Character Stats: Difference between revisions
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{| style="float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;" | {| style="float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;" | ||
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|} | |} | ||
Each character stat is responsible for different things. Some stats may affect similar traits. | Each character stat is responsible for different things. Some stats may affect similar traits. | ||
---- | ---- | ||
| Line 32: | Line 27: | ||
! Effect | ! Effect | ||
! Value | ! Value | ||
|- | |- | ||
| Melee Base ATK | | Melee Base ATK | ||
| +1 per STR | | +1 per STR | ||
|- | |- | ||
| Ranged Base ATK | | Ranged Base ATK | ||
| +1 every 5 STR | | +1 every 5 STR | ||
|- | |- | ||
| Weight Limit | | Weight Limit | ||
| +30 per STR | | +30 per STR | ||
|} | |} | ||
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<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
AGI | AGI increases Flee, APM, and After Cast Delay reduction. | ||
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;" | |||
! 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 | '''Flee formula''' | ||
{| 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''' | |||
{| 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% | |||
20 | | 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> | </div> | ||
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<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
VIT increases Max 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''' | ||
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;" | |||
! Stat | |||
! Formula | |||
|- | |||
DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus | | Soft DEF | ||
| <code>DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus</code> | |||
|- | |||
| Soft MDEF | |||
| <code>MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus</code> | |||
|} | |||
MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus | |||
'''VIT | '''VIT breakpoint bonus''' | ||
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. | ||
{| 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 | |||
|} | |||
'''Breakpoint formula''' | |||
''' | |||
<code>n = floor(VIT / 10)</code> | |||
<code>VIT breakpoint bonus = 5 * n * (n + 1) / 2</code> | |||
</div> | </div> | ||
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<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
INT increases Max SP. | 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 | |||
|} | |||
'''MATK''' | '''Base MATK formula''' | ||
INT | {| 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''' | ||
MATK | 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''' | |||
''' | |||
Breakpoint | |||
<code>n = floor(INT / 10)</code> | |||
<code>INT breakpoint bonus = n * (n + 1) / 2</code> | |||
</div> | </div> | ||
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<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
DEX increases | DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM. | ||
1 DEX | {| 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''' | '''Variable Cast Time examples''' | ||
DEX | {| 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> | </div> | ||
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<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
LUK contributes to ATK and | LUK contributes to ATK, MATK, Flee, and CRIT. | ||
3 LUK | {| 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''' | ||
LUK | {| 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''' | ||
LUK | {| 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% | |||
90 | | 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> | </div> | ||
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<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
Flee | 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''' | |||
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> | ||
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<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
Hit | 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 | '''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''' | |||
Target Flee | {| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;" | ||
! Attacker Hit | |||
Hit Rate | ! 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> | </div> | ||
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<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
Critical | Critical increases the chance for attacks, spells, healing, and shielding to critically strike. | ||
Katar | {| 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? | |||
|- | |||
Healing | | Physical Damage | ||
| Yes | |||
Shielding | |- | ||
| Magical Damage | |||
| Yes | |||
|- | |||
| Healing | |||
| Yes | |||
|- | |||
| Shielding | |||
| Yes | |||
|} | |||
</div> | </div> | ||
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<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
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 | |||
Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5) | ! 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> | </div> | ||
| Line 579: | Line 835: | ||
<span class="mw-collapsible-toggle" style="display:none;"></span> | <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. | |||
Movement speed cannot be | {| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;" | ||
! Property | |||
Higher movement | ! Value | ||
! Notes | |||
|- | |||
| Base movement speed | |||
A -25 slow and a +25 movement speed bonus nullify each other. | | 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> | ||
| Line 599: | Line 873: | ||
<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
Cast Time is reduced by DEX and other Variable Cast Time reduction effects. | |||
Stat | {| 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 | '''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''' | |||
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;" | |||
! DEX | |||
90 | ! Stat VCT Reduction | ||
! VCT Reduction from Gear, Passives or Buffs | |||
! Result | |||
|- | |||
| 90 | |||
| 51% | |||
| 49% | |||
| No Variable Cast Time | |||
|} | |||
</div> | </div> | ||
| Line 625: | Line 927: | ||
<span class="mw-collapsible-toggle" style="display:none;"></span> | <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. | |||
AGI | {| 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''' | ||
AGI ACD | {| 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 | |||
|} | |||
90 | |||
</div> | </div> | ||
| Line 711: | Line 1,052: | ||
<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
MDEF reduces magical damage | 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 | |||
400 | ! Reduction | ||
! style="border-left:2px solid #6b6b6b;" | MDEF | |||
450 | ! Reduction | ||
|- | |||
500 | | 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> | </div> | ||
| Line 751: | Line 1,170: | ||
<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
DEF reduces physical damage | 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> | </div> | ||
| Line 807: | Line 1,292: | ||
P.Atk increases final physical damage dealt. | P.Atk increases final physical damage dealt. | ||
1 P.Atk | {| 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> | </div> | ||
| Line 821: | Line 1,314: | ||
S.Matk increases final magical damage dealt. | S.Matk increases final magical damage dealt. | ||
1 S.Matk | {| 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> | ||
| Line 835: | Line 1,336: | ||
H.Plus increases final healing done. | H.Plus increases final healing done. | ||
1 H.Plus | {| 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> | </div> | ||
| Line 849: | Line 1,358: | ||
C.Rate increases base critical damage. | C.Rate increases base critical damage. | ||
1 C.Rate | {| 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 | |||
10 | ! Critical Damage | ||
|- | |||
| 0 | |||
| 140% | |||
|- | |||
| 10 | |||
| 150% | |||
|} | |||
</div> | </div> | ||
| Line 867: | Line 1,391: | ||
<span class="mw-collapsible-toggle" style="display:none;"></span> | <span class="mw-collapsible-toggle" style="display:none;"></span> | ||
RES decreases final physical damage received | RES decreases final physical damage received after all DEF and Soft DEF calculations. | ||
Damage | {| 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% | |||
70 | | style="border-left:2px solid #6b6b6b;" | 60 | ||
| 37.50% | |||
80 | |- | ||
| 20 | |||
90 | | 16.67% | ||
| style="border-left:2px solid #6b6b6b;" | 70 | |||
100 | | 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> | </div> | ||
| Line 905: | Line 1,459: | ||
MRES decreases final magical damage received. | MRES decreases final magical damage received. | ||
Damage | {| 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% | |||
70 | | style="border-left:2px solid #6b6b6b;" | 60 | ||
| 37.50% | |||
80 | |- | ||
| 20 | |||
90 | | 16.67% | ||
| style="border-left:2px solid #6b6b6b;" | 70 | |||
100 | | 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> | </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% |

