Character Stats: Difference between revisions

From Edda Tales Wiki
Jump to navigation Jump to search
Haye (talk | contribs)
No edit summary
Sfyn (talk | contribs)
No edit summary
 
(76 intermediate revisions by 2 users not shown)
Line 1: Line 1:
__TOC__
__NOEDITSECTION__
{| style="float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:240px; text-align:left;"
{| style="float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;"
|-
|-
! colspan="2" style="background:white; color:#fcc7e1; text-align:center; font-size:120%; padding:6px;" | Stats [[File:Charactersit.png]]
! colspan="2" style="background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;" | Stats [[File:Charactersit.png]]
|-
|-
| colspan="2" style="text-align:center; padding:10px;" | [[File:Stats.png]]
| colspan="2" style="text-align:center; padding:10px;" | [[File:Stats.png]]
Line 8: Line 8:
|}
|}


== Overview ==
Each character stat is responsible for different things. Some stats may affect similar traits.
Each character stats is responsible for different things, some of them may or may not affect similar traits.
 
----


The Special Stats cannot be learned right now but instead is given by some skills.
__TOC__


== STR ==
== STR ==
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-str" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>


Gives +1 ATK per point when using a melee weapon
<div id="mw-customcollapsible-stat-str" class="mw-collapsible mw-collapsed">
+30 weight per point
<span class="mw-collapsible-toggle" style="display:none;"></span>


STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.


'''Base ATK'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
STR is the main Base ATK stat for melee weapons.
! Effect
! Value
|-
| Melee Base ATK
| +1 per STR
|-
| Ranged Base ATK
| +1 every 5 STR
|-
| Weight Limit
| +30 per STR
|}


'''STR breakpoint bonus'''


'''For melee weapons:'''
STR gains an extra cumulative Base ATK bonus every 10 points.


Base ATK = STR + floor(DEX / 5) + floor(LUK / 3) + STR breakpoint bonus
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! STR
! Bonus
! style="border-left:2px solid #6b6b6b;" | STR
! Bonus
! style="border-left:2px solid #6b6b6b;" | STR
! Bonus
|-
| 10
| +1
| style="border-left:2px solid #6b6b6b;" | 60
| +21
| style="border-left:2px solid #6b6b6b;" | 110
| +66
|-
| 20
| +3
| style="border-left:2px solid #6b6b6b;" | 70
| +28
| style="border-left:2px solid #6b6b6b;" | 120
| +78
|-
| 30
| +6
| style="border-left:2px solid #6b6b6b;" | 80
| +36
| style="border-left:2px solid #6b6b6b;" | 130
| +91
|-
| 40
| +10
| style="border-left:2px solid #6b6b6b;" | 90
| +45
| style="border-left:2px solid #6b6b6b;" | 140
| +105
|-
| 50
| +15
| style="border-left:2px solid #6b6b6b;" | 100
| +55
| style="border-left:2px solid #6b6b6b;" | 150
| +120
|}


'''Breakpoint formula'''


'''For ranged weapons:'''
<code>n = floor(STR / 10)</code>
Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus


<code>STR breakpoint bonus = n * (n + 1) / 2</code>


'''STR / DEX Base ATK breakpoint'''
</div>


The main ATK stat has a cumulative breakpoint every 10 points.
== AGI ==
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-agi" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
 
<div id="mw-customcollapsible-stat-agi" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
 
AGI increases Flee, APM, and After Cast Delay reduction.


n = floor(main_stat / 10)
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
Breakpoint bonus = n * (n + 1) / 2
! Effect
! Value
! Notes
|-
| Flee
| +1 per AGI and +1 extra every 2 AGI
| Used by the normal hit check.
|-
| Melee APM
| +1 per AGI and +1 extra every 2 AGI
| DEX also contributes to APM.
|-
| Ranged APM
| +1 per AGI and +1 extra every 3 AGI
| DEX also contributes to APM.
|-
| After Cast Delay
| +1% ACD Reduction every 3 AGI
| Also gain ACD reduction every 10 AGI, see breakpoint table below.
|}


Examples:
'''Flee formula'''


10 main stat = +1 total
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Flee
| <code>Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)</code>
|}


20 main stat = +3 total
'''APM formulas'''


30 main stat = +6 total
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Weapon Type
! Formula
|-
| Melee weapons
| <code>Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)</code>
|-
| Ranged weapons
| <code>Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)</code>
|-
| Huuma
| Fixed at 60 APM
|}
 
'''After Cast Delay from AGI'''
 
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.
 
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! AGI
! ACD
! style="border-left:2px solid #6b6b6b;" | AGI
! ACD
! style="border-left:2px solid #6b6b6b;" | AGI
! ACD
|-
| 0
| +0%
| style="border-left:2px solid #6b6b6b;" | 100
| +15%
| style="border-left:2px solid #6b6b6b;" | 200
| +50%
|-
| 10
| +1%
| style="border-left:2px solid #6b6b6b;" | 110
| +18%
| style="border-left:2px solid #6b6b6b;" | 210
| +55%
|-
| 20
| +2%
| style="border-left:2px solid #6b6b6b;" | 120
| +21%
| style="border-left:2px solid #6b6b6b;" | 220
| +60%
|-
| 30
| +3%
| style="border-left:2px solid #6b6b6b;" | 130
| +24%
| style="border-left:2px solid #6b6b6b;" | 230
| +65%
|-
| 40
| +4%
| style="border-left:2px solid #6b6b6b;" | 140
| +27%
| style="border-left:2px solid #6b6b6b;" | 240
| +70%
|-
| 50
| +5%
| style="border-left:2px solid #6b6b6b;" | 150
| +30%
| style="border-left:2px solid #6b6b6b;" | 250
| +75%
|-
| 60
| +7%
| style="border-left:2px solid #6b6b6b;" | 160
| +34%
| style="border-left:2px solid #6b6b6b;" | 260
| +81%
|-
| 70
| +9%
| style="border-left:2px solid #6b6b6b;" | 170
| +38%
| style="border-left:2px solid #6b6b6b;" | 270
| +87%
|-
| 80
| +11%
| style="border-left:2px solid #6b6b6b;" | 180
| +42%
| style="border-left:2px solid #6b6b6b;" | 280
| +93%
|-
| 90
| +13%
| style="border-left:2px solid #6b6b6b;" | 190
| +46%
| style="border-left:2px solid #6b6b6b;" | 290+
| +100%
|}
 
</div>
 
== VIT ==
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-vit" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
 
<div id="mw-customcollapsible-stat-vit" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
 
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.
 
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
|-
| Max HP
| +1% base HP per VIT
|-
| Soft DEF
| +1 per VIT
|-
| Soft MDEF
| +1 every 5 VIT
|}


40 main stat = +10 total
'''Soft DEF / Soft MDEF formulas'''


50 main stat = +15 total
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Soft DEF
| <code>DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus</code>
|-
| Soft MDEF
| <code>MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus</code>
|}


60 main stat = +21 total
'''VIT breakpoint bonus'''


70 main stat = +28 total
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.


80 main stat = +36 total
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! VIT
! Bonus
! style="border-left:2px solid #6b6b6b;" | VIT
! Bonus
! style="border-left:2px solid #6b6b6b;" | VIT
! Bonus
|-
| 10
| +5
| style="border-left:2px solid #6b6b6b;" | 60
| +105
| style="border-left:2px solid #6b6b6b;" | 110
| +330
|-
| 20
| +15
| style="border-left:2px solid #6b6b6b;" | 70
| +140
| style="border-left:2px solid #6b6b6b;" | 120
| +390
|-
| 30
| +30
| style="border-left:2px solid #6b6b6b;" | 80
| +180
| style="border-left:2px solid #6b6b6b;" | 130
| +455
|-
| 40
| +50
| style="border-left:2px solid #6b6b6b;" | 90
| +225
| style="border-left:2px solid #6b6b6b;" | 140
| +525
|-
| 50
| +75
| style="border-left:2px solid #6b6b6b;" | 100
| +275
| style="border-left:2px solid #6b6b6b;" | 150
| +600
|}


90 main stat = +45 total
'''Breakpoint formula'''


100 main stat = +55 total
<code>n = floor(VIT / 10)</code>
---------,


== AGI ==
<code>VIT breakpoint bonus = 5 * n * (n + 1) / 2</code>


== VIT ==
</div>


== INT ==
== INT ==
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-int" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-int" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
INT increases Max SP, Base MATK, and Soft MDEF.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
|-
| Max SP
| +1% base SP per INT
|-
| Base MATK
| +1 per INT
|-
| Soft MDEF
| +1 per INT
|}
'''Base MATK formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| MATK
| <code>MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus</code>
|}
'''INT breakpoint bonus'''
INT gains an extra cumulative Base MATK bonus every 10 points.
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! INT
! Bonus
! style="border-left:2px solid #6b6b6b;" | INT
! Bonus
! style="border-left:2px solid #6b6b6b;" | INT
! Bonus
|-
| 10
| +1
| style="border-left:2px solid #6b6b6b;" | 60
| +21
| style="border-left:2px solid #6b6b6b;" | 110
| +66
|-
| 20
| +3
| style="border-left:2px solid #6b6b6b;" | 70
| +28
| style="border-left:2px solid #6b6b6b;" | 120
| +78
|-
| 30
| +6
| style="border-left:2px solid #6b6b6b;" | 80
| +36
| style="border-left:2px solid #6b6b6b;" | 130
| +91
|-
| 40
| +10
| style="border-left:2px solid #6b6b6b;" | 90
| +45
| style="border-left:2px solid #6b6b6b;" | 140
| +105
|-
| 50
| +15
| style="border-left:2px solid #6b6b6b;" | 100
| +55
| style="border-left:2px solid #6b6b6b;" | 150
| +120
|}
'''Breakpoint formula'''
<code>n = floor(INT / 10)</code>
<code>INT breakpoint bonus = n * (n + 1) / 2</code>
</div>


== DEX ==
== DEX ==
<div style="height:0; position:relative; top:-31px; left:50px;">
<span class="mw-customtoggle-stat-dex" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-dex" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
|-
| Hit
| +1 per DEX
|-
| Variable Cast Time
| +0.5% reduction per DEX
|-
| Variable Cast Time breakpoint
| +1% reduction every 15 DEX
|-
| Ranged Base ATK
| +1 per DEX
|-
| Melee Base ATK
| +1 every 5 DEX
|-
| MATK
| +1 every 10 DEX
|-
| APM
| +1 every 5 DEX
|}
'''Variable Cast Time examples'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! DEX
! VCT Reduction
! style="border-left:2px solid #6b6b6b;" | DEX
! VCT Reduction
|-
| 10
| 5%
| style="border-left:2px solid #6b6b6b;" | 90
| 51%
|-
| 15
| 8%
| style="border-left:2px solid #6b6b6b;" | 120
| 68%
|-
| 30
| 17%
| style="border-left:2px solid #6b6b6b;" | 150
| 85%
|-
| 60
| 34%
| style="border-left:2px solid #6b6b6b;" |
|
|}
</div>


== LUK ==
== LUK ==
<div style="height:0; position:relative; top:-31px; left:50px;">
<span class="mw-customtoggle-stat-luk" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-luk" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
LUK contributes to ATK, MATK, Flee, and CRIT.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
|-
| Base ATK
| +1 every 3 LUK
|-
| Base MATK
| +1 every 3 LUK
|-
| Flee
| +1 every 5 LUK
|-
| CRIT
| +0.3 CRIT per LUK, plus +1 every 9 LUK
|}
'''CRIT formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| CRIT
| <code>CRIT = [(10 + LUK * 3) / 10] + floor(LUK / 9)</code>
|}
'''CRIT examples'''
'''CRIT from LUK examples'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! LUK
! Base from LUK
! Breakpoint
! CRIT from LUK
|-
| 0
| 0.0%
| 0.0%
| 0.0%
|-
| 9
| 2.7%
| 1.0%
| 3.7%
|-
| 18
| 5.4%
| 2.0%
| 7.4%
|-
| 30
| 9.0%
| 3.0%
| 12.0%
|-
| 45
| 13.5%
| 5.0%
| 18.5%
|-
| 60
| 18.0%
| 6.0%
| 24.0%
|-
| 75
| 22.5%
| 8.0%
| 30.5%
|-
| 90
| 27.0%
| 10.0%
| 37.0%
|-
| 120
| 36.0%
| 13.0%
| 49.0%
|-
| 150
| 45.0%
| 16.0%
| 61.0%
|}
CRIT is displayed as an integer on the status window, but the tenths place (0.1~0.9) is considered when making an attack.
</div>


== FLEE ==
== FLEE ==
<div style="height:0; position:relative; top:-31px; left:65px;">
<span class="mw-customtoggle-stat-flee" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-flee" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
Flee is used by the normal hit check. It reduces the attacker's chance to hit, but normal Flee cannot create more than 50% dodge chance.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Main source
| AGI
| AGI gives +1 Flee per point and +1 extra every 2 AGI.
|-
| Secondary source
| LUK
| LUK gives +1 Flee every 5 LUK.
|-
| Maximum normal Flee chance
| 50%
| The target cannot dodge more than 50% of attacks through normal Flee.
|}
'''Flee formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Flee
| <code>Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)</code>
|}
'''Hit comparison'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Check
! Formula
|-
| Hit Rate
| <code>Hit Rate = Attacker Hit + 100 - Target Flee</code>
|}
'''Perfect Dodge'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Effect
! Notes
|-
| Perfect Dodge
| 1 Perfect Dodge = 1% chance to dodge basic attacks
| Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.
|}
</div>


== HIT ==
== HIT ==
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-hit" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-hit" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
Hit determines the chance to hit a target after comparing the attacker's Hit against the target's Flee.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Component
! Value
|-
| Existing Hit bonuses
| Added directly
|-
| Base Level
| +1 Hit per Base Level
|-
| DEX
| +1 Hit per DEX
|-
| Base bonus
| +25 Hit
|-
| Minimum Hit chance
| 50%
|}
'''Hit formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Hit
| <code>Hit = existing Hit bonuses + Base Level + DEX + 25</code>
|-
| Hit Rate
| <code>Hit Rate = Attacker Hit + 100 - Target Flee</code>
|}
'''Hit examples'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! Attacker Hit
! Target Flee
! Formula
! Formula Result
! Final Hit Rate
|-
| 300
| 370
| <code>300 + 100 - 370</code>
| 30%
| 50%
|-
| 360
| 410
| <code>360 + 100 - 410</code>
| 50%
| 50%
|-
| 420
| 450
| <code>420 + 100 - 450</code>
| 70%
| 70%
|-
| 500
| 520
| <code>500 + 100 - 520</code>
| 80%
| 80%
|-
| 650
| 660
| <code>650 + 100 - 660</code>
| 90%
| 90%
|}
</div>


== CRIT ==
== CRIT ==
<div style="height:0; position:relative; top:-31px; left:60px;">
<span class="mw-customtoggle-stat-crit" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-crit" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Critical formula
| <code>CRIT = [(10 + LUK * 3) / 10] + floor(LUK / 9)</code>
| LUK is the main stat for Critical.
|-
| Katar bonus
| Doubles final Critical
| Applied after the Critical calculation.
|}
'''Effects that can critically hit'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Type
! Can Crit?
|-
| Physical Damage
| Yes
|-
| Magical Damage
| Yes
|-
| Healing
| Yes
|-
| Shielding
| Yes
|}
</div>


== APM ==
== APM ==
<div style="height:0; position:relative; top:-31px; left:58px;">
<span class="mw-customtoggle-stat-apm" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-apm" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


== MSPD ==
Edda uses APM, Attacks per Minute, instead of ASPD.
 
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Source
! Value
! Notes
|-
| AGI
| Main APM stat
| Different scaling for melee and ranged weapons.
|-
| DEX
| +1 raw APM every 5 DEX
| Applies to both melee and ranged weapons.
|-
| Huuma
| Fixed at 60 APM
| Huuma ignores normal APM scaling.
|}
 
'''APM formulas'''
 
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Weapon Type
! Formula
|-
| Melee weapons
| <code>Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)</code>
|-
| Ranged weapons
| <code>Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)</code>
|-
| Huuma
| <code>APM = 60</code>
|}
 
</div>
 
== Move Speed ==
<div style="height:0; position:relative; top:-31px; left:128px;">
<span class="mw-customtoggle-stat-movespeed" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
 
<div id="mw-customcollapsible-stat-movespeed" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
 
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.
 
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Property
! Value
! Notes
|-
| Base movement speed
| 100
| Default movement speed value.
|-
| Minimum movement speed value
| 40
| Movement speed cannot be reduced below this value.
|-
| Maximum movement speed value
| 500
| Movement speed cannot be increased above this value.
|-
| Scaling direction
| Higher value = slower movement
| Lower value = faster movement.
|-
| Bonus stacking
| Additive
| A -25 slow and a +25 movement speed bonus nullify each other.
|}
 
</div>
 
== Cast Time ==
<div style="height:0; position:relative; top:-31px; left:108px;">
<span class="mw-customtoggle-stat-casttime" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
 
<div id="mw-customcollapsible-stat-casttime" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
 
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.
 
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Main stat
| DEX
| DEX reduces Variable Cast Time.
|-
| Stat reduction
| <code>floor(DEX / 2) + floor(DEX / 15)</code>
| This is the Variable Cast Time reduction gained from stats.
|-
| Gear or Skills
| Additive
| Stat reduction and gear/buffs/passive reductions are added together.
|}
 
'''Final Variable Cast formula'''
 
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Variable Cast
| <code>Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100</code>
|}
 
'''Example'''
 
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! DEX
! Stat VCT Reduction
! VCT Reduction from Gear, Passives or Buffs
! Result
|-
| 90
| 51%
| 49%
| No Variable Cast Time
|}
 
</div>
 
== After Cast Delay ==
<div style="height:0; position:relative; top:-31px; left:178px;">
<span class="mw-customtoggle-stat-acd" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
 
<div id="mw-customcollapsible-stat-acd" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
 
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.
 
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Main stat
| AGI
| AGI reduces After Cast Delay.
|-
| Stat formula
| <code>floor(AGI / 3) + AGI breakpoint table bonus</code>
| Uses the breakpoint table below.
|-
| Gear or Skills
| Additive
| ACD from stats and gear, passives or buffs is added together.
|}
 
'''AGI ACD breakpoint table'''
 
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! AGI
! ACD
! style="border-left:2px solid #6b6b6b;" | AGI
! ACD
! style="border-left:2px solid #6b6b6b;" | AGI
! ACD
|-
| 0
| +0%
| style="border-left:2px solid #6b6b6b;" | 100
| +15%
| style="border-left:2px solid #6b6b6b;" | 200
| +50%
|-
| 10
| +1%
| style="border-left:2px solid #6b6b6b;" | 110
| +18%
| style="border-left:2px solid #6b6b6b;" | 210
| +55%
|-
| 20
| +2%
| style="border-left:2px solid #6b6b6b;" | 120
| +21%
| style="border-left:2px solid #6b6b6b;" | 220
| +60%
|-
| 30
| +3%
| style="border-left:2px solid #6b6b6b;" | 130
| +24%
| style="border-left:2px solid #6b6b6b;" | 230
| +65%
|-
| 40
| +4%
| style="border-left:2px solid #6b6b6b;" | 140
| +27%
| style="border-left:2px solid #6b6b6b;" | 240
| +70%
|-
| 50
| +5%
| style="border-left:2px solid #6b6b6b;" | 150
| +30%
| style="border-left:2px solid #6b6b6b;" | 250
| +75%
|-
| 60
| +7%
| style="border-left:2px solid #6b6b6b;" | 160
| +34%
| style="border-left:2px solid #6b6b6b;" | 260
| +81%
|-
| 70
| +9%
| style="border-left:2px solid #6b6b6b;" | 170
| +38%
| style="border-left:2px solid #6b6b6b;" | 270
| +87%
|-
| 80
| +11%
| style="border-left:2px solid #6b6b6b;" | 180
| +42%
| style="border-left:2px solid #6b6b6b;" | 280
| +93%
|-
| 90
| +13%
| style="border-left:2px solid #6b6b6b;" | 190
| +46%
| style="border-left:2px solid #6b6b6b;" | 290+
| +100%
|}
 
'''Example'''
 
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! AGI
! Stat ACD Reduction
! ACD Reduction from Gear, Passives or Buffs
! Result
|-
| 90
| 43%
| 57%
| No After Cast Delay
|}
 
</div>


== MDEF ==
== MDEF ==
<div style="height:0; position:relative; top:-31px; left:72px;">
<span class="mw-customtoggle-stat-mdef" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-mdef" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
|-
| Hard MDEF
| Reduces magical damage before Soft MDEF
|-
| Soft MDEF
| Reduces magical damage after Hard MDEF
|-
| Multi-attacker penalty
| Starts after 4 attackers
|-
| Penalty value
| Each extra attacker reduces hard MDEF by 10% of total MDEF
|}
'''Magical damage path'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! Step
! Damage Stage
! What Happens
|-
| 1
| Incoming magical damage
| Damage is calculated before defenses.
|-
| 2
| Hard MDEF
| Damage is reduced by MDEF.
|-
| 3
| Soft MDEF
| Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.
|-
| 4
| MRES
| Damage is reduced by final magical resistance.
|-
| 5
| Special damage reduction
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].
|-
| 6
| Final magical damage
| Remaining damage is dealt to the target.
|}
'''Hard MDEF formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Magical damage after MDEF
| <code>Damage = damage * (2000 + mdef) / (2000 + mdef * 10)</code>
|}
'''Soft MDEF formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Soft MDEF
| <code>MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus</code>
|-
| VIT breakpoint
| <code>bonus = 5 * n * (n + 1) / 2</code>
|}
'''Hard MDEF Damage Reduction examples'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! MDEF
! Reduction
! style="border-left:2px solid #6b6b6b;" | MDEF
! Reduction
|-
| 50
| 18.00%
| style="border-left:2px solid #6b6b6b;" | 300
| 54.00%
|-
| 100
| 30.00%
| style="border-left:2px solid #6b6b6b;" | 350
| 57.27%
|-
| 150
| 38.57%
| style="border-left:2px solid #6b6b6b;" | 400
| 60.00%
|-
| 200
| 45.00%
| style="border-left:2px solid #6b6b6b;" | 450
| 62.31%
|-
| 250
| 50.00%
| style="border-left:2px solid #6b6b6b;" | 500
| 64.29%
|}
</div>


== DEF ==
== DEF ==
<div style="height:0; position:relative; top:-31px; left:50px;">
<span class="mw-customtoggle-stat-def" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>


---------,
<div id="mw-customcollapsible-stat-def" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
|-
| Hard DEF
| Reduces physical damage before Soft DEF
|-
| Soft DEF
| Reduces physical damage after Hard DEF
|-
| Multi-attacker penalty
| Starts after 4 attackers
|-
| Penalty value
| Each extra attacker reduces hard DEF by 10% of total DEF
|}
'''Physical damage path'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! Step
! Damage Stage
! What Happens
|-
| 1
| Incoming physical damage
| Damage is calculated before defenses.
|-
| 2
| Hard DEF
| Damage is reduced by DEF.
|-
| 3
| Soft DEF
| Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.
|-
| 4
| RES
| Damage is reduced by final physical resistance.
|-
| 5
| Special damage reduction
| Damage is reduced by effects that directly reduce damage received, such as [[Steel Body]].
|-
| 6
| Final physical damage
| Remaining damage is dealt to the target.
|}
'''Hard DEF formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Physical damage after DEF
| <code>Damage = damage * (2000 + def) / (2000 + def * 10)</code>
|}
'''Soft DEF formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Soft DEF
| <code>DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus</code>
|-
| VIT breakpoint
| <code>bonus = 5 * n * (n + 1) / 2</code>
|}
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.
'''Hard DEF Damage Reduction examples'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! DEF
! Reduction
! style="border-left:2px solid #6b6b6b;" | DEF
! Reduction
|-
| 50
| 18.00%
| style="border-left:2px solid #6b6b6b;" | 300
| 54.00%
|-
| 100
| 30.00%
| style="border-left:2px solid #6b6b6b;" | 350
| 57.27%
|-
| 150
| 38.57%
| style="border-left:2px solid #6b6b6b;" | 400
| 60.00%
|-
| 200
| 45.00%
| style="border-left:2px solid #6b6b6b;" | 450
| 62.31%
|-
| 250
| 50.00%
| style="border-left:2px solid #6b6b6b;" | 500
| 64.29%
|}
</div>


== P.Atk ==
== P.Atk ==
<div style="height:0; position:relative; top:-31px; left:65px;">
<span class="mw-customtoggle-stat-patk" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-patk" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
P.Atk increases final physical damage dealt.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Final physical damage
| +1% per P.Atk
| Applies to final physical damage dealt.
|}
</div>


== S.Matk ==
== S.Matk ==
<div style="height:0; position:relative; top:-31px; left:78px;">
<span class="mw-customtoggle-stat-smatk" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-smatk" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
S.Matk increases final magical damage dealt.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Final magical damage
| +1% per S.Matk
| Applies to final magical damage dealt.
|}
</div>


== H.Plus ==
== H.Plus ==
<div style="height:0; position:relative; top:-31px; left:78px;">
<span class="mw-customtoggle-stat-hplus" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-hplus" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
H.Plus increases final healing done.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Final healing
| +1% per H.Plus
| Applies to final healing done.
|}
</div>


== C.Rate ==
== C.Rate ==
<div style="height:0; position:relative; top:-31px; left:78px;">
<span class="mw-customtoggle-stat-crate" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-crate" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
C.Rate increases base critical damage.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Base critical damage
| +1% per C.Rate
| Increases the base critical damage value.
|}
'''Critical damage examples'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! C.Rate
! Critical Damage
|-
| 0
| 140%
|-
| 10
| 150%
|}
</div>


== Res ==
== Res ==
<div style="height:0; position:relative; top:-31px; left:52px;">
<span class="mw-customtoggle-stat-res" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-res" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
RES decreases final physical damage received after all DEF and Soft DEF calculations.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Damage type reduced
| Physical damage
| Applied after DEF and Soft DEF.
|}
'''RES formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Physical damage after RES
| <code>Damage = damage * (1000 + res) / (1000 + 10 * res)</code>
|}
'''Damage Reduction examples'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! RES
! Reduction
! style="border-left:2px solid #6b6b6b;" | RES
! Reduction
|-
| 10
| 9.09%
| style="border-left:2px solid #6b6b6b;" | 60
| 37.50%
|-
| 20
| 16.67%
| style="border-left:2px solid #6b6b6b;" | 70
| 41.18%
|-
| 30
| 23.08%
| style="border-left:2px solid #6b6b6b;" | 80
| 44.44%
|-
| 40
| 28.57%
| style="border-left:2px solid #6b6b6b;" | 90
| 47.37%
|-
| 50
| 33.33%
| style="border-left:2px solid #6b6b6b;" | 100
| 50.00%
|}
</div>


== Mres ==
== Mres ==
<div style="height:0; position:relative; top:-31px; left:65px;">
<span class="mw-customtoggle-stat-mres" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-mres" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
MRES decreases final magical damage received.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Effect
! Value
! Notes
|-
| Damage type reduced
| Magical damage
| Applied after magical defense calculations.
|}
'''MRES formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Magical damage after MRES
| <code>Damage = damage * (1000 + mres) / (1000 + 10 * mres)</code>
|}
'''Damage Reduction examples'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! MRES
! Reduction
! style="border-left:2px solid #6b6b6b;" | MRES
! Reduction
|-
| 10
| 9.09%
| style="border-left:2px solid #6b6b6b;" | 60
| 37.50%
|-
| 20
| 16.67%
| style="border-left:2px solid #6b6b6b;" | 70
| 41.18%
|-
| 30
| 23.08%
| style="border-left:2px solid #6b6b6b;" | 80
| 44.44%
|-
| 40
| 28.57%
| style="border-left:2px solid #6b6b6b;" | 90
| 47.37%
|-
| 50
| 33.33%
| style="border-left:2px solid #6b6b6b;" | 100
| 50.00%
|}
</div>

Latest revision as of 13:58, 3 June 2026

Stats

Each character stat is responsible for different things. Some stats may affect similar traits.


STR

[Show]

STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.

Effect Value
Melee Base ATK +1 per STR
Ranged Base ATK +1 every 5 STR
Weight Limit +30 per STR

STR breakpoint bonus

STR gains an extra cumulative Base ATK bonus every 10 points.

STR Bonus STR Bonus STR Bonus
10 +1 60 +21 110 +66
20 +3 70 +28 120 +78
30 +6 80 +36 130 +91
40 +10 90 +45 140 +105
50 +15 100 +55 150 +120

Breakpoint formula

n = floor(STR / 10)

STR breakpoint bonus = n * (n + 1) / 2

AGI

[Show]

AGI increases Flee, APM, and After Cast Delay reduction.

Effect Value Notes
Flee +1 per AGI and +1 extra every 2 AGI Used by the normal hit check.
Melee APM +1 per AGI and +1 extra every 2 AGI DEX also contributes to APM.
Ranged APM +1 per AGI and +1 extra every 3 AGI DEX also contributes to APM.
After Cast Delay +1% ACD Reduction every 3 AGI Also gain ACD reduction every 10 AGI, see breakpoint table below.

Flee formula

Stat Formula
Flee Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)

APM formulas

Weapon Type Formula
Melee weapons Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)
Ranged weapons Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)
Huuma Fixed at 60 APM

After Cast Delay from AGI

AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.

AGI ACD AGI ACD AGI ACD
0 +0% 100 +15% 200 +50%
10 +1% 110 +18% 210 +55%
20 +2% 120 +21% 220 +60%
30 +3% 130 +24% 230 +65%
40 +4% 140 +27% 240 +70%
50 +5% 150 +30% 250 +75%
60 +7% 160 +34% 260 +81%
70 +9% 170 +38% 270 +87%
80 +11% 180 +42% 280 +93%
90 +13% 190 +46% 290+ +100%

VIT

[Show]

VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.

Effect Value
Max HP +1% base HP per VIT
Soft DEF +1 per VIT
Soft MDEF +1 every 5 VIT

Soft DEF / Soft MDEF formulas

Stat Formula
Soft DEF DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
Soft MDEF MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus

VIT breakpoint bonus

VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.

VIT Bonus VIT Bonus VIT Bonus
10 +5 60 +105 110 +330
20 +15 70 +140 120 +390
30 +30 80 +180 130 +455
40 +50 90 +225 140 +525
50 +75 100 +275 150 +600

Breakpoint formula

n = floor(VIT / 10)

VIT breakpoint bonus = 5 * n * (n + 1) / 2

INT

[Show]

INT increases Max SP, Base MATK, and Soft MDEF.

Effect Value
Max SP +1% base SP per INT
Base MATK +1 per INT
Soft MDEF +1 per INT

Base MATK formula

Stat Formula
MATK MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus

INT breakpoint bonus

INT gains an extra cumulative Base MATK bonus every 10 points.

INT Bonus INT Bonus INT Bonus
10 +1 60 +21 110 +66
20 +3 70 +28 120 +78
30 +6 80 +36 130 +91
40 +10 90 +45 140 +105
50 +15 100 +55 150 +120

Breakpoint formula

n = floor(INT / 10)

INT breakpoint bonus = n * (n + 1) / 2

DEX

[Show]

DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.

Effect Value
Hit +1 per DEX
Variable Cast Time +0.5% reduction per DEX
Variable Cast Time breakpoint +1% reduction every 15 DEX
Ranged Base ATK +1 per DEX
Melee Base ATK +1 every 5 DEX
MATK +1 every 10 DEX
APM +1 every 5 DEX

Variable Cast Time examples

DEX VCT Reduction DEX VCT Reduction
10 5% 90 51%
15 8% 120 68%
30 17% 150 85%
60 34%

LUK

[Show]

LUK contributes to ATK, MATK, Flee, and CRIT.

Effect Value
Base ATK +1 every 3 LUK
Base MATK +1 every 3 LUK
Flee +1 every 5 LUK
CRIT +0.3 CRIT per LUK, plus +1 every 9 LUK

CRIT formula

Stat Formula
CRIT CRIT = [(10 + LUK * 3) / 10] + floor(LUK / 9)

CRIT examples

CRIT from LUK examples

LUK Base from LUK Breakpoint CRIT from LUK
0 0.0% 0.0% 0.0%
9 2.7% 1.0% 3.7%
18 5.4% 2.0% 7.4%
30 9.0% 3.0% 12.0%
45 13.5% 5.0% 18.5%
60 18.0% 6.0% 24.0%
75 22.5% 8.0% 30.5%
90 27.0% 10.0% 37.0%
120 36.0% 13.0% 49.0%
150 45.0% 16.0% 61.0%

CRIT is displayed as an integer on the status window, but the tenths place (0.1~0.9) is considered when making an attack.

FLEE

[Show]

Flee is used by the normal hit check. It reduces the attacker's chance to hit, but normal Flee cannot create more than 50% dodge chance.

Effect Value Notes
Main source AGI AGI gives +1 Flee per point and +1 extra every 2 AGI.
Secondary source LUK LUK gives +1 Flee every 5 LUK.
Maximum normal Flee chance 50% The target cannot dodge more than 50% of attacks through normal Flee.

Flee formula

Stat Formula
Flee Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)

Hit comparison

Check Formula
Hit Rate Hit Rate = Attacker Hit + 100 - Target Flee

Perfect Dodge

Stat Effect Notes
Perfect Dodge 1 Perfect Dodge = 1% chance to dodge basic attacks Checked before the normal hit calculation. It only works against basic attacks and is only gained from external sources like skills or gear.

HIT

[Show]

Hit determines the chance to hit a target after comparing the attacker's Hit against the target's Flee.

Component Value
Existing Hit bonuses Added directly
Base Level +1 Hit per Base Level
DEX +1 Hit per DEX
Base bonus +25 Hit
Minimum Hit chance 50%

Hit formula

Stat Formula
Hit Hit = existing Hit bonuses + Base Level + DEX + 25
Hit Rate Hit Rate = Attacker Hit + 100 - Target Flee

Hit examples

Attacker Hit Target Flee Formula Formula Result Final Hit Rate
300 370 300 + 100 - 370 30% 50%
360 410 360 + 100 - 410 50% 50%
420 450 420 + 100 - 450 70% 70%
500 520 500 + 100 - 520 80% 80%
650 660 650 + 100 - 660 90% 90%

CRIT

[Show]

Critical increases the chance for attacks, spells, healing, and shielding to critically strike.

Effect Value Notes
Critical formula CRIT = [(10 + LUK * 3) / 10] + floor(LUK / 9) LUK is the main stat for Critical.
Katar bonus Doubles final Critical Applied after the Critical calculation.

Effects that can critically hit

Type Can Crit?
Physical Damage Yes
Magical Damage Yes
Healing Yes
Shielding Yes

APM

[Show]

Edda uses APM, Attacks per Minute, instead of ASPD.

Source Value Notes
AGI Main APM stat Different scaling for melee and ranged weapons.
DEX +1 raw APM every 5 DEX Applies to both melee and ranged weapons.
Huuma Fixed at 60 APM Huuma ignores normal APM scaling.

APM formulas

Weapon Type Formula
Melee weapons Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)
Ranged weapons Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)
Huuma APM = 60

Move Speed

[Show]

Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.

Property Value Notes
Base movement speed 100 Default movement speed value.
Minimum movement speed value 40 Movement speed cannot be reduced below this value.
Maximum movement speed value 500 Movement speed cannot be increased above this value.
Scaling direction Higher value = slower movement Lower value = faster movement.
Bonus stacking Additive A -25 slow and a +25 movement speed bonus nullify each other.

Cast Time

[Show]

Cast Time is reduced by DEX and other Variable Cast Time reduction effects.

Effect Value Notes
Main stat DEX DEX reduces Variable Cast Time.
Stat reduction floor(DEX / 2) + floor(DEX / 15) This is the Variable Cast Time reduction gained from stats.
Gear or Skills Additive Stat reduction and gear/buffs/passive reductions are added together.

Final Variable Cast formula

Stat Formula
Variable Cast Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100

Example

DEX Stat VCT Reduction VCT Reduction from Gear, Passives or Buffs Result
90 51% 49% No Variable Cast Time

After Cast Delay

[Show]

After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear, passives or buffs is added additively.

Effect Value Notes
Main stat AGI AGI reduces After Cast Delay.
Stat formula floor(AGI / 3) + AGI breakpoint table bonus Uses the breakpoint table below.
Gear or Skills Additive ACD from stats and gear, passives or buffs is added together.

AGI ACD breakpoint table

AGI ACD AGI ACD AGI ACD
0 +0% 100 +15% 200 +50%
10 +1% 110 +18% 210 +55%
20 +2% 120 +21% 220 +60%
30 +3% 130 +24% 230 +65%
40 +4% 140 +27% 240 +70%
50 +5% 150 +30% 250 +75%
60 +7% 160 +34% 260 +81%
70 +9% 170 +38% 270 +87%
80 +11% 180 +42% 280 +93%
90 +13% 190 +46% 290+ +100%

Example

AGI Stat ACD Reduction ACD Reduction from Gear, Passives or Buffs Result
90 43% 57% No After Cast Delay

MDEF

[Show]

MDEF reduces magical damage. Hard MDEF is calculated first, then Soft MDEF, then MRES.

Effect Value
Hard MDEF Reduces magical damage before Soft MDEF
Soft MDEF Reduces magical damage after Hard MDEF
Multi-attacker penalty Starts after 4 attackers
Penalty value Each extra attacker reduces hard MDEF by 10% of total MDEF

Magical damage path

Step Damage Stage What Happens
1 Incoming magical damage Damage is calculated before defenses.
2 Hard MDEF Damage is reduced by MDEF.
3 Soft MDEF Damage is reduced by Soft MDEF. At this point, Soft MDEF cannot reduce the remaining damage by more than half.
4 MRES Damage is reduced by final magical resistance.
5 Special damage reduction Damage is reduced by effects that directly reduce damage received, such as Steel Body.
6 Final magical damage Remaining damage is dealt to the target.

Hard MDEF formula

Stat Formula
Magical damage after MDEF Damage = damage * (2000 + mdef) / (2000 + mdef * 10)

Soft MDEF formula

Stat Formula
Soft MDEF MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus
VIT breakpoint bonus = 5 * n * (n + 1) / 2

Hard MDEF Damage Reduction examples

MDEF Reduction MDEF Reduction
50 18.00% 300 54.00%
100 30.00% 350 57.27%
150 38.57% 400 60.00%
200 45.00% 450 62.31%
250 50.00% 500 64.29%

DEF

[Show]

DEF reduces physical damage. Hard DEF is calculated first, then Soft DEF, then RES.

Effect Value
Hard DEF Reduces physical damage before Soft DEF
Soft DEF Reduces physical damage after Hard DEF
Multi-attacker penalty Starts after 4 attackers
Penalty value Each extra attacker reduces hard DEF by 10% of total DEF

Physical damage path

Step Damage Stage What Happens
1 Incoming physical damage Damage is calculated before defenses.
2 Hard DEF Damage is reduced by DEF.
3 Soft DEF Damage is reduced by Soft DEF. At this point, Soft DEF cannot reduce the remaining damage by more than half.
4 RES Damage is reduced by final physical resistance.
5 Special damage reduction Damage is reduced by effects that directly reduce damage received, such as Steel Body.
6 Final physical damage Remaining damage is dealt to the target.

Hard DEF formula

Stat Formula
Physical damage after DEF Damage = damage * (2000 + def) / (2000 + def * 10)

Soft DEF formula

Stat Formula
Soft DEF DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
VIT breakpoint bonus = 5 * n * (n + 1) / 2

Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.

Hard DEF Damage Reduction examples

DEF Reduction DEF Reduction
50 18.00% 300 54.00%
100 30.00% 350 57.27%
150 38.57% 400 60.00%
200 45.00% 450 62.31%
250 50.00% 500 64.29%

P.Atk

[Show]

P.Atk increases final physical damage dealt.

Effect Value Notes
Final physical damage +1% per P.Atk Applies to final physical damage dealt.

S.Matk

[Show]

S.Matk increases final magical damage dealt.

Effect Value Notes
Final magical damage +1% per S.Matk Applies to final magical damage dealt.

H.Plus

[Show]

H.Plus increases final healing done.

Effect Value Notes
Final healing +1% per H.Plus Applies to final healing done.

C.Rate

[Show]

C.Rate increases base critical damage.

Effect Value Notes
Base critical damage +1% per C.Rate Increases the base critical damage value.

Critical damage examples

C.Rate Critical Damage
0 140%
10 150%

Res

[Show]

RES decreases final physical damage received after all DEF and Soft DEF calculations.

Effect Value Notes
Damage type reduced Physical damage Applied after DEF and Soft DEF.

RES formula

Stat Formula
Physical damage after RES Damage = damage * (1000 + res) / (1000 + 10 * res)

Damage Reduction examples

RES Reduction RES Reduction
10 9.09% 60 37.50%
20 16.67% 70 41.18%
30 23.08% 80 44.44%
40 28.57% 90 47.37%
50 33.33% 100 50.00%

Mres

[Show]

MRES decreases final magical damage received.

Effect Value Notes
Damage type reduced Magical damage Applied after magical defense calculations.

MRES formula

Stat Formula
Magical damage after MRES Damage = damage * (1000 + mres) / (1000 + 10 * mres)

Damage Reduction examples

MRES Reduction MRES Reduction
10 9.09% 60 37.50%
20 16.67% 70 41.18%
30 23.08% 80 44.44%
40 28.57% 90 47.37%
50 33.33% 100 50.00%