Character Stats: Difference between revisions

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== Character Stats [[File:Basic_Skill.png|30px]] ==


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.
Special Stats cannot be learned directly right now and are instead granted by some skills.


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| CRIT
| CRIT
| +3 CRIT per LUK, plus +1 every 9 LUK
| +0.3 CRIT per LUK, plus +1 every 9 LUK
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| CRIT
| CRIT
| <code>CRIT= 1 + LUK * 3 + floor(LUK / 9)</code>
| <code>CRIT = [(10 + LUK * 3) / 10] + floor(LUK / 9)</code>
|}
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| 61.0%
| 61.0%
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CRIT is displayed as an integer on the status window, but the tenths place (0.1~0.9) is considered when making an attack.


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| Critical formula
| Critical formula
| <code>Critical = 10 + LUK * 3 + floor(LUK / 9)</code>
| <code>CRIT = [(10 + LUK * 3) / 10] + floor(LUK / 9)</code>
| LUK is the main stat for Critical.
| LUK is the main stat for Critical.
|-
|-

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%