk5.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Top&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Melee Damage +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Ranged Damage +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || MATK +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || APM +5~10&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || Healing Skills +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Mid Headgear [[File:Mask.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Mid&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Mid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Armor [[File:Valk.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Armor&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Armor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +1~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +1~5% || All Element Resist +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || ATK +5~10 ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || MATK +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Shields [[File:Valk2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shield&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +1~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +1~5% || All Element Resist +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Garment &amp;amp; Shoes [[File:Valk3.gif|30px]] [[File:Valk4.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Garment&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Garment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +175~350 || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +25~50 || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || RES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MRES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || Variable Cast -1~5% ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || APM +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Accessories [[File:Accessory.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Accessories&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Accessories&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +3~5 || APM +5~10 || ATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| AGI +3~5 || Aftercast Delay -5~10% || MATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| VIT +3~5 || Variable Cast -3~5%  || CRIT +5~10&lt;br /&gt;
|-&lt;br /&gt;
| INT +3~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +3~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +3~5 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Shadow Gear [[File:Shadow.gif|30px]] [[File:Shadow1.gif|30px]] [[File:Shadow2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shadow&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shadow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons [[file:4_CAT_SAILOR2.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
All weapons have the same possible 1st and 2nd options. You can acquire weapons with 3 bonuses, and the first 2 bonuses are from the first option table. The 3rd option however is fixed and it depends on the weapon type.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== General Options [[file:1137.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-General&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-General&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| ATK +10~20  || Melee Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| MATK +10~20 || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
|             || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
|             || Critical Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Healing Skills +13~20%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Specific Options  [[file:1573.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Specific&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Specific&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| Weapon Type&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| Dagger           || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Sword            || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Sword || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Mace             || ATK +10~20 &#039;&#039;&#039;or&#039;&#039;&#039; MATK +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Axe              || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Axe   || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Bow              || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Katar            || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Instrument/Whip  || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Knuckles         || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Staff            || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Staff || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Book             || Variable Cast -5~10% &#039;&#039;&#039;and&#039;&#039;&#039; APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Revolver         || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Rifle            || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Gatling Gun      || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Grenade Launcher || INT +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun          || RES +8~15 &#039;&#039;&#039;and&#039;&#039;&#039; MRES +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Huuma Shuriken   || Ranged Damage +8~15%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; max-width: 20% margin: 0 auto; font-size:120%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:OBSERVATION.gif]] May the RNG bless you or curse you. [[file:SHELTER.gif]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3025</id>
		<title>Random Options</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3025"/>
		<updated>2026-06-05T20:00:10Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Armor 30px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:4px solid #d3b7eb; outline: 4px solid #b67ce6; padding: 0px; background:#ffffff; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffffff; color:#black; text-align:center; font-size:100%; padding:6px;&amp;quot; | [[File:AMELIT.gif]] Random Options [[File:TOPALIT.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Random Options&#039;&#039;&#039; are additional effects added to gear when it is dropped from any monster. Items will have 1 to 4 random options attached to it, depending on the type of equipment.&lt;br /&gt;
&lt;br /&gt;
Random options appear as additional effects after the item description: [[File:RandomOPT.png|frame|none|Ragamuffin Manteau random options.]]&lt;br /&gt;
&lt;br /&gt;
Each option type (ATK, MATK, stats, etc...) is rolled first with equal chance for each type. The numerical range is then rolled, with an equal chance to all possible values.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Weapons [[file:4_CAT_SAILOR3.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
Here you can check all available options for Armors, Accessories and Shadow gear.&lt;br /&gt;
Each piece of equipment have their own bonus table, and some of them may have more than 1 bonus.&lt;br /&gt;
&lt;br /&gt;
Lower headgear is the only equipment without options.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Top Headgear [[File:Valk5.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Top&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Melee Damage +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Ranged Damage +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || MATK +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || APM +5~10&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || Healing Skills +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Mid Headgear [[File:Mask.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Mid&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Mid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Armor [[File:Valk.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Armor&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Armor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +1~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +1~5% || All Element Resist +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || ATK +5~10 ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || MATK +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Shields [[File:Valk2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shield&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +2~3 || Max HP +3~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +2~3 || Max SP +3~5% || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +2~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +2~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +2~3 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +2~3 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Garment &amp;amp; Shoes [[File:Valk3.gif|30px]] [[File:Valk4.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Garment&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Garment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +175~350 || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +25~50 || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || RES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MRES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || Variable Cast -1~5% ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || APM +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Accessories [[File:Accessory.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Accessories&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Accessories&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +3~5 || APM +5~10 || ATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| AGI +3~5 || Aftercast Delay -5~10% || MATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| VIT +3~5 || Variable Cast -3~5%  || CRIT +5~10&lt;br /&gt;
|-&lt;br /&gt;
| INT +3~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +3~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +3~5 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Shadow Gear [[File:Shadow.gif|30px]] [[File:Shadow1.gif|30px]] [[File:Shadow2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shadow&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shadow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons [[file:4_CAT_SAILOR2.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
All weapons have the same possible 1st and 2nd options. You can acquire weapons with 3 bonuses, and the first 2 bonuses are from the first option table. The 3rd option however is fixed and it depends on the weapon type.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== General Options [[file:1137.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-General&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-General&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| ATK +10~20  || Melee Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| MATK +10~20 || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
|             || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
|             || Critical Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Healing Skills +13~20%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Specific Options  [[file:1573.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Specific&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Specific&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| Weapon Type&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| Dagger           || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Sword            || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Sword || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Mace             || ATK +10~20 &#039;&#039;&#039;or&#039;&#039;&#039; MATK +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Axe              || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Axe   || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Bow              || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Katar            || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Instrument/Whip  || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Knuckles         || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Staff            || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Staff || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Book             || Variable Cast -5~10% &#039;&#039;&#039;and&#039;&#039;&#039; APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Revolver         || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Rifle            || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Gatling Gun      || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Grenade Launcher || INT +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun          || RES +8~15 &#039;&#039;&#039;and&#039;&#039;&#039; MRES +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Huuma Shuriken   || Ranged Damage +8~15%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; max-width: 20% margin: 0 auto; font-size:120%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:OBSERVATION.gif]] May the RNG bless you or curse you. [[file:SHELTER.gif]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3024</id>
		<title>Random Options</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3024"/>
		<updated>2026-06-05T19:59:49Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Top Headgear 30px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:4px solid #d3b7eb; outline: 4px solid #b67ce6; padding: 0px; background:#ffffff; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffffff; color:#black; text-align:center; font-size:100%; padding:6px;&amp;quot; | [[File:AMELIT.gif]] Random Options [[File:TOPALIT.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Random Options&#039;&#039;&#039; are additional effects added to gear when it is dropped from any monster. Items will have 1 to 4 random options attached to it, depending on the type of equipment.&lt;br /&gt;
&lt;br /&gt;
Random options appear as additional effects after the item description: [[File:RandomOPT.png|frame|none|Ragamuffin Manteau random options.]]&lt;br /&gt;
&lt;br /&gt;
Each option type (ATK, MATK, stats, etc...) is rolled first with equal chance for each type. The numerical range is then rolled, with an equal chance to all possible values.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Weapons [[file:4_CAT_SAILOR3.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
Here you can check all available options for Armors, Accessories and Shadow gear.&lt;br /&gt;
Each piece of equipment have their own bonus table, and some of them may have more than 1 bonus.&lt;br /&gt;
&lt;br /&gt;
Lower headgear is the only equipment without options.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Top Headgear [[File:Valk5.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Top&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Melee Damage +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Ranged Damage +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || MATK +1~5%&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || APM +5~10&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || Healing Skills +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Mid Headgear [[File:Mask.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Mid&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Mid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Armor [[File:Valk.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Armor&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Armor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +2~3 || Max HP +3~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +2~3 || Max SP +3~5% || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +2~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +2~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +2~3 || ATK +5~10 ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +2~3 || MATK +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Shields [[File:Valk2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shield&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +2~3 || Max HP +3~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +2~3 || Max SP +3~5% || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +2~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +2~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +2~3 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +2~3 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Garment &amp;amp; Shoes [[File:Valk3.gif|30px]] [[File:Valk4.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Garment&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Garment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +175~350 || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +25~50 || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || RES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MRES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || Variable Cast -1~5% ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || APM +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Accessories [[File:Accessory.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Accessories&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Accessories&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +3~5 || APM +5~10 || ATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| AGI +3~5 || Aftercast Delay -5~10% || MATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| VIT +3~5 || Variable Cast -3~5%  || CRIT +5~10&lt;br /&gt;
|-&lt;br /&gt;
| INT +3~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +3~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +3~5 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Shadow Gear [[File:Shadow.gif|30px]] [[File:Shadow1.gif|30px]] [[File:Shadow2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shadow&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shadow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons [[file:4_CAT_SAILOR2.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
All weapons have the same possible 1st and 2nd options. You can acquire weapons with 3 bonuses, and the first 2 bonuses are from the first option table. The 3rd option however is fixed and it depends on the weapon type.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== General Options [[file:1137.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-General&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-General&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| ATK +10~20  || Melee Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| MATK +10~20 || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
|             || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
|             || Critical Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Healing Skills +13~20%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Specific Options  [[file:1573.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Specific&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Specific&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| Weapon Type&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| Dagger           || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Sword            || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Sword || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Mace             || ATK +10~20 &#039;&#039;&#039;or&#039;&#039;&#039; MATK +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Axe              || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Axe   || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Bow              || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Katar            || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Instrument/Whip  || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Knuckles         || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Staff            || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Staff || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Book             || Variable Cast -5~10% &#039;&#039;&#039;and&#039;&#039;&#039; APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Revolver         || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Rifle            || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Gatling Gun      || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Grenade Launcher || INT +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun          || RES +8~15 &#039;&#039;&#039;and&#039;&#039;&#039; MRES +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Huuma Shuriken   || Ranged Damage +8~15%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; max-width: 20% margin: 0 auto; font-size:120%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:OBSERVATION.gif]] May the RNG bless you or curse you. [[file:SHELTER.gif]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3023</id>
		<title>Random Options</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Random_Options&amp;diff=3023"/>
		<updated>2026-06-05T19:59:27Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Garment &amp;amp; Shoes 30px 30px */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:4px solid #d3b7eb; outline: 4px solid #b67ce6; padding: 0px; background:#ffffff; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffffff; color:#black; text-align:center; font-size:100%; padding:6px;&amp;quot; | [[File:AMELIT.gif]] Random Options [[File:TOPALIT.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:0px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Random Options&#039;&#039;&#039; are additional effects added to gear when it is dropped from any monster. Items will have 1 to 4 random options attached to it, depending on the type of equipment.&lt;br /&gt;
&lt;br /&gt;
Random options appear as additional effects after the item description: [[File:RandomOPT.png|frame|none|Ragamuffin Manteau random options.]]&lt;br /&gt;
&lt;br /&gt;
Each option type (ATK, MATK, stats, etc...) is rolled first with equal chance for each type. The numerical range is then rolled, with an equal chance to all possible values.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Non-Weapons [[file:4_CAT_SAILOR3.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
Here you can check all available options for Armors, Accessories and Shadow gear.&lt;br /&gt;
Each piece of equipment have their own bonus table, and some of them may have more than 1 bonus.&lt;br /&gt;
&lt;br /&gt;
Lower headgear is the only equipment without options.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Top Headgear [[File:Valk5.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Top&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Top&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +2~3 || Melee Damage +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +2~3 || Ranged Damage +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +2~3 || MATK +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| INT +2~3 || APM +5~10&lt;br /&gt;
|-&lt;br /&gt;
| DEX +2~3 || Healing Skills +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| LUK +2~3 || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Mid Headgear [[File:Mask.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Mid&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Mid&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Armor [[File:Valk.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Armor&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Armor&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +2~3 || Max HP +3~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +2~3 || Max SP +3~5% || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +2~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +2~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +2~3 || ATK +5~10 ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +2~3 || MATK +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Shields [[File:Valk2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shield&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shield&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +2~3 || Max HP +3~5% || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +2~3 || Max SP +3~5% || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +2~3 || DEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +2~3 || MDEF +10~20 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +2~3 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +2~3 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Garment &amp;amp; Shoes [[File:Valk3.gif|30px]] [[File:Valk4.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Garment&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Garment&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~3 || Max HP +175~350 || Single Element Resist +5~10%&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~3 || Max SP +25~50 || All Element Resist +3~5%&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~3 || RES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~3 || MRES +1~5 ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~3 || Variable Cast -1~5% ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~3 || APM +5~10 ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
=== Accessories [[File:Accessory.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Accessories&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Accessories&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
!style=&amp;quot;width: 33%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +3~5 || APM +5~10 || ATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| AGI +3~5 || Aftercast Delay -5~10% || MATK +5~10&lt;br /&gt;
|-&lt;br /&gt;
| VIT +3~5 || Variable Cast -3~5%  || CRIT +5~10&lt;br /&gt;
|-&lt;br /&gt;
| INT +3~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| DEX +3~5 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| LUK +3~5 ||  ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Shadow Gear [[File:Shadow.gif|30px]] [[File:Shadow1.gif|30px]] [[File:Shadow2.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Shadow&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Shadow&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
|-&lt;br /&gt;
| STR +1~2&lt;br /&gt;
|-&lt;br /&gt;
| AGI +1~2&lt;br /&gt;
|-&lt;br /&gt;
| VIT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| INT +1~2&lt;br /&gt;
|-&lt;br /&gt;
| DEX +1~2&lt;br /&gt;
|-&lt;br /&gt;
| LUK +1~2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons [[file:4_CAT_SAILOR2.gif]] ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left; max-width: 20% margin: 0 auto; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
All weapons have the same possible 1st and 2nd options. You can acquire weapons with 3 bonuses, and the first 2 bonuses are from the first option table. The 3rd option however is fixed and it depends on the weapon type.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== General Options [[file:1137.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-General&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-General&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 1st Option&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 2nd Option&lt;br /&gt;
|-&lt;br /&gt;
| ATK +10~20  || Melee Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| MATK +10~20 || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
|             || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
|             || Critical Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
|             || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
|             || Healing Skills +13~20%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
=== Specific Options  [[file:1573.gif|30px]] ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-Specific&amp;quot; style=&amp;quot;cursor:pointer; float: left; margin-left: auto; margin-right: auto; font-weight:bold;&amp;quot;&amp;gt;View&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-Specific&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| Weapon Type&lt;br /&gt;
!style=&amp;quot;width: 50%; border-left:3px solid #black; border-right:3px solid #black;&amp;quot;| 3rd Option&lt;br /&gt;
|-&lt;br /&gt;
| Dagger           || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Sword            || Aftercast Delay -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Sword || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Mace             || ATK +10~20 &#039;&#039;&#039;or&#039;&#039;&#039; MATK +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Axe              || CRIT +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Axe   || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Bow              || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Katar            || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Instrument/Whip  || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Knuckles         || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Staff            || Variable Cast -5~10%&lt;br /&gt;
|-&lt;br /&gt;
| Two-Handed Staff || MATK +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Book             || Variable Cast -5~10% &#039;&#039;&#039;and&#039;&#039;&#039; APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Revolver         || Critical Damage +10~20%&lt;br /&gt;
|-&lt;br /&gt;
| Rifle            || Ranged Damage +8~15%&lt;br /&gt;
|-&lt;br /&gt;
| Gatling Gun      || APM +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Grenade Launcher || INT +10~20&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun          || RES +8~15 &#039;&#039;&#039;and&#039;&#039;&#039; MRES +8~15&lt;br /&gt;
|-&lt;br /&gt;
| Huuma Shuriken   || Ranged Damage +8~15%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; max-width: 20% margin: 0 auto; font-size:120%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:OBSERVATION.gif]] May the RNG bless you or curse you. [[file:SHELTER.gif]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=3022</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=3022"/>
		<updated>2026-06-05T19:56:58Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Random Option Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #e64919; background:#e01300; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffe3db; color:#b52700; text-align:center; font-size:140%; padding:0px;&amp;quot; |[[File:MM_SARAH.gif]]Mythic MVPs   [[File:FENRIR.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Mythic MVPs [[File:PIAMETTE.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MVP&#039;s Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rewards [[File:4_TREASURE_BOX.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear with random options. Cards, lower headgears, costumes, materials and other non-gear drops keep their normal drop rates unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
Mythic gear can roll different random option groups.&lt;br /&gt;
&lt;br /&gt;
Higher groups do not increase the maximum possible roll. Instead, they increase the minimum roll, making low rolls less likely.&lt;br /&gt;
&lt;br /&gt;
Most random options follow this rule:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Roll Range&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 50% to 100% of the maximum value&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 60% to 100% of the maximum value&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 70% to 100% of the maximum value&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 80% to 100% of the maximum value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some low maximum values use fixed minimums instead, so they do not round too harshly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Maximum Value&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 1 to 2&lt;br /&gt;
| 1 to 2&lt;br /&gt;
| 1 to 2&lt;br /&gt;
| 2 to 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1 to 3&lt;br /&gt;
| 1 to 3&lt;br /&gt;
| 2 to 3&lt;br /&gt;
| 2 to 3&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1 to 5&lt;br /&gt;
| 2 to 5&lt;br /&gt;
| 3 to 5&lt;br /&gt;
| 4 to 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
| 85%&lt;br /&gt;
| 15%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 75%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 65%&lt;br /&gt;
| 30%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 50%&lt;br /&gt;
| 40%&lt;br /&gt;
| 9%&lt;br /&gt;
| 1%&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 40%&lt;br /&gt;
| 42%&lt;br /&gt;
| 16%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
| 30%&lt;br /&gt;
| 45%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7&lt;br /&gt;
| 22%&lt;br /&gt;
| 40%&lt;br /&gt;
| 28%&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
| +8&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +9&lt;br /&gt;
| 10%&lt;br /&gt;
| 27%&lt;br /&gt;
| 43%&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Max Roll&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 1 to 2&lt;br /&gt;
| 1 to 2&lt;br /&gt;
| 1 to 2&lt;br /&gt;
| 2 to 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1 to 3&lt;br /&gt;
| 1 to 3&lt;br /&gt;
| 2 to 3&lt;br /&gt;
| 2 to 3&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1 to 5&lt;br /&gt;
| 2 to 5&lt;br /&gt;
| 3 to 5&lt;br /&gt;
| 4 to 5&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5 to 10&lt;br /&gt;
| 6 to 10&lt;br /&gt;
| 7 to 10&lt;br /&gt;
| 8 to 10&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8 to 15&lt;br /&gt;
| 9 to 15&lt;br /&gt;
| 11 to 15&lt;br /&gt;
| 12 to 15&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 12 to 20&lt;br /&gt;
| 14 to 20&lt;br /&gt;
| 16 to 20&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 13 to 25&lt;br /&gt;
| 15 to 25&lt;br /&gt;
| 18 to 25&lt;br /&gt;
| 20 to 25&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 25 to 50&lt;br /&gt;
| 30 to 50&lt;br /&gt;
| 35 to 50&lt;br /&gt;
| 40 to 50&lt;br /&gt;
|-&lt;br /&gt;
| 350&lt;br /&gt;
| 175 to 350&lt;br /&gt;
| 210 to 350&lt;br /&gt;
| 245 to 350&lt;br /&gt;
| 280 to 350&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Timer [[File:T_W_O.gif]]==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Solo&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X &lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP [[File:Emt_15.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest [[File:Mimic.gif]] ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards [[file:2_F_SIGN1.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Designed for records image.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Designed for leaderboard image.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ROMvp.gif|center]]&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=3021</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=3021"/>
		<updated>2026-06-05T19:55:50Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Random Option Roll Ranges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #e64919; background:#e01300; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffe3db; color:#b52700; text-align:center; font-size:140%; padding:0px;&amp;quot; |[[File:MM_SARAH.gif]]Mythic MVPs   [[File:FENRIR.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Mythic MVPs [[File:PIAMETTE.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MVP&#039;s Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rewards [[File:4_TREASURE_BOX.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear with random options. Cards, lower headgears, costumes, materials and other non-gear drops keep their normal drop rates unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
Mythic gear can roll different random option groups.&lt;br /&gt;
&lt;br /&gt;
Higher groups do not increase the maximum possible roll. Instead, they increase the minimum roll, making low rolls less likely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Roll Range&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 50% to 100% of the maximum value&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 60% to 100% of the maximum value&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 70% to 100% of the maximum value&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 80% to 100% of the maximum value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
| 85%&lt;br /&gt;
| 15%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 75%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 65%&lt;br /&gt;
| 30%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 50%&lt;br /&gt;
| 40%&lt;br /&gt;
| 9%&lt;br /&gt;
| 1%&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 40%&lt;br /&gt;
| 42%&lt;br /&gt;
| 16%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
| 30%&lt;br /&gt;
| 45%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7&lt;br /&gt;
| 22%&lt;br /&gt;
| 40%&lt;br /&gt;
| 28%&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
| +8&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +9&lt;br /&gt;
| 10%&lt;br /&gt;
| 27%&lt;br /&gt;
| 43%&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Max Roll&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| 1 to 2&lt;br /&gt;
| 1 to 2&lt;br /&gt;
| 1 to 2&lt;br /&gt;
| 2 to 2&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| 1 to 3&lt;br /&gt;
| 1 to 3&lt;br /&gt;
| 2 to 3&lt;br /&gt;
| 2 to 3&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| 1 to 5&lt;br /&gt;
| 2 to 5&lt;br /&gt;
| 3 to 5&lt;br /&gt;
| 4 to 5&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5 to 10&lt;br /&gt;
| 6 to 10&lt;br /&gt;
| 7 to 10&lt;br /&gt;
| 8 to 10&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8 to 15&lt;br /&gt;
| 9 to 15&lt;br /&gt;
| 11 to 15&lt;br /&gt;
| 12 to 15&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 12 to 20&lt;br /&gt;
| 14 to 20&lt;br /&gt;
| 16 to 20&lt;br /&gt;
|-&lt;br /&gt;
| 25&lt;br /&gt;
| 13 to 25&lt;br /&gt;
| 15 to 25&lt;br /&gt;
| 18 to 25&lt;br /&gt;
| 20 to 25&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 25 to 50&lt;br /&gt;
| 30 to 50&lt;br /&gt;
| 35 to 50&lt;br /&gt;
| 40 to 50&lt;br /&gt;
|-&lt;br /&gt;
| 350&lt;br /&gt;
| 175 to 350&lt;br /&gt;
| 210 to 350&lt;br /&gt;
| 245 to 350&lt;br /&gt;
| 280 to 350&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Timer [[File:T_W_O.gif]]==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Solo&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X &lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP [[File:Emt_15.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest [[File:Mimic.gif]] ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards [[file:2_F_SIGN1.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Designed for records image.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Designed for leaderboard image.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ROMvp.gif|center]]&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2906</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2906"/>
		<updated>2026-06-04T22:39:22Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Random Option Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #e64919; background:#e01300; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffe3db; color:#b52700; text-align:center; font-size:140%; padding:0px;&amp;quot; |[[File:MM_SARAH.gif]]Mythic MVPs   [[File:FENRIR.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Mythic MVPs [[File:PIAMETTE.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MVP&#039;s Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rewards [[File:4_TREASURE_BOX.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear with random options. Cards, lower headgears, costumes, materials and other non-gear drops keep their normal drop rates unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
Mythic gear can roll different random option groups.&lt;br /&gt;
&lt;br /&gt;
Higher groups do not increase the maximum possible roll. Instead, they increase the minimum roll, making low rolls less likely.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Roll Range&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 50% to 100% of the maximum value&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 60% to 100% of the maximum value&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 70% to 100% of the maximum value&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 80% to 100% of the maximum value&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
| 85%&lt;br /&gt;
| 15%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 75%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 65%&lt;br /&gt;
| 30%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 50%&lt;br /&gt;
| 40%&lt;br /&gt;
| 9%&lt;br /&gt;
| 1%&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 40%&lt;br /&gt;
| 42%&lt;br /&gt;
| 16%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
| 30%&lt;br /&gt;
| 45%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7&lt;br /&gt;
| 22%&lt;br /&gt;
| 40%&lt;br /&gt;
| 28%&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
| +8&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +9&lt;br /&gt;
| 10%&lt;br /&gt;
| 27%&lt;br /&gt;
| 43%&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option Type&lt;br /&gt;
! Max Roll&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| ATK / MATK&lt;br /&gt;
| 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 12 to 20&lt;br /&gt;
| 14 to 20&lt;br /&gt;
| 16 to 20&lt;br /&gt;
|-&lt;br /&gt;
| APM / Critical Damage&lt;br /&gt;
| 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 12 to 20&lt;br /&gt;
| 14 to 20&lt;br /&gt;
| 16 to 20&lt;br /&gt;
|-&lt;br /&gt;
| ATK% / MATK%&lt;br /&gt;
| 15%&lt;br /&gt;
| 8% to 15%&lt;br /&gt;
| 9% to 15%&lt;br /&gt;
| 11% to 15%&lt;br /&gt;
| 12% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage / Ranged Damage&lt;br /&gt;
| 15%&lt;br /&gt;
| 8% to 15%&lt;br /&gt;
| 9% to 15%&lt;br /&gt;
| 11% to 15%&lt;br /&gt;
| 12% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Critical Chance&lt;br /&gt;
| 15%&lt;br /&gt;
| 8% to 15%&lt;br /&gt;
| 9% to 15%&lt;br /&gt;
| 11% to 15%&lt;br /&gt;
| 12% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| 25%&lt;br /&gt;
| 13% to 25%&lt;br /&gt;
| 15% to 25%&lt;br /&gt;
| 18% to 25%&lt;br /&gt;
| 20% to 25%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Time Reduction / After Cast Delay Reduction&lt;br /&gt;
| 10%&lt;br /&gt;
| 5% to 10%&lt;br /&gt;
| 6% to 10%&lt;br /&gt;
| 7% to 10%&lt;br /&gt;
| 8% to 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Timer [[File:T_W_O.gif]]==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Solo&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X &lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP [[File:Emt_15.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest [[File:Mimic.gif]] ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;br /&gt;
&lt;br /&gt;
[[File:ROMvp.gif|center]]&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2905</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2905"/>
		<updated>2026-06-04T22:37:41Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Random Option Roll Ranges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #e64919; background:#e01300; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffe3db; color:#b52700; text-align:center; font-size:140%; padding:0px;&amp;quot; |[[File:MM_SARAH.gif]]Mythic MVPs   [[File:FENRIR.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Mythic MVPs [[File:PIAMETTE.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MVP&#039;s Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rewards [[File:4_TREASURE_BOX.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear with random options. Cards, lower headgears, costumes, materials and other non-gear drops keep their normal drop rates unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Roll Floor&lt;br /&gt;
! Max 20 Example&lt;br /&gt;
! Max 15 Example&lt;br /&gt;
! Max 10 Example&lt;br /&gt;
! Max 25 Example&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 50% to 100%&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 8 to 15&lt;br /&gt;
| 5 to 10&lt;br /&gt;
| 13 to 25&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 60% to 100%&lt;br /&gt;
| 12 to 20&lt;br /&gt;
| 9 to 15&lt;br /&gt;
| 6 to 10&lt;br /&gt;
| 15 to 25&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 70% to 100%&lt;br /&gt;
| 14 to 20&lt;br /&gt;
| 11 to 15&lt;br /&gt;
| 7 to 10&lt;br /&gt;
| 18 to 25&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 80% to 100%&lt;br /&gt;
| 16 to 20&lt;br /&gt;
| 12 to 15&lt;br /&gt;
| 8 to 10&lt;br /&gt;
| 20 to 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
| 85%&lt;br /&gt;
| 15%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 75%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 65%&lt;br /&gt;
| 30%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 50%&lt;br /&gt;
| 40%&lt;br /&gt;
| 9%&lt;br /&gt;
| 1%&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 40%&lt;br /&gt;
| 42%&lt;br /&gt;
| 16%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
| 30%&lt;br /&gt;
| 45%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7&lt;br /&gt;
| 22%&lt;br /&gt;
| 40%&lt;br /&gt;
| 28%&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
| +8&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +9&lt;br /&gt;
| 10%&lt;br /&gt;
| 27%&lt;br /&gt;
| 43%&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option Type&lt;br /&gt;
! Max Roll&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| ATK / MATK&lt;br /&gt;
| 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 12 to 20&lt;br /&gt;
| 14 to 20&lt;br /&gt;
| 16 to 20&lt;br /&gt;
|-&lt;br /&gt;
| APM / Critical Damage&lt;br /&gt;
| 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 12 to 20&lt;br /&gt;
| 14 to 20&lt;br /&gt;
| 16 to 20&lt;br /&gt;
|-&lt;br /&gt;
| ATK% / MATK%&lt;br /&gt;
| 15%&lt;br /&gt;
| 8% to 15%&lt;br /&gt;
| 9% to 15%&lt;br /&gt;
| 11% to 15%&lt;br /&gt;
| 12% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage / Ranged Damage&lt;br /&gt;
| 15%&lt;br /&gt;
| 8% to 15%&lt;br /&gt;
| 9% to 15%&lt;br /&gt;
| 11% to 15%&lt;br /&gt;
| 12% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Critical Chance&lt;br /&gt;
| 15%&lt;br /&gt;
| 8% to 15%&lt;br /&gt;
| 9% to 15%&lt;br /&gt;
| 11% to 15%&lt;br /&gt;
| 12% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| 25%&lt;br /&gt;
| 13% to 25%&lt;br /&gt;
| 15% to 25%&lt;br /&gt;
| 18% to 25%&lt;br /&gt;
| 20% to 25%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Time Reduction / After Cast Delay Reduction&lt;br /&gt;
| 10%&lt;br /&gt;
| 5% to 10%&lt;br /&gt;
| 6% to 10%&lt;br /&gt;
| 7% to 10%&lt;br /&gt;
| 8% to 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Timer [[File:T_W_O.gif]]==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Solo&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X &lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP [[File:Emt_15.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest [[File:Mimic.gif]] ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;br /&gt;
&lt;br /&gt;
[[File:ROMvp.gif|center]]&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2904</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2904"/>
		<updated>2026-06-04T22:37:02Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Random Option Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #e64919; background:#e01300; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffe3db; color:#b52700; text-align:center; font-size:140%; padding:0px;&amp;quot; |[[File:MM_SARAH.gif]]Mythic MVPs   [[File:FENRIR.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Mythic MVPs [[File:PIAMETTE.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MVP&#039;s Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rewards [[File:4_TREASURE_BOX.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear with random options. Cards, lower headgears, costumes, materials and other non-gear drops keep their normal drop rates unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! Roll Floor&lt;br /&gt;
! Max 20 Example&lt;br /&gt;
! Max 15 Example&lt;br /&gt;
! Max 10 Example&lt;br /&gt;
! Max 25 Example&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 50% to 100%&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 8 to 15&lt;br /&gt;
| 5 to 10&lt;br /&gt;
| 13 to 25&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 60% to 100%&lt;br /&gt;
| 12 to 20&lt;br /&gt;
| 9 to 15&lt;br /&gt;
| 6 to 10&lt;br /&gt;
| 15 to 25&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 70% to 100%&lt;br /&gt;
| 14 to 20&lt;br /&gt;
| 11 to 15&lt;br /&gt;
| 7 to 10&lt;br /&gt;
| 18 to 25&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 80% to 100%&lt;br /&gt;
| 16 to 20&lt;br /&gt;
| 12 to 15&lt;br /&gt;
| 8 to 10&lt;br /&gt;
| 20 to 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
| 85%&lt;br /&gt;
| 15%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 75%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 65%&lt;br /&gt;
| 30%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 50%&lt;br /&gt;
| 40%&lt;br /&gt;
| 9%&lt;br /&gt;
| 1%&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 40%&lt;br /&gt;
| 42%&lt;br /&gt;
| 16%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
| 30%&lt;br /&gt;
| 45%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7&lt;br /&gt;
| 22%&lt;br /&gt;
| 40%&lt;br /&gt;
| 28%&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
| +8&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +9&lt;br /&gt;
| 10%&lt;br /&gt;
| 27%&lt;br /&gt;
| 43%&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option Type&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| ATK / MATK&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| APM / Critical Damage&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| ATK% / MATK%&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage / Ranged Damage&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Critical Chance&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| 5% to 25%&lt;br /&gt;
| 10% to 25%&lt;br /&gt;
| 15% to 25%&lt;br /&gt;
| 20% to 25%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Time Reduction / After Cast Delay Reduction&lt;br /&gt;
| 1% to 10%&lt;br /&gt;
| 3% to 10%&lt;br /&gt;
| 5% to 10%&lt;br /&gt;
| 7% to 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Timer [[File:T_W_O.gif]]==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Solo&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X &lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP [[File:Emt_15.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest [[File:Mimic.gif]] ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;br /&gt;
&lt;br /&gt;
[[File:ROMvp.gif|center]]&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2900</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2900"/>
		<updated>2026-06-04T22:16:04Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: /* Mythic Level Option Chances */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #e64919; background:#e01300; width:600px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#ffe3db; color:#b52700; text-align:center; font-size:140%; padding:0px;&amp;quot; |[[File:MM_SARAH.gif]]Mythic MVPs   [[File:FENRIR.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Mythic MVPs [[File:PIAMETTE.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MVP&#039;s Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rewards [[File:4_TREASURE_BOX.gif]] ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear with random options. Cards, lower headgears, costumes, materials and other non-gear drops keep their normal drop rates unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
Mythic gear can roll different random option groups.&lt;br /&gt;
&lt;br /&gt;
Higher groups do not increase the maximum possible roll. Instead, they increase the minimum roll, making low rolls less likely.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! ATK Roll Example&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 1 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 5 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 10 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
| 85%&lt;br /&gt;
| 15%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 75%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 65%&lt;br /&gt;
| 30%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 50%&lt;br /&gt;
| 40%&lt;br /&gt;
| 9%&lt;br /&gt;
| 1%&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 40%&lt;br /&gt;
| 42%&lt;br /&gt;
| 16%&lt;br /&gt;
| 2%&lt;br /&gt;
|-&lt;br /&gt;
| +6&lt;br /&gt;
| 30%&lt;br /&gt;
| 45%&lt;br /&gt;
| 22%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7&lt;br /&gt;
| 22%&lt;br /&gt;
| 40%&lt;br /&gt;
| 28%&lt;br /&gt;
| 10%&lt;br /&gt;
|-&lt;br /&gt;
| +8&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +9&lt;br /&gt;
| 10%&lt;br /&gt;
| 27%&lt;br /&gt;
| 43%&lt;br /&gt;
| 20%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option Type&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| ATK / MATK&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| APM / Critical Damage&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| ATK% / MATK%&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage / Ranged Damage&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Critical Chance&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| 5% to 25%&lt;br /&gt;
| 10% to 25%&lt;br /&gt;
| 15% to 25%&lt;br /&gt;
| 20% to 25%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Time Reduction / After Cast Delay Reduction&lt;br /&gt;
| 1% to 10%&lt;br /&gt;
| 3% to 10%&lt;br /&gt;
| 5% to 10%&lt;br /&gt;
| 7% to 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Timer [[File:T_W_O.gif]]==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:4px solid #black; background:#ffffff;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Solo&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Group&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Golden Thief Bug [[File:GOLDEN BUG.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Eddga [[File:EDDGA.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Drake [[File:DRAKE.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Moonlight Flower [[File:MOONLIGHT.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | Kraken [[File:KRAKEN.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Negative.png]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | [[File:Positive.png]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_28.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X &lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_29.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP TBA [[File:Emt_30.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | MVP [[File:Emt_15.gif]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #black; border-right:3px solid #black;&amp;quot; | X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest [[File:Mimic.gif]] ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;br /&gt;
&lt;br /&gt;
[[File:ROMvp.gif|center]]&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2671</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2671"/>
		<updated>2026-06-04T18:32:18Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mythic MVPs ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear with random options. Cards, lower headgears, costumes, materials and other non-gear drops keep their normal drop rates unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
Mythic gear can roll different random option groups.&lt;br /&gt;
&lt;br /&gt;
Higher groups do not increase the maximum possible roll. Instead, they increase the minimum roll, making low rolls less likely.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! ATK Roll Example&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 1 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 5 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 10 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +3&lt;br /&gt;
| 70%&lt;br /&gt;
| 25%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +6&lt;br /&gt;
| 35%&lt;br /&gt;
| 45%&lt;br /&gt;
| 17%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +9&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option Type&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| ATK / MATK&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| APM / Critical Damage&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| ATK% / MATK%&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage / Ranged Damage&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Critical Chance&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| 5% to 25%&lt;br /&gt;
| 10% to 25%&lt;br /&gt;
| 15% to 25%&lt;br /&gt;
| 20% to 25%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Time Reduction / After Cast Delay Reduction&lt;br /&gt;
| 1% to 10%&lt;br /&gt;
| 3% to 10%&lt;br /&gt;
| 5% to 10%&lt;br /&gt;
| 7% to 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Timer ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2661</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2661"/>
		<updated>2026-06-04T18:28:37Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mythic MVPs ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear with random options. Cards, lower headgears, costumes, materials and other non-gear drops keep their normal drop rates unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
Mythic gear can roll different random option groups.&lt;br /&gt;
&lt;br /&gt;
Higher groups do not usually increase the maximum possible roll. Instead, they increase the minimum roll, making low rolls less likely.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! ATK Roll Example&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 1 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 5 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 10 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +3&lt;br /&gt;
| 70%&lt;br /&gt;
| 25%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +6&lt;br /&gt;
| 35%&lt;br /&gt;
| 45%&lt;br /&gt;
| 17%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +9&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option Type&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| ATK / MATK&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| APM / Critical Damage&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| ATK% / MATK%&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage / Ranged Damage&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Critical Chance&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| 5% to 25%&lt;br /&gt;
| 10% to 25%&lt;br /&gt;
| 15% to 25%&lt;br /&gt;
| 20% to 25%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Time Reduction / After Cast Delay Reduction&lt;br /&gt;
| 1% to 10%&lt;br /&gt;
| 3% to 10%&lt;br /&gt;
| 5% to 10%&lt;br /&gt;
| 7% to 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Timer ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2657</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2657"/>
		<updated>2026-06-04T18:27:26Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mythic MVPs ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear with random options. Cards, lower headgears, costumes, materials and other non-gear drops keep their normal drop rates unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
Mythic gear can roll different random option groups.&lt;br /&gt;
&lt;br /&gt;
Higher groups do not usually increase the maximum possible roll. Instead, they increase the minimum roll, making low rolls less likely.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! ATK Roll Example&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 1 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 5 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 10 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +3&lt;br /&gt;
| 70%&lt;br /&gt;
| 25%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +6&lt;br /&gt;
| 35%&lt;br /&gt;
| 45%&lt;br /&gt;
| 17%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +9&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option Type&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| ATK / MATK&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| APM / Critical Damage&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| ATK% / MATK%&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage / Ranged Damage&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Critical Chance&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| 5% to 25%&lt;br /&gt;
| 10% to 25%&lt;br /&gt;
| 15% to 25%&lt;br /&gt;
| 20% to 25%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Time Reduction / After Cast Delay Reduction&lt;br /&gt;
| 1% to 10%&lt;br /&gt;
| 3% to 10%&lt;br /&gt;
| 5% to 10%&lt;br /&gt;
| 7% to 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not every gear piece can roll every option. Each Mythic MVP page should list which gear can drop and which random options are available for that gear.&lt;br /&gt;
&lt;br /&gt;
== Timer ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2653</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2653"/>
		<updated>2026-06-04T18:26:31Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mythic MVPs ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear. Cards, costumes, eggs, materials and other non-gear drops keep their normal drop rates unless stated otherwise on that MVP page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
! Mythic Gear Drop Rate&lt;br /&gt;
|-&lt;br /&gt;
| 25%&lt;br /&gt;
| 37.5%&lt;br /&gt;
|-&lt;br /&gt;
| 35%&lt;br /&gt;
| 52.5%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
Mythic gear can roll different random option groups.&lt;br /&gt;
&lt;br /&gt;
Higher groups do not usually increase the maximum possible roll. Instead, they increase the minimum roll, making low rolls less likely.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
! ATK Roll Example&lt;br /&gt;
|-&lt;br /&gt;
| Group 1&lt;br /&gt;
| 1 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 2&lt;br /&gt;
| 5 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 3&lt;br /&gt;
| 10 to 20&lt;br /&gt;
|-&lt;br /&gt;
| Group 4&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| +0&lt;br /&gt;
| 100%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +3&lt;br /&gt;
| 70%&lt;br /&gt;
| 25%&lt;br /&gt;
| 5%&lt;br /&gt;
| 0%&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +6&lt;br /&gt;
| 35%&lt;br /&gt;
| 45%&lt;br /&gt;
| 17%&lt;br /&gt;
| 3%&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +9&lt;br /&gt;
| 15%&lt;br /&gt;
| 35%&lt;br /&gt;
| 35%&lt;br /&gt;
| 15%&lt;br /&gt;
|-&lt;br /&gt;
| +10&lt;br /&gt;
| 5%&lt;br /&gt;
| 20%&lt;br /&gt;
| 45%&lt;br /&gt;
| 30%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option Type&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
! Group 4&lt;br /&gt;
|-&lt;br /&gt;
| ATK / MATK&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| APM / Critical Damage&lt;br /&gt;
| 1 to 20&lt;br /&gt;
| 5 to 20&lt;br /&gt;
| 10 to 20&lt;br /&gt;
| 15 to 20&lt;br /&gt;
|-&lt;br /&gt;
| ATK% / MATK%&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Melee Damage / Ranged Damage&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Critical Chance&lt;br /&gt;
| 1% to 15%&lt;br /&gt;
| 4% to 15%&lt;br /&gt;
| 7% to 15%&lt;br /&gt;
| 10% to 15%&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| 5% to 25%&lt;br /&gt;
| 10% to 25%&lt;br /&gt;
| 15% to 25%&lt;br /&gt;
| 20% to 25%&lt;br /&gt;
|-&lt;br /&gt;
| Cast Time Reduction / After Cast Delay Reduction&lt;br /&gt;
| 1% to 10%&lt;br /&gt;
| 3% to 10%&lt;br /&gt;
| 5% to 10%&lt;br /&gt;
| 7% to 10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not every gear piece can roll every option. Each Mythic MVP page should list which gear can drop and which random options are available for that gear.&lt;br /&gt;
&lt;br /&gt;
== Timer ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
! Unlock Result&lt;br /&gt;
|-&lt;br /&gt;
| Timed clear&lt;br /&gt;
| Unlocks the next Mythic Level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 20% time remaining&lt;br /&gt;
| Skips 1 extra level&lt;br /&gt;
|-&lt;br /&gt;
| Clear with 40% time remaining&lt;br /&gt;
| Skips 2 extra levels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2650</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2650"/>
		<updated>2026-06-04T18:25:24Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mythic MVPs ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are instanced boss fights with higher gear drop rates, timed progression and public records.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the fight difficulty.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for gear.&lt;br /&gt;
&lt;br /&gt;
Mythic +0 increases gear drop rates by &#039;&#039;&#039;50%&#039;&#039;&#039; compared to the regular MVP.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear. Cards, costumes, eggs, materials and other non-gear drops keep their normal drop rates unless stated otherwise on that MVP page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Regular Gear Drop Rate&lt;br /&gt;
&lt;br /&gt;
| ! Mythic Gear Drop Rate |&lt;br /&gt;
| ----------------------- |&lt;br /&gt;
| 25%                     |&lt;br /&gt;
| 37.5%                   |&lt;br /&gt;
| -                       |&lt;br /&gt;
| 35%                     |&lt;br /&gt;
| 52.5%                   |&lt;br /&gt;
| }                       |&lt;br /&gt;
&lt;br /&gt;
Mythic Levels do &#039;&#039;&#039;not&#039;&#039;&#039; increase gear drop rates further. Mythic +10 has the same gear drop chance as Mythic +0.&lt;br /&gt;
&lt;br /&gt;
Instead, Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups.&lt;br /&gt;
&lt;br /&gt;
Rewards are capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;. Mythic Levels above +10 can still increase combat difficulty, but they do not improve rewards past the +10 reward cap.&lt;br /&gt;
&lt;br /&gt;
== Random Option Groups ==&lt;br /&gt;
&lt;br /&gt;
Mythic gear can roll different random option groups.&lt;br /&gt;
&lt;br /&gt;
Higher groups do not usually increase the maximum possible roll. Instead, they increase the minimum roll, making low rolls less likely.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Group&lt;br /&gt;
&lt;br /&gt;
| ! ATK Roll Example |&lt;br /&gt;
| ------------------ |&lt;br /&gt;
| Group 1            |&lt;br /&gt;
| 1 to 20            |&lt;br /&gt;
| -                  |&lt;br /&gt;
| Group 2            |&lt;br /&gt;
| 5 to 20            |&lt;br /&gt;
| -                  |&lt;br /&gt;
| Group 3            |&lt;br /&gt;
| 10 to 20           |&lt;br /&gt;
| -                  |&lt;br /&gt;
| Group 4            |&lt;br /&gt;
| 15 to 20           |&lt;br /&gt;
| }                  |&lt;br /&gt;
&lt;br /&gt;
== Mythic Level Option Chances ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mythic Level&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
&lt;br /&gt;
| ! Group 4 |&lt;br /&gt;
| --------- |&lt;br /&gt;
| +0        |&lt;br /&gt;
| 100%      |&lt;br /&gt;
| 0%        |&lt;br /&gt;
| 0%        |&lt;br /&gt;
| 0%        |&lt;br /&gt;
| -         |&lt;br /&gt;
| +1 to +3  |&lt;br /&gt;
| 70%       |&lt;br /&gt;
| 25%       |&lt;br /&gt;
| 5%        |&lt;br /&gt;
| 0%        |&lt;br /&gt;
| -         |&lt;br /&gt;
| +4 to +6  |&lt;br /&gt;
| 35%       |&lt;br /&gt;
| 45%       |&lt;br /&gt;
| 17%       |&lt;br /&gt;
| 3%        |&lt;br /&gt;
| -         |&lt;br /&gt;
| +7 to +9  |&lt;br /&gt;
| 15%       |&lt;br /&gt;
| 35%       |&lt;br /&gt;
| 35%       |&lt;br /&gt;
| 15%       |&lt;br /&gt;
| -         |&lt;br /&gt;
| +10       |&lt;br /&gt;
| 5%        |&lt;br /&gt;
| 20%       |&lt;br /&gt;
| 45%       |&lt;br /&gt;
| 30%       |&lt;br /&gt;
| }         |&lt;br /&gt;
&lt;br /&gt;
== Random Option Roll Ranges ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Option Type&lt;br /&gt;
! Group 1&lt;br /&gt;
! Group 2&lt;br /&gt;
! Group 3&lt;br /&gt;
&lt;br /&gt;
| ! Group 4                                        |&lt;br /&gt;
| ------------------------------------------------ |&lt;br /&gt;
| ATK / MATK                                       |&lt;br /&gt;
| 1 to 20                                          |&lt;br /&gt;
| 5 to 20                                          |&lt;br /&gt;
| 10 to 20                                         |&lt;br /&gt;
| 15 to 20                                         |&lt;br /&gt;
| -                                                |&lt;br /&gt;
| APM / Critical Damage                            |&lt;br /&gt;
| 1 to 20                                          |&lt;br /&gt;
| 5 to 20                                          |&lt;br /&gt;
| 10 to 20                                         |&lt;br /&gt;
| 15 to 20                                         |&lt;br /&gt;
| -                                                |&lt;br /&gt;
| ATK% / MATK%                                     |&lt;br /&gt;
| 1% to 15%                                        |&lt;br /&gt;
| 4% to 15%                                        |&lt;br /&gt;
| 7% to 15%                                        |&lt;br /&gt;
| 10% to 15%                                       |&lt;br /&gt;
| -                                                |&lt;br /&gt;
| Melee Damage / Ranged Damage                     |&lt;br /&gt;
| 1% to 15%                                        |&lt;br /&gt;
| 4% to 15%                                        |&lt;br /&gt;
| 7% to 15%                                        |&lt;br /&gt;
| 10% to 15%                                       |&lt;br /&gt;
| -                                                |&lt;br /&gt;
| Critical Chance                                  |&lt;br /&gt;
| 1% to 15%                                        |&lt;br /&gt;
| 4% to 15%                                        |&lt;br /&gt;
| 7% to 15%                                        |&lt;br /&gt;
| 10% to 15%                                       |&lt;br /&gt;
| -                                                |&lt;br /&gt;
| Healing                                          |&lt;br /&gt;
| 5% to 25%                                        |&lt;br /&gt;
| 10% to 25%                                       |&lt;br /&gt;
| 15% to 25%                                       |&lt;br /&gt;
| 20% to 25%                                       |&lt;br /&gt;
| -                                                |&lt;br /&gt;
| Cast Time Reduction / After Cast Delay Reduction |&lt;br /&gt;
| 1% to 10%                                        |&lt;br /&gt;
| 3% to 10%                                        |&lt;br /&gt;
| 5% to 10%                                        |&lt;br /&gt;
| 7% to 10%                                        |&lt;br /&gt;
| }                                                |&lt;br /&gt;
&lt;br /&gt;
Not every gear piece can roll every option. Each Mythic MVP page should list which gear can drop and which random options are available for that gear.&lt;br /&gt;
&lt;br /&gt;
== Timer ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Mythic Levels ==&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Clear Result&lt;br /&gt;
&lt;br /&gt;
| ! Unlock Result               |&lt;br /&gt;
| ----------------------------- |&lt;br /&gt;
| Timed clear                   |&lt;br /&gt;
| Unlocks the next Mythic Level |&lt;br /&gt;
| -                             |&lt;br /&gt;
| Clear with 20% time remaining |&lt;br /&gt;
| Skips 1 extra level           |&lt;br /&gt;
| -                             |&lt;br /&gt;
| Clear with 40% time remaining |&lt;br /&gt;
| Skips 2 extra levels          |&lt;br /&gt;
| }                             |&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40% time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
== Solo and Party Modes ==&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
All solo Mythic MVPs also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode.&lt;br /&gt;
&lt;br /&gt;
Untimed Party Mythic +0 allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
== Party Loot Chest ==&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
== Records and Leaderboards ==&lt;br /&gt;
&lt;br /&gt;
Timed clears are saved as personal records.&lt;br /&gt;
&lt;br /&gt;
All Mythic MVPs have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2631</id>
		<title>Mythic MVPs</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Mythic_MVPs&amp;diff=2631"/>
		<updated>2026-06-04T18:18:02Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: Created page with &amp;quot;== Mythic MVPs ==  Mythic MVPs are harder max level versions of regular MVPs. They are meant to give players a stronger version of familiar boss fights, with better gear rewards and scaling difficulty.  Mythic difficulty starts at &amp;#039;&amp;#039;&amp;#039;Mythic +0&amp;#039;&amp;#039;&amp;#039;. Higher Mythic Levels increase the challenge of the fight.  === Rewards ===  Mythic MVPs have improved drop rates for their gear drops.  This bonus only affects gear. Cards, costumes, eggs, materials and other non-gear drops kee...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mythic MVPs ==&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs are harder max level versions of regular MVPs. They are meant to give players a stronger version of familiar boss fights, with better gear rewards and scaling difficulty.&lt;br /&gt;
&lt;br /&gt;
Mythic difficulty starts at &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;. Higher Mythic Levels increase the challenge of the fight.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
&lt;br /&gt;
Mythic MVPs have improved drop rates for their gear drops.&lt;br /&gt;
&lt;br /&gt;
This bonus only affects gear. Cards, costumes, eggs, materials and other non-gear drops keep their normal rates unless stated otherwise on that MVP page.&lt;br /&gt;
&lt;br /&gt;
Mythic Levels from &#039;&#039;&#039;+1 to +10&#039;&#039;&#039; improve the odds of gear rolling better random option groups. This means higher Mythic Levels do not make gear drop more often, but they make dropped gear more likely to have better options.&lt;br /&gt;
&lt;br /&gt;
Mythic Levels above &#039;&#039;&#039;+10&#039;&#039;&#039; can still increase the fight difficulty, but reward quality is capped at &#039;&#039;&#039;Mythic +10&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Timer ===&lt;br /&gt;
&lt;br /&gt;
Most Mythic MVPs use a timed clear system.&lt;br /&gt;
&lt;br /&gt;
If the boss is defeated within the time limit, the run gives rewards based on the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
If the timer expires, the boss can still be defeated, but rewards are treated as &#039;&#039;&#039;Mythic +0&#039;&#039;&#039; regardless of the selected Mythic Level.&lt;br /&gt;
&lt;br /&gt;
For &#039;&#039;&#039;Mythic +0&#039;&#039;&#039;, the timer does not reduce loot. It only matters for unlocking higher Mythic Levels.&lt;br /&gt;
&lt;br /&gt;
=== Unlocking Mythic Levels ===&lt;br /&gt;
&lt;br /&gt;
Players unlock higher Mythic Levels by clearing timed runs.&lt;br /&gt;
&lt;br /&gt;
A timed clear unlocks the next Mythic Level.&lt;br /&gt;
&lt;br /&gt;
Clearing with enough time remaining can unlock extra levels at once:&lt;br /&gt;
&lt;br /&gt;
* Timed clear: unlocks the next Mythic Level&lt;br /&gt;
* Clear with 20 percent time remaining: skips 1 extra level&lt;br /&gt;
* Clear with 40 percent time remaining: skips 2 extra levels&lt;br /&gt;
&lt;br /&gt;
Example: clearing Mythic +0 with 40 percent time remaining can unlock up to Mythic +3.&lt;br /&gt;
&lt;br /&gt;
=== Solo and Party Modes ===&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs are designed for solo play, while others are designed for parties. The intended mode depends on the MVP.&lt;br /&gt;
&lt;br /&gt;
Solo Mythic runs only allow the creator of the instance to enter and progress the fight.&lt;br /&gt;
&lt;br /&gt;
Some solo MVPs may also offer an &#039;&#039;&#039;Untimed Party Mythic +0&#039;&#039;&#039; mode. This mode allows party members to enter, but it does not unlock higher Mythic Levels and does not count for timed records.&lt;br /&gt;
&lt;br /&gt;
=== Party Loot Chest ===&lt;br /&gt;
&lt;br /&gt;
In Untimed Party Mythic +0 mode, the boss loot is placed into a treasure chest instead of being given directly to one player.&lt;br /&gt;
&lt;br /&gt;
The chest first shows a short list of all dropped loot. Each player then chooses &#039;&#039;&#039;Roll&#039;&#039;&#039; or &#039;&#039;&#039;Pass&#039;&#039;&#039; for every item.&lt;br /&gt;
&lt;br /&gt;
Players have 2 minutes to choose. Players who do not choose in time are automatically counted as passing. Players who leave the instance are also counted as passing.&lt;br /&gt;
&lt;br /&gt;
Each item is rolled separately.&lt;br /&gt;
&lt;br /&gt;
If everyone passes on an item, the item is randomly given to one eligible player still inside the instance.&lt;br /&gt;
&lt;br /&gt;
If multiple players tie for the highest roll, only the tied players reroll until there is one winner.&lt;br /&gt;
&lt;br /&gt;
=== Records and Leaderboards ===&lt;br /&gt;
&lt;br /&gt;
Timed clears can be saved as personal records.&lt;br /&gt;
&lt;br /&gt;
Some Mythic MVPs also have public leaderboards. Leaderboards track timed clears and can show the best overall runs or the best runs for a specific Mythic Level.&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Welcome_to_Edda_Tales!&amp;diff=2571</id>
		<title>Welcome to Edda Tales!</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Welcome_to_Edda_Tales!&amp;diff=2571"/>
		<updated>2026-06-04T16:17:03Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; max-width: 70% margin: 0 auto; font-size:130%; padding:0px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#d16821&amp;quot;&amp;gt;[[File:4_F_ACOLYTE.gif]] Welcome to Edda Tales Wiki [[File:4_F_MAYSEL.gif]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; max-width: 20% margin: 0 auto; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
Edda Tales is a fully custom experience. While it uses classic games as its foundation, &lt;br /&gt;
almost every part of the game has been designed from the ground up, &lt;br /&gt;
including classes, skills, formulas, progression, monsters and equipment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex; justify-content: center; flex-wrap: wrap; gap: 50px; width: 100%; box-sizing: border-box;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:white; text-align:center; font-size:120%; padding:6px; color:#d16821&amp;quot;&amp;gt;&lt;br /&gt;
Menu [[File:4_M_FAIRYKID6.gif]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-left: auto; margin-right: auto; text-align:center; border:5px solid #ffaf85; background:white; color:#d16821; text-align:center; font-size:80%; padding:0px;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Character Stats]] [[File:Basic_Skill.png|30px]]&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Classes]] [[File:Sword Mastery.png|30px]]&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Activity Points|Sub Stats]] [[File:Two-Handed_Sword_Mastery.png|30px]]&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Status|Status Effects]] [[File:Status1.png|30px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Elemental Table]] [[File:Elemental table.png|30px]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Life Skills]] [[File:LifeSkills.png|30px]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Homunculus]] [[File:Love2.png|30px]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[File:capy1.png]]&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:white; text-align:center; font-size:120%; padding:6px; color:#d16821&amp;quot;&amp;gt;Additional Features [[File:4_F_PINKWOMAN.gif]]&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:center; margin-left: auto; margin-right: auto; text-align:center; border:5px solid #ffaf85; background:white; color:#d16821; text-align:center; font-size:80%; padding:0px;&amp;quot;&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Refining]] [[File:RefineIco.png|30px]]&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Game Info]] [[File:BookFeatherIco.png|30px]]&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Groups and Guilds]] [[File:Guild_Extension1.png|30px]]&lt;br /&gt;
! style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[Downloads]] [[File:Downloadico.png|30px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[File:TempIcon.png|30px]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[File:TempIcon.png|30px]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[File:TempIcon.png|30px]]&lt;br /&gt;
| style=&amp;quot;border-left:3px solid #ffaf85; border-right:3px solid #ffaf85; background:white;&amp;quot; | [[File:capy2.png]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; max-width: 20% margin: 0 auto; font-size:110%; padding:10px;&amp;quot;&amp;gt;&lt;br /&gt;
The goal of Edda Tales is to keep the charm of the old times while creating a new game around it, &lt;br /&gt;
with custom class identities, new mechanics, redesigned builds, and content made specifically for this server.&lt;br /&gt;
&lt;br /&gt;
The server is built around experimentation, with many ways to approach combat, farming, solo play, and party play. &lt;br /&gt;
Players are encouraged to try different classes, builds, and equipment combinations instead of playing in a single fixed way.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: center; margin: 0 auto; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Landscapeemote.png|frameless|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Classes&amp;diff=2116</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Classes&amp;diff=2116"/>
		<updated>2026-06-02T13:41:01Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players begin as a Novice. From there, they can immediately change into one of the available First Jobs at the Criatura Academy, north of Izlude.&lt;br /&gt;
&lt;br /&gt;
After reaching the maximum Job Level of a First Job, the character can advance into an Advanced Job. Advanced Jobs are the final stage of class progression in Edda Tales.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; justify-content:flex-start; align-items:flex-start; gap:70px; flex-wrap:wrap; width:100%; margin-top:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:110px; display:flex; justify-content:center; align-items:flex-end;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:4_M_ARCHER.gif]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:150%; padding:8px 0 14px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#965bfc&amp;quot;&amp;gt;&#039;&#039;&#039;First Classes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff; margin:0 auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sage]] || [[Wizard]] || [[Priest]] || [[Monk]] || [[Blacksmith]] || [[Alchemist]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Knight]] || [[Crusader]] || [[Hunter]] || [[Bard/Dancer]] || [[Assassin]] || [[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ninja]] || [[Taekwon]] || [[Gunslinger]] || [[Super Novice]] || [[Soul Linker]] ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:110px; display:flex; justify-content:center; align-items:flex-end;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:4_M_RAGI.gif]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:150%; padding:8px 0 14px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#b85102&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Classes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff; margin:0 auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Oracle]] || [[Elemental Master]] || [[Warlock]] || [[Arcanist]] || [[Saint]] || [[Exorcist]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Inquisitor]] || [[Sura]] || [[Mechanic]] || [[Arcane Engineer]] || [[Apothecary]] || [[Biochemist]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lord Knight]] || [[Dragon Knight]] || [[Paladin]] || [[Bastion]] || [[Ranger]] || [[Beast Master]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maestro]] || [[Songweaver]] || [[Shadow Cross]] || [[Venomancer]] || [[Stalker]] || [[Trickster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shinkiro]] || [[Taoist]] || [[Star Gladiator]] || [[Emperor]] || [[Night Watch]] || [[Hyper Novice]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Classes&amp;diff=2115</id>
		<title>Classes</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Classes&amp;diff=2115"/>
		<updated>2026-06-02T13:40:54Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Classes  [[File:Sword Mastery.png|40px|alt=Description]] ==&lt;br /&gt;
&lt;br /&gt;
All players begin as a Novice. From there, they can immediately change into one of the available First Jobs at the Criatura Academy, north of Izlude.&lt;br /&gt;
&lt;br /&gt;
After reaching the maximum Job Level of a First Job, the character can advance into an Advanced Job. Advanced Jobs are the final stage of class progression in Edda Tales.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; justify-content:flex-start; align-items:flex-start; gap:70px; flex-wrap:wrap; width:100%; margin-top:20px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:110px; display:flex; justify-content:center; align-items:flex-end;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:4_M_ARCHER.gif]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:150%; padding:8px 0 14px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#965bfc&amp;quot;&amp;gt;&#039;&#039;&#039;First Classes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff; margin:0 auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Sage]] || [[Wizard]] || [[Priest]] || [[Monk]] || [[Blacksmith]] || [[Alchemist]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Knight]] || [[Crusader]] || [[Hunter]] || [[Bard/Dancer]] || [[Assassin]] || [[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ninja]] || [[Taekwon]] || [[Gunslinger]] || [[Super Novice]] || [[Soul Linker]] ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:110px; display:flex; justify-content:center; align-items:flex-end;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:4_M_RAGI.gif]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:150%; padding:8px 0 14px 0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#b85102&amp;quot;&amp;gt;&#039;&#039;&#039;Advanced Classes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff; margin:0 auto;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Oracle]] || [[Elemental Master]] || [[Warlock]] || [[Arcanist]] || [[Saint]] || [[Exorcist]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Inquisitor]] || [[Sura]] || [[Mechanic]] || [[Arcane Engineer]] || [[Apothecary]] || [[Biochemist]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lord Knight]] || [[Dragon Knight]] || [[Paladin]] || [[Bastion]] || [[Ranger]] || [[Beast Master]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maestro]] || [[Songweaver]] || [[Shadow Cross]] || [[Venomancer]] || [[Stalker]] || [[Trickster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Shinkiro]] || [[Taoist]] || [[Star Gladiator]] || [[Emperor]] || [[Night Watch]] || [[Hyper Novice]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2114</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2114"/>
		<updated>2026-06-02T13:38:42Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elemental Advantage ==&lt;br /&gt;
|There are a total of 10 Elements in-game: &lt;br /&gt;
Wind[[File:WindE.png|44px]] &lt;br /&gt;
Earth[[File:EarthE.png|44px]] &lt;br /&gt;
Water[[File:WaterE.png|44px]] &lt;br /&gt;
Fire[[File:FireE.png|44px]] &lt;br /&gt;
Neutral[[File:NeutralE.png|44px]] &lt;br /&gt;
Holy[[File:HolyE.png|44px]] &lt;br /&gt;
Shadow[[File:ShadowE.png|44px]] &lt;br /&gt;
Ghost[[File:GhostE.png|44px]] &lt;br /&gt;
Undead[[File:UndeadE.png|44px]] &lt;br /&gt;
Poison[[File:PoisonE.png|44px]]&lt;br /&gt;
&lt;br /&gt;
Elements in Edda Tales are simplified compared to what you would expect. Instead of large damage penalties or complete immunity against certain element levels, elements only provide a small damage bonus when attacking a target they are strong against.&lt;br /&gt;
&lt;br /&gt;
The damage bonus depends on the target&#039;s element level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Target Element Level&lt;br /&gt;
! Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
| Level 2&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
| Level 3&lt;br /&gt;
| 109%&lt;br /&gt;
|-&lt;br /&gt;
| Level 4&lt;br /&gt;
| 112%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The illustration on the right shows the elemental relationships. Read it from left to right: the element on the left is the attacking element.&lt;br /&gt;
&lt;br /&gt;
[[File:Stronger.png]] means the attacking element deals &#039;&#039;&#039;bonus damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Normal.png]] means the attacking element deals &#039;&#039;&#039;normal damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example, [[Lightning Bolt]] [[File:Lightning_Bolt.png|30px]] is a Wind attack. If it is used against a Poring [[File:PORING_V.gif]], which is a Level 1 Water monster, it deals 103% damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
== Detailed Elemental Advantage Table ==&lt;br /&gt;
|Here you can check the elemental advantages on Edda and a more detailed elemental table below:&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacking Element&lt;br /&gt;
! Strong Against&lt;br /&gt;
|-&lt;br /&gt;
| Wind&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| Earth&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
| Earth, Undead&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Holy&lt;br /&gt;
| Shadow, Undead, Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shadow&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Ghost&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Holy&lt;br /&gt;
|}&lt;br /&gt;
--------------&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rows are the attacking element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Columns are the target element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Bonus Damage Values are for elements of Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Attack \ Target&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2113</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2113"/>
		<updated>2026-06-02T13:37:06Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elemental Advantage ==&lt;br /&gt;
|There are a total of 10 Elements in-game: &lt;br /&gt;
Wind[[File:WindE.png|44px]] &lt;br /&gt;
Earth[[File:EarthE.png|44px]] &lt;br /&gt;
Water[[File:WaterE.png|44px]] &lt;br /&gt;
Fire[[File:FireE.png|44px]] &lt;br /&gt;
Neutral[[File:NeutralE.png|44px]] &lt;br /&gt;
Holy[[File:HolyE.png|44px]] &lt;br /&gt;
Shadow[[File:ShadowE.png|44px]] &lt;br /&gt;
Ghost[[File:GhostE.png|44px]] &lt;br /&gt;
Undead[[File:UndeadE.png|44px]] &lt;br /&gt;
Poison[[File:PoisonE.png|44px]]&lt;br /&gt;
&lt;br /&gt;
Elements in Edda Tales are simplified compared to what you would expect. Instead of large damage penalties or complete immunity against certain element levels, elements only provide a small damage bonus when attacking a target they are strong against.&lt;br /&gt;
&lt;br /&gt;
The damage bonus depends on the target&#039;s element level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Target Element Level&lt;br /&gt;
! Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
| Level 2&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
| Level 3&lt;br /&gt;
| 109%&lt;br /&gt;
|-&lt;br /&gt;
| Level 4&lt;br /&gt;
| 112%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The illustration on the right shows the elemental relationships. Read it from left to right: the element on the left is the attacking element.&lt;br /&gt;
&lt;br /&gt;
[[File:Stronger.png]] means the attacking element deals &#039;&#039;&#039;bonus damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Normal.png]] means the attacking element deals &#039;&#039;&#039;normal damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example, [[Lightning Bolt]] [[File:Lightning_Bolt.png|30px]] is a Wind attack. If it is used against a Poring [[File:PORING_V.gif]], which is a Level 1 Water monster, it deals 103% damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
== Detailed Elemental Advantage Table ==&lt;br /&gt;
|Here you can check the elemental advantages on Edda and a more detailed elemental table below:&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacking Element&lt;br /&gt;
! Strong Against&lt;br /&gt;
|-&lt;br /&gt;
| Wind&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| Earth&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
| Earth, Undead&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Holy&lt;br /&gt;
| Shadow, Undead, Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shadow&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Ghost&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Holy&lt;br /&gt;
|}&lt;br /&gt;
--------------,&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rows are the attacking element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Columns are the target element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Bonus Damage Values are for elements of Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Attack \ Target&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2112</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2112"/>
		<updated>2026-06-02T13:34:43Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elemental Advantage ==&lt;br /&gt;
|There are a total of 10 Elements in-game: &lt;br /&gt;
Wind[[File:WindE.png|44px]] &lt;br /&gt;
Earth[[File:EarthE.png|44px]] &lt;br /&gt;
Water[[File:WaterE.png|44px]] &lt;br /&gt;
Fire[[File:FireE.png|44px]] &lt;br /&gt;
Neutral[[File:NeutralE.png|44px]] &lt;br /&gt;
Holy[[File:HolyE.png|44px]] &lt;br /&gt;
Shadow[[File:ShadowE.png|44px]] &lt;br /&gt;
Ghost[[File:GhostE.png|44px]] &lt;br /&gt;
Undead[[File:UndeadE.png|44px]] &lt;br /&gt;
Poison[[File:PoisonE.png|44px]]&lt;br /&gt;
&lt;br /&gt;
Elements in Edda Tales are simplified compared to what you would expect. Instead of large damage penalties or complete immunity against certain element levels, elements only provide a small damage bonus when attacking a target they are strong against.&lt;br /&gt;
&lt;br /&gt;
The damage bonus depends on the target&#039;s element level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Target Element Level&lt;br /&gt;
! Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
| Level 2&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
| Level 3&lt;br /&gt;
| 109%&lt;br /&gt;
|-&lt;br /&gt;
| Level 4&lt;br /&gt;
| 112%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The illustration on the right shows the elemental relationships. Read it from left to right: the element on the left is the attacking element.&lt;br /&gt;
&lt;br /&gt;
[[File:Stronger.png]] means the attacking element deals &#039;&#039;&#039;bonus damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Normal.png]] means the attacking element deals &#039;&#039;&#039;normal damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example, [[Lightning Bolt]] [[File:Lightning_Bolt.png|30px]] is a Wind attack. If it is used against a Poring [[File:PORING_V.gif]], which is a Level 1 Water monster, it deals 103% damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
== Detailed Elemental Advantage Table ==&lt;br /&gt;
|Here you can check wich element is strong against each other on Edda and a more datailed elemental table bellow:&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacking Element&lt;br /&gt;
! Strong Against&lt;br /&gt;
|-&lt;br /&gt;
| Wind&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| Earth&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
| Earth, Undead&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Holy&lt;br /&gt;
| Shadow, Undead, Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shadow&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Ghost&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Holy&lt;br /&gt;
|}&lt;br /&gt;
--------------,&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rows are the attacking element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Columns are the target element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Weakness values are Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Attack \ Target&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2111</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2111"/>
		<updated>2026-06-02T13:34:08Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elemental Advantage ==&lt;br /&gt;
|There are a total of 10 Elements in-game: &lt;br /&gt;
Wind[[File:WindE.png|44px]] &lt;br /&gt;
Earth[[File:EarthE.png|44px]] &lt;br /&gt;
Water[[File:WaterE.png|44px]] &lt;br /&gt;
Fire[[File:FireE.png|44px]] &lt;br /&gt;
Neutral[[File:NeutralE.png|44px]] &lt;br /&gt;
Holy[[File:HolyE.png|44px]] &lt;br /&gt;
Shadow[[File:ShadowE.png|44px]] &lt;br /&gt;
Ghost[[File:GhostE.png|44px]] &lt;br /&gt;
Undead[[File:UndeadE.png|44px]] &lt;br /&gt;
Poison[[File:PoisonE.png|44px]]&lt;br /&gt;
&lt;br /&gt;
Elements in Edda Tales are simplified compared to what you would expect. Instead of large damage penalties or complete immunity against certain element levels, elements only provide a small damage bonus when attacking a target they are strong against.&lt;br /&gt;
&lt;br /&gt;
The damage bonus depends on the target&#039;s element level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Target Element Level&lt;br /&gt;
! Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
| Level 2&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
| Level 3&lt;br /&gt;
| 109%&lt;br /&gt;
|-&lt;br /&gt;
| Level 4&lt;br /&gt;
| 112%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The illustration on the right shows the elemental relationships. Read it from left to right: the element on the left is the attacking element.&lt;br /&gt;
&lt;br /&gt;
[[File:Stronger.png]] means the attacking element deals &#039;&#039;&#039;bonus damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Normal.png]] means the attacking element deals &#039;&#039;&#039;normal damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example, [[Lightning Bolt]] [[File:Lightning_Bolt.png|30px]] is a Wind attack. If it is used against a Poring [[File:PORING_V.gif]], which is a Level 1 Water monster, it deals 103% damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Resistences ==&lt;br /&gt;
|On Edda you wont need to be aware of not dealing damage against a Level 4 element, or to taken a huge nerf on your damage on monsters with the oposite element. The way elemental attacks works on Edda is simplified, an element can have bonus against its oposite, but it wont be &amp;quot;invencible&amp;quot; against it like normally is on Vanilla RO with the Nullify characteristic in monsters with element level 4 for example.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Weakness and Elemental Table ==&lt;br /&gt;
|Here you can check wich element is strong against each other on Edda and a more datailed elemental table bellow:&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacking Element&lt;br /&gt;
! Strong Against&lt;br /&gt;
|-&lt;br /&gt;
| Wind&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| Earth&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
| Earth, Undead&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Holy&lt;br /&gt;
| Shadow, Undead, Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shadow&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Ghost&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Holy&lt;br /&gt;
|}&lt;br /&gt;
--------------,&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rows are the attacking element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Columns are the target element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Weakness values are Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Attack \ Target&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2110</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2110"/>
		<updated>2026-06-02T13:33:37Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elemental Advantage ==&lt;br /&gt;
|There are a total of 10 Elements in-game: &lt;br /&gt;
Wind[[File:WindE.png|44px]] &lt;br /&gt;
Earth[[File:EarthE.png|44px]] &lt;br /&gt;
Water[[File:WaterE.png|44px]] &lt;br /&gt;
Fire[[File:FireE.png|44px]] &lt;br /&gt;
Neutral[[File:NeutralE.png|44px]] &lt;br /&gt;
Holy[[File:HolyE.png|44px]] &lt;br /&gt;
Shadow[[File:ShadowE.png|44px]] &lt;br /&gt;
Ghost[[File:GhostE.png|44px]] &lt;br /&gt;
Undead[[File:UndeadE.png|44px]] &lt;br /&gt;
Poison[[File:PoisonE.png|44px]]&lt;br /&gt;
&lt;br /&gt;
Elements in Edda Tales are simplified compared to what you would expect. Instead of large damage penalties or complete immunity against certain element levels, elements only provide a small damage bonus when attacking a target they are strong against.&lt;br /&gt;
&lt;br /&gt;
The damage bonus depends on the target&#039;s element level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Target Element Level&lt;br /&gt;
! Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
| Level 2&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
| Level 3&lt;br /&gt;
| 109%&lt;br /&gt;
|-&lt;br /&gt;
| Level 4&lt;br /&gt;
| 112%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The illustration on the right shows the elemental relationships. Read it from left to right: the element on the left is the attacking element.&lt;br /&gt;
&lt;br /&gt;
[[File:Stronger.png]] means the attacking element deals &#039;&#039;&#039;bonus damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Normal.png]] means the attacking element deals &#039;&#039;&#039;normal damage&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example, [[Lightning Bolt]] [[File:Lightning_Bolt.png|30px]] is a Wind attack. If it is used against a Poring [[File:PORING_V.gif]], which is a Level 1 Water monster, it deals 103% damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Resistences ==&lt;br /&gt;
|On Edda you wont need to be aware of not dealing damage against a Level 4 element, or to taken a huge nerf on your damage on monsters with the oposite element. The way elemental attacks works on Edda is simplified, an element can have bonus against its oposite, but it wont be &amp;quot;invencible&amp;quot; against it like normally is on Vanilla RO with the Nullify characteristic in monsters with element level 4 for example.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Weakness and Elemental Table ==&lt;br /&gt;
|Here you can check wich element is strong against each other on Edda and a more datailed elemental table bellow:&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacking Element&lt;br /&gt;
! Strong Against&lt;br /&gt;
|-&lt;br /&gt;
| Wind&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| Earth&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
| Earth, Undead&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Holy&lt;br /&gt;
| Shadow, Undead, Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shadow&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Ghost&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Holy&lt;br /&gt;
|}&lt;br /&gt;
--------------,&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rows are the attacking element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Columns are the target element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Weakness values are Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Attack \ Target&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2109</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2109"/>
		<updated>2026-06-02T13:28:46Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elemental Advantage ==&lt;br /&gt;
|There are a total of 10 Elements in-game: &lt;br /&gt;
Wind[[File:WindE.png|44px]] &lt;br /&gt;
Earth[[File:EarthE.png|44px]] &lt;br /&gt;
Water[[File:WaterE.png|44px]] &lt;br /&gt;
Fire[[File:FireE.png|44px]] &lt;br /&gt;
Neutral[[File:NeutralE.png|44px]] &lt;br /&gt;
Holy[[File:HolyE.png|44px]] &lt;br /&gt;
Shadow[[File:ShadowE.png|44px]] &lt;br /&gt;
Ghost[[File:GhostE.png|44px]] &lt;br /&gt;
Undead[[File:UndeadE.png|44px]] &lt;br /&gt;
Poison[[File:PoisonE.png|44px]]&lt;br /&gt;
&lt;br /&gt;
Elements in Edda Tales are simplified compared to what you would expect. Instead of large damage penalties or complete immunity against certain element levels, elements only provide a small damage bonus when attacking a target they are strong against.&lt;br /&gt;
&lt;br /&gt;
You can check it on the ilustration in the right side. From the Left side meaning the Attack:&lt;br /&gt;
 [[File:Stronger.png]] Means &#039;&#039;&#039;Stronger&#039;&#039;&#039; when you have bonus damage. &lt;br /&gt;
 [[File:Normal.png]] Means &#039;&#039;&#039;Normal&#039;&#039;&#039; dealing normal damage without any downgrade.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Target Element Level&lt;br /&gt;
! Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
| Level 2&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
| Level 3&lt;br /&gt;
| 109%&lt;br /&gt;
|-&lt;br /&gt;
| Level 4&lt;br /&gt;
| 112%&lt;br /&gt;
|}&lt;br /&gt;
If you are casting Lightning Bolt[[File:Lightning_Bolt.png|30px]]  against a Poring[[File:PORING_V.gif]]  for example, you would have 3% bonus damage against him, as he is of &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Water&amp;lt;/span&amp;gt; propriety Level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Resistences ==&lt;br /&gt;
|On Edda you wont need to be aware of not dealing damage against a Level 4 element, or to taken a huge nerf on your damage on monsters with the oposite element. The way elemental attacks works on Edda is simplified, an element can have bonus against its oposite, but it wont be &amp;quot;invencible&amp;quot; against it like normally is on Vanilla RO with the Nullify characteristic in monsters with element level 4 for example.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Weakness and Elemental Table ==&lt;br /&gt;
|Here you can check wich element is strong against each other on Edda and a more datailed elemental table bellow:&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacking Element&lt;br /&gt;
! Strong Against&lt;br /&gt;
|-&lt;br /&gt;
| Wind&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| Earth&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
| Earth, Undead&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Holy&lt;br /&gt;
| Shadow, Undead, Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shadow&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Ghost&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Holy&lt;br /&gt;
|}&lt;br /&gt;
--------------,&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rows are the attacking element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Columns are the target element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Weakness values are Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Attack \ Target&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2108</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2108"/>
		<updated>2026-06-02T13:22:57Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elemental Advantage ==&lt;br /&gt;
|There are a total of 10 Elements in-game: &lt;br /&gt;
Wind[[File:WindE.png|44px]] &lt;br /&gt;
Earth[[File:EarthE.png|44px]] &lt;br /&gt;
Water[[File:WaterE.png|44px]] &lt;br /&gt;
Fire[[File:FireE.png|44px]] &lt;br /&gt;
Neutral[[File:NeutralE.png|44px]] &lt;br /&gt;
Holy[[File:HolyE.png|44px]] &lt;br /&gt;
Shadow[[File:ShadowE.png|44px]] &lt;br /&gt;
Ghost[[File:GhostE.png|44px]] &lt;br /&gt;
Undead[[File:UndeadE.png|44px]] &lt;br /&gt;
Poison[[File:PoisonE.png|44px]]&lt;br /&gt;
&lt;br /&gt;
Each of them interact with each other, we have the usual bonus when an element fight against the oposite, but we don&#039;t have a huge bonus for attacks or a huge nerf on the defense. Elements dealt increased damage against the elements they are strong against.&lt;br /&gt;
For all elemental weaknesses, the damage bonus depends on the target&#039;s element level.&lt;br /&gt;
&lt;br /&gt;
You can check it on the ilustration in the right side. From the Left side meaning the Attack:&lt;br /&gt;
 [[File:Stronger.png]] Means &#039;&#039;&#039;Stronger&#039;&#039;&#039; when you have bonus damage. &lt;br /&gt;
 [[File:Normal.png]] Means &#039;&#039;&#039;Normal&#039;&#039;&#039; dealing normal damage without any downgrade.&lt;br /&gt;
&lt;br /&gt;
The maximum bonus damage against the oposite on Edda is 12%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Target Element Level&lt;br /&gt;
! Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
| Level 2&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
| Level 3&lt;br /&gt;
| 109%&lt;br /&gt;
|-&lt;br /&gt;
| Level 4&lt;br /&gt;
| 112%&lt;br /&gt;
|}&lt;br /&gt;
If you are casting Lightning Bolt[[File:Lightning_Bolt.png|30px]]  against a Poring[[File:PORING_V.gif]]  for example, you would have 3% bonus damage against him, as he is of &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Water&amp;lt;/span&amp;gt; propriety Level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Resistences ==&lt;br /&gt;
|On Edda you wont need to be aware of not dealing damage against a Level 4 element, or to taken a huge nerf on your damage on monsters with the oposite element. The way elemental attacks works on Edda is simplified, an element can have bonus against its oposite, but it wont be &amp;quot;invencible&amp;quot; against it like normally is on Vanilla RO with the Nullify characteristic in monsters with element level 4 for example.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Weakness and Elemental Table ==&lt;br /&gt;
|Here you can check wich element is strong against each other on Edda and a more datailed elemental table bellow:&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacking Element&lt;br /&gt;
! Strong Against&lt;br /&gt;
|-&lt;br /&gt;
| Wind&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| Earth&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
| Earth, Undead&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Holy&lt;br /&gt;
| Shadow, Undead, Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shadow&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Ghost&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Holy&lt;br /&gt;
|}&lt;br /&gt;
--------------,&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rows are the attacking element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Columns are the target element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Weakness values are Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Attack \ Target&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2107</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=2107"/>
		<updated>2026-06-02T13:22:33Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elemental Advantage ==&lt;br /&gt;
|Actually we have a total of 10 Elements in-game: &lt;br /&gt;
Wind[[File:WindE.png|44px]] &lt;br /&gt;
Earth[[File:EarthE.png|44px]] &lt;br /&gt;
Water[[File:WaterE.png|44px]] &lt;br /&gt;
Fire[[File:FireE.png|44px]] &lt;br /&gt;
Neutral[[File:NeutralE.png|44px]] &lt;br /&gt;
Holy[[File:HolyE.png|44px]] &lt;br /&gt;
Shadow[[File:ShadowE.png|44px]] &lt;br /&gt;
Ghost[[File:GhostE.png|44px]] &lt;br /&gt;
Undead[[File:UndeadE.png|44px]] &lt;br /&gt;
Poison[[File:PoisonE.png|44px]]&lt;br /&gt;
&lt;br /&gt;
Each of them interact with each other, we have the usual bonus when an element fight against the oposite, but we don&#039;t have a huge bonus for attacks or a huge nerf on the defense. Elements dealt increased damage against the elements they are strong against.&lt;br /&gt;
For all elemental weaknesses, the damage bonus depends on the target&#039;s element level.&lt;br /&gt;
&lt;br /&gt;
You can check it on the ilustration in the right side. From the Left side meaning the Attack:&lt;br /&gt;
 [[File:Stronger.png]] Means &#039;&#039;&#039;Stronger&#039;&#039;&#039; when you have bonus damage. &lt;br /&gt;
 [[File:Normal.png]] Means &#039;&#039;&#039;Normal&#039;&#039;&#039; dealing normal damage without any downgrade.&lt;br /&gt;
&lt;br /&gt;
The maximum bonus damage against the oposite on Edda is 12%.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Target Element Level&lt;br /&gt;
! Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
| Level 2&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
| Level 3&lt;br /&gt;
| 109%&lt;br /&gt;
|-&lt;br /&gt;
| Level 4&lt;br /&gt;
| 112%&lt;br /&gt;
|}&lt;br /&gt;
If you are casting Lightning Bolt[[File:Lightning_Bolt.png|30px]]  against a Poring[[File:PORING_V.gif]]  for example, you would have 3% bonus damage against him, as he is of &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Water&amp;lt;/span&amp;gt; propriety Level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Resistences ==&lt;br /&gt;
|On Edda you wont need to be aware of not dealing damage against a Level 4 element, or to taken a huge nerf on your damage on monsters with the oposite element. The way elemental attacks works on Edda is simplified, an element can have bonus against its oposite, but it wont be &amp;quot;invencible&amp;quot; against it like normally is on Vanilla RO with the Nullify characteristic in monsters with element level 4 for example.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Weakness and Elemental Table ==&lt;br /&gt;
|Here you can check wich element is strong against each other on Edda and a more datailed elemental table bellow:&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacking Element&lt;br /&gt;
! Strong Against&lt;br /&gt;
|-&lt;br /&gt;
| Wind&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| Earth&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
| Earth, Undead&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Holy&lt;br /&gt;
| Shadow, Undead, Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shadow&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Ghost&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Holy&lt;br /&gt;
|}&lt;br /&gt;
--------------,&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rows are the attacking element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Columns are the target element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Weakness values are Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Attack \ Target&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=1609</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=1609"/>
		<updated>2026-06-01T16:32:27Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-------,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:white; width:200px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#black; text-align:center; font-size:120%; padding:1px;&amp;quot; | Working on It [[File:Charactersit.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
|text text text text text text text text text text text text text text text text text text &lt;br /&gt;
--------,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#black; text-align:center; font-size:120%; padding:6px;&amp;quot; | Elemental Table (need values) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elementals ==&lt;br /&gt;
|What can be written here? informations? sample for test,  space designed to write things and sttufs about the table text text text text text text text text text text text text text text text text text text text text text text text text &lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Resistences ==&lt;br /&gt;
|What can be written here? informations? sample for test,  space designed to write things and sttufs about the table text text text text text text text text text text text text text text text text text text text text text text text text &lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Weakness ==&lt;br /&gt;
|What can be written here? informations? sample for test,  space designed to write things and sttufs about the table text text text text text text text text text text text text text text text text text text text text text text text text &lt;br /&gt;
|}&lt;br /&gt;
=== Elemental Weaknesses ===&lt;br /&gt;
&lt;br /&gt;
Elements deal increased damage against the elements they are strong against.&lt;br /&gt;
&lt;br /&gt;
For all elemental weaknesses, the damage bonus depends on the target&#039;s element level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Target Element Level&lt;br /&gt;
! Damage Taken&lt;br /&gt;
|-&lt;br /&gt;
| Level 1&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
| Level 2&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
| Level 3&lt;br /&gt;
| 109%&lt;br /&gt;
|-&lt;br /&gt;
| Level 4&lt;br /&gt;
| 112%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness list&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacking Element&lt;br /&gt;
! Strong Against&lt;br /&gt;
|-&lt;br /&gt;
| Wind&lt;br /&gt;
| Water&lt;br /&gt;
|-&lt;br /&gt;
| Earth&lt;br /&gt;
| Wind&lt;br /&gt;
|-&lt;br /&gt;
| Water&lt;br /&gt;
| Fire&lt;br /&gt;
|-&lt;br /&gt;
| Fire&lt;br /&gt;
| Earth, Undead&lt;br /&gt;
|-&lt;br /&gt;
| Neutral&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Holy&lt;br /&gt;
| Shadow, Undead, Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shadow&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Ghost&lt;br /&gt;
| Ghost&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Holy&lt;br /&gt;
|-&lt;br /&gt;
| Poison&lt;br /&gt;
| Holy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Table ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rows are the attacking element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Columns are the target element.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Weakness values are Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Attack \ Target&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=1597</id>
		<title>Elemental Table</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Elemental_Table&amp;diff=1597"/>
		<updated>2026-06-01T16:27:53Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:#f7f9fa; width:600px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#f7e6e9; color:#fc748b; text-align:center; font-size:130%; padding:6px;&amp;quot; | [[File:4_VR_BOOK_RED.gif]] Elemental Table [[File:2_M_SAGE_OLD.gif]]&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot; style=&amp;quot;width: 100%;&amp;quot; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-------,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:center; margin-left: auto; margin-right: auto; border:6px solid #fcc7e1; background:white; width:200px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#black; text-align:center; font-size:120%; padding:1px;&amp;quot; | Working on It [[File:Charactersit.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
|text text text text text text text text text text text text text text text text text text &lt;br /&gt;
--------,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;float:right; border:6px solid #fcc7e1; background:white; width:240px; text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#black; text-align:center; font-size:120%; padding:6px;&amp;quot; | Elemental Table (need values) &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:left; padding:10px;&amp;quot; | [[File:Elemental_Table_EDIT.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Elementals ==&lt;br /&gt;
|What can be written here? informations? sample for test,  space designed to write things and sttufs about the table text text text text text text text text text text text text text text text text text text text text text text text text &lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Resistences ==&lt;br /&gt;
|What can be written here? informations? sample for test,  space designed to write things and sttufs about the table text text text text text text text text text text text text text text text text text text text text text text text text &lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
== Weakness ==&lt;br /&gt;
|What can be written here? informations? sample for test,  space designed to write things and sttufs about the table text text text text text text text text text text text text text text text text text text text text text text text text &lt;br /&gt;
|}&lt;br /&gt;
=== Elemental Table ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; padding:10px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#000000; text-align:center; font-size:130%; padding:8px;&amp;quot; | Elemental Table&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Values are damage percentages.&#039;&#039;&#039;  &lt;br /&gt;
&#039;&#039;&#039;Multi-value cells are Level 1 / Level 2 / Level 3 / Level 4.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff; font-size:90%; white-space:nowrap;&amp;quot;&lt;br /&gt;
! Target \ Attack&lt;br /&gt;
! Wind&lt;br /&gt;
! Earth&lt;br /&gt;
! Water&lt;br /&gt;
! Fire&lt;br /&gt;
! Neutral&lt;br /&gt;
! Holy&lt;br /&gt;
! Shadow&lt;br /&gt;
! Ghost&lt;br /&gt;
! Undead&lt;br /&gt;
! Poison&lt;br /&gt;
|-&lt;br /&gt;
! Wind&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Earth&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Water&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Fire&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Neutral&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Holy&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
|-&lt;br /&gt;
! Shadow&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Ghost&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 100 / 109 / 112&lt;br /&gt;
| 100 / 106 / 100 / 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Undead&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100 / 106 / 100 / 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Poison&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 103 / 106 / 109 / 112&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1585</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1585"/>
		<updated>2026-06-01T16:19:49Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1583</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1583"/>
		<updated>2026-06-01T16:19:42Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
Special Stats cannot be learned directly right now and are instead granted by some skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1582</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1582"/>
		<updated>2026-06-01T16:19:26Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Stats ==&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
Special Stats cannot be learned directly right now and are instead granted by some skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1580</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1580"/>
		<updated>2026-06-01T16:17:40Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-43px; left:215px;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Basic_Skill.png|30px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; margin-bottom:10px; border:6px solid #fcc7e1; background:#f7f9fa; width:220px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png|60px]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png|200px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-top:-10px;&amp;quot;&amp;gt;&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
Special Stats cannot be learned directly right now and are instead granted by some skills.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1579</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1579"/>
		<updated>2026-06-01T16:16:27Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; margin-bottom:10px; border:6px solid #fcc7e1; background:#f7f9fa; width:220px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png|60px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png|200px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
Special Stats cannot be learned directly right now and are instead granted by some skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1578</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1578"/>
		<updated>2026-06-01T16:16:09Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__ {| style=&amp;quot;float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;&amp;quot; |- ! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png]] |- | colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png]] |- |} == Character Stats [[File:Basic_Skill.png|30px]] == Each character stat is responsible for different things. Some stats may affect similar traits. ---- __TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1577</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1577"/>
		<updated>2026-06-01T16:15:50Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{{DISPLAYTITLE:Character Stats [[File:Basic_Skill.png|30px|link=]]}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; margin-bottom:10px; border:6px solid #fcc7e1; background:#f7f9fa; width:220px; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png|60px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png|200px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
Special Stats cannot be learned directly right now and are instead granted by some skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1576</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1576"/>
		<updated>2026-06-01T16:14:56Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Stats [[File:Basic_Skill.png|30px]] ==&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1575</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1575"/>
		<updated>2026-06-01T16:14:07Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Stats [[File:Basic_Skill.png|30px]] ==&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
Special Stats cannot be learned directly right now and are instead granted by some skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1574</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1574"/>
		<updated>2026-06-01T16:13:45Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Stats [[File:Basic_Skill.png|30px]] ==&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
Special Stats cannot be learned directly right now and are instead granted by some skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1573</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1573"/>
		<updated>2026-06-01T16:12:41Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{{DISPLAYTITLE:Character Stats [[File:Basic_Skill.png|30px|link=]]}}&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
Special Stats cannot be learned directly right now and are instead granted by some skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex; align-items:flex-start; gap:28px; flex-wrap:wrap; width:100%; margin-top:8px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:0 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex:1 1 420px; min-width:320px; max-width:620px; margin:0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;border:6px solid #fcc7e1; background:#f7f9fa; width:100%; text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:150%; padding:8px;&amp;quot; | Stats [[File:Charactersit.png|90px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png|560px|link=]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
	<entry>
		<id>https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1572</id>
		<title>Character Stats</title>
		<link rel="alternate" type="text/html" href="https://eddatales.com/wiki/index.php?title=Character_Stats&amp;diff=1572"/>
		<updated>2026-06-01T16:05:12Z</updated>

		<summary type="html">&lt;p&gt;Chelmico: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;&amp;quot; | Stats [[File:Charactersit.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center; padding:10px;&amp;quot; | [[File:Stats.png]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Stats [[File:Basic_Skill.png|30px]] ==&lt;br /&gt;
&lt;br /&gt;
Each character stat is responsible for different things. Some stats may affect similar traits.&lt;br /&gt;
&lt;br /&gt;
Special Stats cannot be learned directly right now and are instead granted by some skills.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== STR ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-str&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-str&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 per STR&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 every 5 STR&lt;br /&gt;
|-&lt;br /&gt;
| Weight Limit&lt;br /&gt;
| +30 per STR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STR breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR gains an extra cumulative Base ATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | STR&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(STR / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;STR breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AGI ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-agi&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-agi&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
AGI increases Flee, APM, and After Cast Delay reduction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| Used by the normal hit check.&lt;br /&gt;
|-&lt;br /&gt;
| Melee APM&lt;br /&gt;
| +1 per AGI and +1 extra every 2 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| Ranged APM&lt;br /&gt;
| +1 per AGI and +1 extra every 3 AGI&lt;br /&gt;
| DEX also contributes to APM.&lt;br /&gt;
|-&lt;br /&gt;
| After Cast Delay&lt;br /&gt;
| +1% ACD Reduction every 3 AGI&lt;br /&gt;
| Also gain ACD reduction every 10 AGI, see breakpoint table below.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After Cast Delay from AGI&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== VIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-vit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-vit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max HP&lt;br /&gt;
| +1% base HP per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| +1 per VIT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 every 5 VIT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF / Soft MDEF formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VIT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | VIT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +5&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +105&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +330&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +140&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +390&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +30&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +180&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +455&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +50&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +225&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +525&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +75&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +275&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +600&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(VIT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;VIT breakpoint bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== INT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-int&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-int&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
INT increases Max SP, Base MATK, and Soft MDEF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Max SP&lt;br /&gt;
| +1% base SP per INT&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| +1 per INT&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base MATK formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| &amp;lt;code&amp;gt;MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INT breakpoint bonus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
INT gains an extra cumulative Base MATK bonus every 10 points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | INT&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| +21&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +66&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +3&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| +28&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +78&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +6&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| +36&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +91&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +10&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| +45&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +105&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +15&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +55&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breakpoint formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;n = floor(INT / 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;INT breakpoint bonus = n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEX ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-dex&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-dex&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time&lt;br /&gt;
| +0.5% reduction per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast Time breakpoint&lt;br /&gt;
| +1% reduction every 15 DEX&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Base ATK&lt;br /&gt;
| +1 per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Melee Base ATK&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|-&lt;br /&gt;
| MATK&lt;br /&gt;
| +1 every 10 DEX&lt;br /&gt;
|-&lt;br /&gt;
| APM&lt;br /&gt;
| +1 every 5 DEX&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable Cast Time examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEX&lt;br /&gt;
! VCT Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 51%&lt;br /&gt;
|-&lt;br /&gt;
| 15&lt;br /&gt;
| 8%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| 68%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 17%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| 85%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; |&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== LUK ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-luk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-luk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LUK contributes to ATK, MATK, Flee, and CRIT.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Base ATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Base MATK&lt;br /&gt;
| +1 every 3 LUK&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| +1 every 5 LUK&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| +3 CRIT per LUK, plus +1 every 9 LUK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| CRIT&lt;br /&gt;
| &amp;lt;code&amp;gt;CRIT= 1 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRIT from LUK examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! LUK&lt;br /&gt;
! Base from LUK&lt;br /&gt;
! Breakpoint&lt;br /&gt;
! CRIT from LUK&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
| 0.0%&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
| 2.7%&lt;br /&gt;
| 1.0%&lt;br /&gt;
| 3.7%&lt;br /&gt;
|-&lt;br /&gt;
| 18&lt;br /&gt;
| 5.4%&lt;br /&gt;
| 2.0%&lt;br /&gt;
| 7.4%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 9.0%&lt;br /&gt;
| 3.0%&lt;br /&gt;
| 12.0%&lt;br /&gt;
|-&lt;br /&gt;
| 45&lt;br /&gt;
| 13.5%&lt;br /&gt;
| 5.0%&lt;br /&gt;
| 18.5%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| 18.0%&lt;br /&gt;
| 6.0%&lt;br /&gt;
| 24.0%&lt;br /&gt;
|-&lt;br /&gt;
| 75&lt;br /&gt;
| 22.5%&lt;br /&gt;
| 8.0%&lt;br /&gt;
| 30.5%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 27.0%&lt;br /&gt;
| 10.0%&lt;br /&gt;
| 37.0%&lt;br /&gt;
|-&lt;br /&gt;
| 120&lt;br /&gt;
| 36.0%&lt;br /&gt;
| 13.0%&lt;br /&gt;
| 49.0%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 45.0%&lt;br /&gt;
| 16.0%&lt;br /&gt;
| 61.0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FLEE ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-flee&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-flee&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flee is used by the normal hit check. It reduces the attacker&#039;s chance to hit, but normal Flee cannot create more than 50% dodge chance.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main source&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI gives +1 Flee per point and +1 extra every 2 AGI.&lt;br /&gt;
|-&lt;br /&gt;
| Secondary source&lt;br /&gt;
| LUK&lt;br /&gt;
| LUK gives +1 Flee every 5 LUK.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum normal Flee chance&lt;br /&gt;
| 50%&lt;br /&gt;
| The target cannot dodge more than 50% of attacks through normal Flee.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Flee&lt;br /&gt;
| &amp;lt;code&amp;gt;Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit comparison&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Check&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Dodge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Effect&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Dodge&lt;br /&gt;
| 1 Perfect Dodge = 1% chance to dodge basic attacks&lt;br /&gt;
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== HIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:48px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hit determines the chance to hit a target after comparing the attacker&#039;s Hit against the target&#039;s Flee.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Component&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Existing Hit bonuses&lt;br /&gt;
| Added directly&lt;br /&gt;
|-&lt;br /&gt;
| Base Level&lt;br /&gt;
| +1 Hit per Base Level&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 Hit per DEX&lt;br /&gt;
|-&lt;br /&gt;
| Base bonus&lt;br /&gt;
| +25 Hit&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Hit chance&lt;br /&gt;
| 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Hit&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit = existing Hit bonuses + Base Level + DEX + 25&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hit Rate&lt;br /&gt;
| &amp;lt;code&amp;gt;Hit Rate = Attacker Hit + 100 - Target Flee&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Attacker Hit&lt;br /&gt;
! Target Flee&lt;br /&gt;
! Formula&lt;br /&gt;
! Formula Result&lt;br /&gt;
! Final Hit Rate&lt;br /&gt;
|-&lt;br /&gt;
| 300&lt;br /&gt;
| 370&lt;br /&gt;
| &amp;lt;code&amp;gt;300 + 100 - 370&amp;lt;/code&amp;gt;&lt;br /&gt;
| 30%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 360&lt;br /&gt;
| 410&lt;br /&gt;
| &amp;lt;code&amp;gt;360 + 100 - 410&amp;lt;/code&amp;gt;&lt;br /&gt;
| 50%&lt;br /&gt;
| 50%&lt;br /&gt;
|-&lt;br /&gt;
| 420&lt;br /&gt;
| 450&lt;br /&gt;
| &amp;lt;code&amp;gt;420 + 100 - 450&amp;lt;/code&amp;gt;&lt;br /&gt;
| 70%&lt;br /&gt;
| 70%&lt;br /&gt;
|-&lt;br /&gt;
| 500&lt;br /&gt;
| 520&lt;br /&gt;
| &amp;lt;code&amp;gt;500 + 100 - 520&amp;lt;/code&amp;gt;&lt;br /&gt;
| 80%&lt;br /&gt;
| 80%&lt;br /&gt;
|-&lt;br /&gt;
| 650&lt;br /&gt;
| 660&lt;br /&gt;
| &amp;lt;code&amp;gt;650 + 100 - 660&amp;lt;/code&amp;gt;&lt;br /&gt;
| 90%&lt;br /&gt;
| 90%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== CRIT ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:60px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crit&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crit&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Critical formula&lt;br /&gt;
| &amp;lt;code&amp;gt;Critical = 10 + LUK * 3 + floor(LUK / 9)&amp;lt;/code&amp;gt;&lt;br /&gt;
| LUK is the main stat for Critical.&lt;br /&gt;
|-&lt;br /&gt;
| Katar bonus&lt;br /&gt;
| Doubles final Critical&lt;br /&gt;
| Applied after the Critical calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects that can critically hit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Can Crit?&lt;br /&gt;
|-&lt;br /&gt;
| Physical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Magical Damage&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Healing&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Shielding&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== APM ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:58px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-apm&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-apm&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Edda uses APM, Attacks per Minute, instead of ASPD.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Source&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| AGI&lt;br /&gt;
| Main APM stat&lt;br /&gt;
| Different scaling for melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| DEX&lt;br /&gt;
| +1 raw APM every 5 DEX&lt;br /&gt;
| Applies to both melee and ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| Fixed at 60 APM&lt;br /&gt;
| Huuma ignores normal APM scaling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APM formulas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Weapon Type&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Melee weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ranged weapons&lt;br /&gt;
| &amp;lt;code&amp;gt;Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Huuma&lt;br /&gt;
| &amp;lt;code&amp;gt;APM = 60&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Move Speed ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:128px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-movespeed&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-movespeed&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Property&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base movement speed&lt;br /&gt;
| 100&lt;br /&gt;
| Default movement speed value.&lt;br /&gt;
|-&lt;br /&gt;
| Minimum movement speed value&lt;br /&gt;
| 40&lt;br /&gt;
| Movement speed cannot be reduced below this value.&lt;br /&gt;
|-&lt;br /&gt;
| Maximum movement speed value&lt;br /&gt;
| 500&lt;br /&gt;
| Movement speed cannot be increased above this value.&lt;br /&gt;
|-&lt;br /&gt;
| Scaling direction&lt;br /&gt;
| Higher value = slower movement&lt;br /&gt;
| Lower value = faster movement.&lt;br /&gt;
|-&lt;br /&gt;
| Bonus stacking&lt;br /&gt;
| Additive&lt;br /&gt;
| A -25 slow and a +25 movement speed bonus nullify each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cast Time ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:108px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-casttime&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-casttime&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| DEX&lt;br /&gt;
| DEX reduces Variable Cast Time.&lt;br /&gt;
|-&lt;br /&gt;
| Stat reduction&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(DEX / 2) + floor(DEX / 15)&amp;lt;/code&amp;gt;&lt;br /&gt;
| This is the Variable Cast Time reduction gained from stats.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| Stat reduction and gear/buffs/passive reductions are added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Variable Cast formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Variable Cast&lt;br /&gt;
| &amp;lt;code&amp;gt;Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEX&lt;br /&gt;
! Stat VCT Reduction&lt;br /&gt;
! VCT Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 51%&lt;br /&gt;
| 49%&lt;br /&gt;
| No Variable Cast Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== After Cast Delay ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:178px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-acd&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-acd&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Main stat&lt;br /&gt;
| AGI&lt;br /&gt;
| AGI reduces After Cast Delay.&lt;br /&gt;
|-&lt;br /&gt;
| Stat formula&lt;br /&gt;
| &amp;lt;code&amp;gt;floor(AGI / 3) + AGI breakpoint table bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
| Uses the breakpoint table below.&lt;br /&gt;
|-&lt;br /&gt;
| Gear or Skills&lt;br /&gt;
| Additive&lt;br /&gt;
| ACD from stats and gear, passives or buffs is added together.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AGI ACD breakpoint table&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | AGI&lt;br /&gt;
! ACD&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| +0%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| +15%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 200&lt;br /&gt;
| +50%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| +1%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 110&lt;br /&gt;
| +18%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 210&lt;br /&gt;
| +55%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| +2%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 120&lt;br /&gt;
| +21%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 220&lt;br /&gt;
| +60%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| +3%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 130&lt;br /&gt;
| +24%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 230&lt;br /&gt;
| +65%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| +4%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 140&lt;br /&gt;
| +27%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 240&lt;br /&gt;
| +70%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| +5%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 150&lt;br /&gt;
| +30%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 250&lt;br /&gt;
| +75%&lt;br /&gt;
|-&lt;br /&gt;
| 60&lt;br /&gt;
| +7%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 160&lt;br /&gt;
| +34%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 260&lt;br /&gt;
| +81%&lt;br /&gt;
|-&lt;br /&gt;
| 70&lt;br /&gt;
| +9%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 170&lt;br /&gt;
| +38%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 270&lt;br /&gt;
| +87%&lt;br /&gt;
|-&lt;br /&gt;
| 80&lt;br /&gt;
| +11%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 180&lt;br /&gt;
| +42%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 280&lt;br /&gt;
| +93%&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| +13%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 190&lt;br /&gt;
| +46%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 290+&lt;br /&gt;
| +100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! AGI&lt;br /&gt;
! Stat ACD Reduction&lt;br /&gt;
! ACD Reduction from Gear, Passives or Buffs&lt;br /&gt;
! Result&lt;br /&gt;
|-&lt;br /&gt;
| 90&lt;br /&gt;
| 43%&lt;br /&gt;
| 57%&lt;br /&gt;
| No After Cast Delay&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== MDEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:72px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mdef&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mdef&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Reduces magical damage before Soft MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Reduces magical damage after Hard MDEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard MDEF by 10% of total MDEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming magical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard MDEF&lt;br /&gt;
| Damage is reduced by MDEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| MRES&lt;br /&gt;
| Damage is reduced by final magical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + mdef) / (2000 + mdef * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft MDEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft MDEF&lt;br /&gt;
| &amp;lt;code&amp;gt;MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard MDEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MDEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DEF ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:50px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-def&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-def&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
|-&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Reduces physical damage before Soft DEF&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Reduces physical damage after Hard DEF&lt;br /&gt;
|-&lt;br /&gt;
| Multi-attacker penalty&lt;br /&gt;
| Starts after 4 attackers&lt;br /&gt;
|-&lt;br /&gt;
| Penalty value&lt;br /&gt;
| Each extra attacker reduces hard DEF by 10% of total DEF&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical damage path&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Step&lt;br /&gt;
! Damage Stage&lt;br /&gt;
! What Happens&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Incoming physical damage&lt;br /&gt;
| Damage is calculated before defenses.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Hard DEF&lt;br /&gt;
| Damage is reduced by DEF.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| RES&lt;br /&gt;
| Damage is reduced by final physical resistance.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Special damage reduction&lt;br /&gt;
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| Remaining damage is dealt to the target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (2000 + def) / (2000 + def * 10)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soft DEF formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Soft DEF&lt;br /&gt;
| &amp;lt;code&amp;gt;DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| VIT breakpoint&lt;br /&gt;
| &amp;lt;code&amp;gt;bonus = 5 * n * (n + 1) / 2&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hard DEF Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | DEF&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 18.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 300&lt;br /&gt;
| 54.00%&lt;br /&gt;
|-&lt;br /&gt;
| 100&lt;br /&gt;
| 30.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 350&lt;br /&gt;
| 57.27%&lt;br /&gt;
|-&lt;br /&gt;
| 150&lt;br /&gt;
| 38.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 400&lt;br /&gt;
| 60.00%&lt;br /&gt;
|-&lt;br /&gt;
| 200&lt;br /&gt;
| 45.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 450&lt;br /&gt;
| 62.31%&lt;br /&gt;
|-&lt;br /&gt;
| 250&lt;br /&gt;
| 50.00%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 500&lt;br /&gt;
| 64.29%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== P.Atk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-patk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-patk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
P.Atk increases final physical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final physical damage&lt;br /&gt;
| +1% per P.Atk&lt;br /&gt;
| Applies to final physical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== S.Matk ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-smatk&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-smatk&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
S.Matk increases final magical damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final magical damage&lt;br /&gt;
| +1% per S.Matk&lt;br /&gt;
| Applies to final magical damage dealt.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== H.Plus ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-hplus&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-hplus&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
H.Plus increases final healing done.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Final healing&lt;br /&gt;
| +1% per H.Plus&lt;br /&gt;
| Applies to final healing done.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C.Rate ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:78px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-crate&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-crate&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C.Rate increases base critical damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Base critical damage&lt;br /&gt;
| +1% per C.Rate&lt;br /&gt;
| Increases the base critical damage value.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical damage examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! C.Rate&lt;br /&gt;
! Critical Damage&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 150%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Res ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:52px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-res&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-res&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RES decreases final physical damage received after all DEF and Soft DEF calculations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Physical damage&lt;br /&gt;
| Applied after DEF and Soft DEF.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Physical damage after RES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + res) / (1000 + 10 * res)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! RES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | RES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mres ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;height:0; position:relative; top:-31px; left:65px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-stat-mres&amp;quot; style=&amp;quot;font-size:85%; color:#0645ad; cursor:pointer;&amp;quot;&amp;gt;[Show]&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-stat-mres&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible-toggle&amp;quot; style=&amp;quot;display:none;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MRES decreases final magical damage received.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Damage type reduced&lt;br /&gt;
| Magical damage&lt;br /&gt;
| Applied after magical defense calculations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MRES formula&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! Stat&lt;br /&gt;
! Formula&lt;br /&gt;
|-&lt;br /&gt;
| Magical damage after MRES&lt;br /&gt;
| &amp;lt;code&amp;gt;Damage = damage * (1000 + mres) / (1000 + 10 * mres)&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Reduction examples&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; border:2px solid #6b6b6b; background:#ffffff;&amp;quot;&lt;br /&gt;
! MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
! style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | MRES&lt;br /&gt;
! Reduction&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
| 9.09%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 60&lt;br /&gt;
| 37.50%&lt;br /&gt;
|-&lt;br /&gt;
| 20&lt;br /&gt;
| 16.67%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 70&lt;br /&gt;
| 41.18%&lt;br /&gt;
|-&lt;br /&gt;
| 30&lt;br /&gt;
| 23.08%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 80&lt;br /&gt;
| 44.44%&lt;br /&gt;
|-&lt;br /&gt;
| 40&lt;br /&gt;
| 28.57%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 90&lt;br /&gt;
| 47.37%&lt;br /&gt;
|-&lt;br /&gt;
| 50&lt;br /&gt;
| 33.33%&lt;br /&gt;
| style=&amp;quot;border-left:2px solid #6b6b6b;&amp;quot; | 100&lt;br /&gt;
| 50.00%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Chelmico</name></author>
	</entry>
</feed>