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== 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 class="mw-collapsible mw-collapsed">
<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
'''For ranged weapons:'''
! style="border-left:2px solid #6b6b6b;" | STR
Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus
! Bonus
 
! style="border-left:2px solid #6b6b6b;" | STR
 
! Bonus
'''STR / DEX Base ATK breakpoint'''
|-
 
| 10
The main ATK stat has a cumulative breakpoint every 10 points.
| +1
 
| style="border-left:2px solid #6b6b6b;" | 60
n = floor(main_stat / 10)
| +21
Breakpoint bonus = n * (n + 1) / 2
| style="border-left:2px solid #6b6b6b;" | 110
 
| +66
Examples:
|-
 
| 20
10 main stat = +1 total
| +3
 
| style="border-left:2px solid #6b6b6b;" | 70
20 main stat = +3 total
| +28
 
| style="border-left:2px solid #6b6b6b;" | 120
30 main stat = +6 total
| +78
 
|-
40 main stat = +10 total
| 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
|}


50 main stat = +15 total
'''Breakpoint formula'''


60 main stat = +21 total
<code>n = floor(STR / 10)</code>


70 main stat = +28 total
<code>STR breakpoint bonus = n * (n + 1) / 2</code>


80 main stat = +36 total
90 main stat = +45 total
100 main stat = +55 total
---------,
</div>
</div>


== AGI ==
== AGI ==
<div class="mw-collapsible mw-collapsed">
<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>


AGI gives APM and Flee.
<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.


'''Formula'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
! 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.
|}


'''For players:'''
'''Flee formula'''


+1 Flee per 1 AGI and 1 extra every 2 points
{| 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>
|}


'''APM formulas'''


'''APM'''
{| 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
|}


'''For melee weapons'''
'''After Cast Delay from AGI'''


Raw APM value += AGI + floor(AGI / 2) + floor(DEX / 5)
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.


'''For ranged weapons'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! AGI
Raw APM value += AGI + floor(AGI / 3) + floor(DEX / 5)
! ACD
 
! style="border-left:2px solid #6b6b6b;" | AGI
'''Melee weapons'''
! ACD
 
! style="border-left:2px solid #6b6b6b;" | AGI
1 AGI = +1 raw APM
! ACD
Every 2 AGI = +1 extra raw APM
|-
Every 5 DEX = +1 raw APM
| 0
 
| +0%
'''Ranged weapons'''
| style="border-left:2px solid #6b6b6b;" | 100
 
| +15%
1 AGI = +1 raw APM
| style="border-left:2px solid #6b6b6b;" | 200
Every 3 AGI = +1 extra raw APM
| +50%
Every 5 DEX = +1 raw APM
|-
 
| 10
'''Huuma special case'''
| +1%
 
| style="border-left:2px solid #6b6b6b;" | 110
Huuma is 60 APM always
| +18%
 
| style="border-left:2px solid #6b6b6b;" | 210
'''After Cast Delay'''
| +55%
 
|-
AGI also reduces ACD
| 20
 
| +2%
ACD reduction from AGI: Every 3 AGI = 1% ACD reduction
| style="border-left:2px solid #6b6b6b;" | 120
 
| +21%
ACD from stats and gear is added additively
| style="border-left:2px solid #6b6b6b;" | 220
 
| +60%
'''Breakpoint'''
|-
 
| 30
AGI ACD breakpoint table
| +3%
 
| style="border-left:2px solid #6b6b6b;" | 130
10 AGI  = +1%
| +24%
 
| style="border-left:2px solid #6b6b6b;" | 230
20 AGI  = +
| +65%
 
|-
30 AGI  = +3%
| 40
 
| +4%
40 AGI  = +4%
| style="border-left:2px solid #6b6b6b;" | 140
 
| +27%
50 AGI  = +5%
| style="border-left:2px solid #6b6b6b;" | 240
 
| +70%
60 AGI  = +7%
|-
 
| 50
70 AGI  = +9%
| +5%
 
| style="border-left:2px solid #6b6b6b;" | 150
80 AGI  = +11%
| +30%
 
| style="border-left:2px solid #6b6b6b;" | 250
90 AGI  = +13%
| +75%
 
|-
100 AGI = +15%
| 60
 
| +7%
110 AGI = +18%
| style="border-left:2px solid #6b6b6b;" | 160
 
| +34%
120 AGI = +21%
| style="border-left:2px solid #6b6b6b;" | 260
 
| +81%
130 AGI = +24%
|-
 
| 70
140 AGI = +27%
| +9%
 
| style="border-left:2px solid #6b6b6b;" | 170
150 AGI = +30%
| +38%
 
| style="border-left:2px solid #6b6b6b;" | 270
160 AGI = +34%
| +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%
|}


170 AGI = +38%
180 AGI = +42%
190 AGI = +46%
200 AGI = +50%
210 AGI = +55%
220 AGI = +60%
230 AGI = +65%
240 AGI = +70%
250 AGI = +75%
260 AGI = +81%
270 AGI = +87%
280 AGI = +93%
290+ AGI = +100%
---------,
</div>
</div>


== VIT ==
== VIT ==
<div class="mw-collapsible mw-collapsed">
<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>


VIT increases Max HP
<div id="mw-customcollapsible-stat-vit" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


1 VIT = +1% base HP
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
|}


'''Soft DEF'''
'''Soft DEF / Soft MDEF formulas'''


VIT increases soft physical defense.
{| 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>
|}


'''Formula:'''
'''VIT breakpoint bonus'''
 
DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
 
1 VIT = +1 Soft DEF
 
5 AGI = +1 Soft DEF
 
 
'''Soft MDEF'''
 
VIT also contributes to soft magical defense.
 
'''Formula:'''
 
MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus
 
5 VIT = +1 Soft MDEF2
 
 
'''For ranged weapons:'''
Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus
 
 
'''VIT DEF/MDEF breakpoint'''


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


n = floor(VIT / 10)
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
Breakpoint bonus = 5 * n * (n + 1) / 2
! VIT
 
! Bonus
Examples:
! style="border-left:2px solid #6b6b6b;" | VIT
 
! Bonus
10 VIT = +5
! style="border-left:2px solid #6b6b6b;" | VIT
 
! Bonus
20 VIT = +15 total
|-
 
| 10
30 VIT = +30 total
| +5
 
| style="border-left:2px solid #6b6b6b;" | 60
40 VIT = +50 total
| +105
 
| style="border-left:2px solid #6b6b6b;" | 110
50 VIT = +75 total
| +330
 
|-
60 VIT = +105 total
| 20
 
| +15
70 VIT = +140 total
| 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
|}


80 VIT = +180 total
'''Breakpoint formula'''


90 VIT = +225 total
<code>n = floor(VIT / 10)</code>


100 VIT = +275 total
<code>VIT breakpoint bonus = 5 * n * (n + 1) / 2</code>


---------,
</div>
</div>


== INT ==
== INT ==
<div class="mw-collapsible mw-collapsed">
<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>


INT increases Max SP
<div id="mw-customcollapsible-stat-int" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


1 INT = +1% base SP
INT increases Max SP, Base MATK, and Soft MDEF.


'''MATK'''
{| 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
|}


INT is the main Base MATK stat.
'''Base MATK formula'''


'''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>
|}


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


1 INT = 1 MATK
INT gains an extra cumulative Base MATK bonus every 10 points.


10 DEX = 1 MATK
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! INT
3 LUK = 1 MATK
! Bonus
 
! style="border-left:2px solid #6b6b6b;" | INT
'''Soft MDEF'''
! Bonus
 
! style="border-left:2px solid #6b6b6b;" | INT
INT also increases soft MDEF:
! Bonus
 
|-
1 INT = +1 MDEF2
| 10
 
| +1
'''INT MATK breakpoint'''
| style="border-left:2px solid #6b6b6b;" | 60
 
| +21
INT has a cumulative breakpoint every 10 INT.
| style="border-left:2px solid #6b6b6b;" | 110
 
| +66
n = floor(INT / 10)
|-
Breakpoint bonus = n * (n + 1) / 2
| 20
 
| +3
Examples:
| 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
|}


10 INT = +1 MATK
'''Breakpoint formula'''


20 INT = +3 total MATK
<code>n = floor(INT / 10)</code>


30 INT = +6 total MATK
<code>INT breakpoint bonus = n * (n + 1) / 2</code>


40 INT = +10 total MATK
50 INT = +15 total MATK
60 INT = +21 total MATK
70 INT = +28 total MATK
80 INT = +36 total MATK
90 INT = +45 total MATK
100 INT = +55 total MATK
---------,
</div>
</div>


== DEX ==
== DEX ==
<div class="mw-collapsible mw-collapsed">
<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>


DEX increases HIT
<div id="mw-customcollapsible-stat-dex" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


1 DEX = +1 Hit
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.


'''Variable Cast Time'''
{| 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
|}


DEX reduces Variable Cast Time.
'''Variable Cast Time examples'''


1 DEX = 0,5% VCT Reduction
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! DEX
15 DEX = 1% VCT Reduction
! VCT Reduction
 
! style="border-left:2px solid #6b6b6b;" | DEX
'''Examples:'''
! VCT Reduction
 
|-
10 DEX = 5 + 0 = 5% VCT reduction
| 10
 
| 5%
15 DEX = 7 + 1 = 8% VCT reduction
| style="border-left:2px solid #6b6b6b;" | 90
 
| 51%
30 DEX = 15 + 2 = 17% VCT reduction
|-
 
| 15
60 DEX = 30 + 4 = 34% VCT reduction
| 8%
 
| style="border-left:2px solid #6b6b6b;" | 120
90 DEX = 45 + 6 = 51% VCT reduction
| 68%
 
|-
120 DEX = 60 + 8 = 68% VCT reduction
| 30
 
| 17%
150 DEX = 75 + 10 = 85% VCT reduction
| style="border-left:2px solid #6b6b6b;" | 150
 
| 85%
'''Base ATK'''
|-
 
| 60
DEX is the main Base ATK stat for ranged-style weapons.
| 34%
 
| style="border-left:2px solid #6b6b6b;" |
'''For ranged weapons:'''
|
 
|}
Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus
 
1 DEX = +1 Base ATK
 
10 DEX = breakpoint bonus
 
'''For melee weapons, DEX is secondary:'''
 
Base ATK = STR + floor(DEX / 5) + floor(LUK / 3) + STR breakpoint bonus
 
5 DEX = +1 Base ATK
 
'''MATK'''
DEX contributes slightly to MATK
 
10 DEX = +1 MATK
 
'''APM'''
 
DEX contributes to APM the same to both Ranged/Melee weapons:
 
5 DEX = +1 raw APM


---------,
</div>
</div>


== LUK ==
== LUK ==
<div class="mw-collapsible mw-collapsed">
<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>


LUK contributes to ATK and MATK equally:
<div id="mw-customcollapsible-stat-luk" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


3 LUK = +1 ATK and MATK
LUK contributes to ATK, MATK, Flee, and CRIT.


'''Flee'''
{| 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
|}


LUK contributes to Flee:
'''CRIT formula'''


5 LUK = +1 Flee
{| 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>
|}


'''Critical'''
'''CRIT examples'''


LUK increases Critical
'''CRIT from LUK examples'''


Critical = 10 + LUK * 3 + floor(LUK / 9)
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! LUK
 
! Base from LUK
'''Examples:'''
! Breakpoint
 
! CRIT from LUK
9 LUK:
|-
 
| 0
Base from LUK l = 2.7%
| 0.0%
 
| 0.0%
Breakpoint  = 1.0%
| 0.0%
 
|-
Total from LUK/breakpoint = 3.7%
| 9
 
| 2.7%
 
| 1.0%
90 LUK:
| 3.7%
 
|-
Base from LUK = 27%
| 18
 
| 5.4%
Breakpoint = 10%
| 2.0%
 
| 7.4%
Total from LUK/breakpoint = 37%
|-
| 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.


Katar doubles final Critical after calculation.
---------,
</div>
</div>


== FLEE ==
== FLEE ==
<div class="mw-collapsible mw-collapsed">
<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>


Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
<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.


'''Hit comparison:'''
{| 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.
|}


Hit Rate = Attacker Hit + 100 - Target Flee
'''Flee formula'''


You cannot have more than 50% Flee chance
{| 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'''


'''Perfect Dodge / Flee2'''
{| 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 is checked before the normal hit calculation, it only works for basic attacks and is not gained by normal means, only by external sources like skills or gear.
'''Perfect Dodge'''


1 Perfect Dodge = 1% chance to dodge Basic Attacks
{| 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>
</div>


== HIT ==
== HIT ==
<div class="mw-collapsible mw-collapsed">
<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>


Hit = existing Hit bonuses + Base Level + DEX + 25
<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.


'''Hit comparison in battle:'''
{| 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 Rate = Attacker Hit + 100 - Target Flee
'''Hit formula'''


'''Example:'''
{| 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>
|}


Attacker Hit = 420
'''Hit examples'''


Target Flee = 450
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! Attacker Hit
 
! Target Flee
Hit Rate = 420 + 100 - 450
! Formula
 
! Formula Result
Hit Rate = 70%
! Final Hit Rate
 
|-
The attack has 70% chance to hit.
| 300
 
| 370
 
| <code>300 + 100 - 370</code>
Your minimum Hit chance is 50%
| 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>
</div>


== CRIT ==
== CRIT ==
<div class="mw-collapsible mw-collapsed">
<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>


Critical = 10 + LUK * 3 + floor(LUK / 9)
<div id="mw-customcollapsible-stat-crit" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


Katar doubles final Critical.
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.
|}


'''EVERYTHING can critically hit'''
'''Effects that can critically hit'''


Magical Damage
{| 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
|}


Physical Damage
Healing
Shielding
---------,
</div>
</div>


== APM ==
== APM ==
<div class="mw-collapsible mw-collapsed">
<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>


'''Edda uses APM (Attacks per Minute) over ASPD'''
<div id="mw-customcollapsible-stat-apm" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


'''Melee weapons'''
Edda uses APM, Attacks per Minute, instead of ASPD.


Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)
{| 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.
|}


'''Ranged weapons'''
'''APM formulas'''


Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)
{| 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>
|}


'''Huuma'''
</div>


Fixed at 60 APM
== 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">
</div>
<span class="mw-collapsible-toggle" style="display:none;"></span>


== MSPD ==
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.
<div class="mw-collapsible mw-collapsed">


Text Text Text Text Text Text Text Text Text
{| 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>
</div>


== Cast Time ==
== Cast Time ==
<div class="mw-collapsible mw-collapsed">
<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>


'''Variable cast stat reduction'''
<div id="mw-customcollapsible-stat-casttime" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


Stat Cast Reduction = floor(DEX / 2) + floor(DEX / 15)
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:'''
'''Final Variable Cast formula'''


Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100
{| 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'''


This means that VCT reductions from gear and stats work additively.
{| 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>


'''example:'''
== 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>


90 DEX = 51% VCT
<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.


In this scenario, Having 49% VCT reduction on gear/buffs/passives will result in no Variable Cast Time.
{| 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;"
</div>
! 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%
|}


== After Cast Delay ==
'''Example'''
<div class="mw-collapsible mw-collapsed">


Text Text Text Text Text Text Text Text Text
{| 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>
</div>


== MDEF ==
== MDEF ==
<div class="mw-collapsible mw-collapsed">
<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>


It reduces magical damage and its calculated BEFORE Soft MDEF
<div id="mw-customcollapsible-stat-mdef" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


Damage = damage * (2000 + mdef) / (2000 + mdef * 10);
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
|}


'''Damage Reduction examples:'''
'''Magical damage path'''


50 MDEF = 18.00% Damage Reduction
{| 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.
|}


100 MDEF = 30.00% Damage Reduction
'''Hard MDEF formula'''


150 MDEF = 38.57% Damage Reduction
{| 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>
|}


200 MDEF = 45.00% Damage Reduction
'''Soft MDEF formula'''


250 MDEF = 50.00% Damage Reduction
{| 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>
|}


300 MDEF = 54.00% Damage Reduction
'''Hard MDEF Damage Reduction examples'''


350 MDEF = 57.27% Damage Reduction
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! MDEF
400 MDEF = 60.00% Damage Reduction
! Reduction
 
! style="border-left:2px solid #6b6b6b;" | MDEF
450 MDEF = 62.31% Damage Reduction
! Reduction
 
|-
500 MDEF = 64.29% Damage Reduction
| 50
 
| 18.00%
 
| style="border-left:2px solid #6b6b6b;" | 300
If more than 4 attackers are targeting the unit, hard MDEF is reduced.
| 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%
|}


Each extra attacker reduces hard MDEF by 10% of total MDEF.
---------,
</div>
</div>


== DEF ==
== DEF ==
<div class="mw-collapsible mw-collapsed">
<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>


It reduces physical damage and its calculated BEFORE Soft DEF
<div id="mw-customcollapsible-stat-def" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


Damage = damage * (2000 + def) / (2000 + def * 10);
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
|}


If more than 4 attackers are targeting a target, hard DEF is reduced.
'''Physical damage path'''


Each extra attacker reduces hard DEF by 10% of total DEF.
{| 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'''


'''Damage Reduction examples:'''
{| 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>
|}


50 DEF = 18.00% Damage Reduction
'''Soft DEF formula'''


100 DEF = 30.00% Damage Reduction
{| 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>
|}


150 DEF = 38.57% Damage Reduction
Soft DEF reduces physical damage after Hard DEF, but at this point in the formula it can only reduce damage by half at most.


200 DEF = 45.00% Damage Reduction
'''Hard DEF Damage Reduction examples'''


250 DEF = 50.00% Damage Reduction
{| 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%
|}


300 DEF = 54.00% Damage Reduction
</div>


350 DEF = 57.27% Damage Reduction
== 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>


400 DEF = 60.00% Damage Reduction
<div id="mw-customcollapsible-stat-patk" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


450 DEF = 62.31% Damage Reduction
P.Atk increases final physical damage dealt.


500 DEF = 64.29% Damage Reduction
{| 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.
|}


'''Soft DEF'''
DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
'''VIT breakpoint:'''
n = floor(VIT / 10)
bonus = 5 * n * (n + 1) / 2
Soft DEF reduces physical damage by the same amount, its calculated AFTER DEF but at this point in the formula it can only reduce damage by half at most
---------,
</div>
</div>


== P.Atk ==
== S.Matk ==
<div class="mw-collapsible mw-collapsed">
<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>
P.Atk simply increases final physical damage dealt
 
1 P.ATK = 1% increased physical damage
 
---------,
</div>
</div>


== S.Matk ==
<div id="mw-customcollapsible-stat-smatk" class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


S.Matk simply increases final magical damage dealt
S.Matk increases final magical damage dealt.


1 S.Matk = 1% increased magical damage
{| 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>
</div>


== H.Plus ==
== H.Plus ==
<div class="mw-collapsible mw-collapsed">
<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 simply increases final healing dont
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.
|}


1 H.Plus = 1% increased healing
---------,
</div>
</div>


== C.Rate ==
== C.Rate ==
<div class="mw-collapsible mw-collapsed">
<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>


C.Rate simply increases base critical damage
<div id="mw-customcollapsible-stat-crate" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>


1 C.Rate = +1% base critical damage
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.
|}


But it increases the BASE damage
'''Critical damage examples'''


0 C.Rate = Critical Hits deal 140% damage
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
! C.Rate
! Critical Damage
|-
| 0
| 140%
|-
| 10
| 150%
|}


10 C.Rate = Critical Hits deal 150% damage
---------,
</div>
</div>


== Res ==
== Res ==
<div class="mw-collapsible mw-collapsed">
<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>


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


Damage = damage * (1000 + res) / (1000 + 10 * res);
{| 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'''


'''Damage Reduction examples:'''
{| 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>
|}


10 RES = 9.09% Damage Reduction
'''Damage Reduction examples'''


20 RES = 16.67% Damage Reduction
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! RES
30 RES = 23.08% Damage Reduction
! Reduction
 
! style="border-left:2px solid #6b6b6b;" | RES
40 RES = 28.57% Damage Reduction
! Reduction
 
|-
50 RES = 33.33% Damage Reduction
| 10
 
| 9.09%
60 RES = 37.50% Damage Reduction
| style="border-left:2px solid #6b6b6b;" | 60
 
| 37.50%
70 RES = 41.18% Damage Reduction
|-
 
| 20
80 RES = 44.44% Damage Reduction
| 16.67%
 
| style="border-left:2px solid #6b6b6b;" | 70
90 RES = 47.37% Damage Reduction
| 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%
|}


100 RES = 50.00% Damage Reduction
---------,
</div>
</div>


== Mres ==
== Mres ==
<div class="mw-collapsible mw-collapsed">
<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>


RES decreases final physical damage received
<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.


Damage = damage * (1000 + mres) / (1000 + 10 * mres);
{| 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'''


'''Damage Reduction examples:'''
{| 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>
|}


10 MRES = 9.09% Damage Reduction
'''Damage Reduction examples'''


20 MRES = 16.67% Damage Reduction
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! MRES
30 MRES = 23.08% Damage Reduction
! Reduction
 
! style="border-left:2px solid #6b6b6b;" | MRES
40 MRES = 28.57% Damage Reduction
! Reduction
 
|-
50 MRES = 33.33% Damage Reduction
| 10
 
| 9.09%
60 MRES = 37.50% Damage Reduction
| style="border-left:2px solid #6b6b6b;" | 60
 
| 37.50%
70 MRES = 41.18% Damage Reduction
|-
 
| 20
80 MRES = 44.44% Damage Reduction
| 16.67%
 
| style="border-left:2px solid #6b6b6b;" | 70
90 MRES = 47.37% Damage Reduction
| 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%
|}


100 MRES = 50.00% Damage Reduction
---------,
</div>
</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%