Character Stats: Difference between revisions

From Edda Tales Wiki
Jump to navigation Jump to search
Chelmico (talk | contribs)
No edit summary
Chelmico (talk | contribs)
No edit summary
Line 17: Line 17:
__TOC__
__TOC__


== STR <span class="mw-customtoggle-stat-str" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== STR ==
<span class="mw-customtoggle-stat-str" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


Gives +1 ATK per point when using a melee weapon.
Gives +1 ATK per point when using a melee weapon.
Line 67: Line 70:
100 main stat = +55 total
100 main stat = +55 total


</div>
</div>
</div>


== AGI <span class="mw-customtoggle-stat-agi" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== AGI ==
<span class="mw-customtoggle-stat-agi" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


AGI gives APM and Flee.
AGI gives APM and Flee.
Line 128: Line 135:


20 AGI = +2%
20 AGI = +2%
30 AGI = +3%


30 AGI = +3%
30 AGI = +3%
Line 183: Line 192:
290+ AGI = +100%
290+ AGI = +100%


</div>
</div>
</div>


== VIT <span class="mw-customtoggle-stat-vit" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== VIT ==
<span class="mw-customtoggle-stat-vit" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


VIT increases Max HP.
VIT increases Max HP.
Line 245: Line 258:
100 VIT = +275 total
100 VIT = +275 total


</div>
</div>
</div>


== INT <span class="mw-customtoggle-stat-int" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== INT ==
<span class="mw-customtoggle-stat-int" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


INT increases Max SP.
INT increases Max SP.
Line 305: Line 322:
100 INT = +55 total MATK
100 INT = +55 total MATK


</div>
</div>
</div>


== DEX <span class="mw-customtoggle-stat-dex" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== DEX ==
<span class="mw-customtoggle-stat-dex" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


DEX increases HIT.
DEX increases HIT.
Line 369: Line 390:
5 DEX = +1 raw APM
5 DEX = +1 raw APM


</div>
</div>
</div>


== LUK <span class="mw-customtoggle-stat-luk" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== LUK ==
<span class="mw-customtoggle-stat-luk" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


LUK contributes to ATK and MATK equally.
LUK contributes to ATK and MATK equally.
Line 411: Line 436:
Katar doubles final Critical after calculation.
Katar doubles final Critical after calculation.


</div>
</div>
</div>


== FLEE <span class="mw-customtoggle-stat-flee" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== FLEE ==
<span class="mw-customtoggle-stat-flee" style="display:inline-block; position:relative; top:-31px; left:65px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
Line 433: Line 462:
1 Perfect Dodge = 1% chance to dodge basic attacks.
1 Perfect Dodge = 1% chance to dodge basic attacks.


</div>
</div>
</div>


== HIT <span class="mw-customtoggle-stat-hit" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== HIT ==
<span class="mw-customtoggle-stat-hit" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


Hit = existing Hit bonuses + Base Level + DEX + 25
Hit = existing Hit bonuses + Base Level + DEX + 25
Line 459: Line 492:
Your minimum Hit chance is 50%.
Your minimum Hit chance is 50%.


</div>
</div>
</div>


== CRIT <span class="mw-customtoggle-stat-crit" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== CRIT ==
<span class="mw-customtoggle-stat-crit" style="display:inline-block; position:relative; top:-31px; left:60px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


Critical = 10 + LUK * 3 + floor(LUK / 9)
Critical = 10 + LUK * 3 + floor(LUK / 9)
Line 479: Line 516:
Shielding
Shielding


</div>
</div>
</div>


== APM <span class="mw-customtoggle-stat-apm" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
== APM ==
<span class="mw-customtoggle-stat-apm" style="display:inline-block; position:relative; top:-31px; left:58px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>


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


'''Edda uses APM, Attacks per Minute, instead of ASPD.'''
'''Edda uses APM, Attacks per Minute, instead of ASPD.'''
Line 500: Line 541:


</div>
</div>
== Move Speed <span class="mw-customtoggle-stat-movespeed" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-movespeed" class="mw-collapsible mw-collapsed">
Base movement speed is 100.
Movement speed cannot be slowed to less than 40, and it cannot be higher than 500.
Higher movement speed value = slower movement.
'''All bonuses are additive.'''
A -25 slow and a +25 movement speed bonus nullify each other.
</div>
== Cast Time <span class="mw-customtoggle-stat-casttime" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-casttime" class="mw-collapsible mw-collapsed">
'''Variable cast stat reduction'''
Stat Cast Reduction = floor(DEX / 2) + floor(DEX / 15)
'''Final variable cast:'''
Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100
This means that VCT reductions from gear and stats work additively.
'''Example:'''
90 DEX = 51% VCT reduction
In this scenario, having 49% VCT reduction on gear, buffs, or passives will result in no Variable Cast Time.
</div>
== After Cast Delay <span class="mw-customtoggle-stat-acd" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-acd" class="mw-collapsible mw-collapsed">
'''AGI contributes'''
AGI ACD reduction = floor(AGI / 3) + AGI breakpoint table bonus
'''Breakpoint'''
AGI ACD breakpoint table:
0 AGI = +0%
10 AGI = +1%
20 AGI = +2%
30 AGI = +3%
40 AGI = +4%
50 AGI = +5%
60 AGI = +7%
70 AGI = +9%
80 AGI = +11%
90 AGI = +13%
100 AGI = +15%
110 AGI = +18%
120 AGI = +21%
130 AGI = +24%
140 AGI = +27%
150 AGI = +30%
160 AGI = +34%
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%
ACD also works additively with gear and stats.
'''Example:'''
90 AGI = 43% ACD reduction
In this scenario, having 57% ACD reduction on gear, buffs, or passives will result in no ACD.
</div>
== MDEF <span class="mw-customtoggle-stat-mdef" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-mdef" class="mw-collapsible mw-collapsed">
MDEF reduces magical damage and is calculated before Soft MDEF.
Damage = damage * (2000 + mdef) / (2000 + mdef * 10)
'''Damage Reduction examples:'''
50 MDEF = 18.00% Damage Reduction
100 MDEF = 30.00% Damage Reduction
150 MDEF = 38.57% Damage Reduction
200 MDEF = 45.00% Damage Reduction
250 MDEF = 50.00% Damage Reduction
300 MDEF = 54.00% Damage Reduction
350 MDEF = 57.27% Damage Reduction
400 MDEF = 60.00% Damage Reduction
450 MDEF = 62.31% Damage Reduction
500 MDEF = 64.29% Damage Reduction
If more than 4 attackers are targeting the unit, hard MDEF is reduced.
Each extra attacker reduces hard MDEF by 10% of total MDEF.
</div>
== DEF <span class="mw-customtoggle-stat-def" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-def" class="mw-collapsible mw-collapsed">
DEF reduces physical damage and is calculated before Soft DEF.
Damage = damage * (2000 + def) / (2000 + def * 10)
If more than 4 attackers are targeting a target, hard DEF is reduced.
Each extra attacker reduces hard DEF by 10% of total DEF.
'''Damage Reduction examples:'''
50 DEF = 18.00% Damage Reduction
100 DEF = 30.00% Damage Reduction
150 DEF = 38.57% Damage Reduction
200 DEF = 45.00% Damage Reduction
250 DEF = 50.00% Damage Reduction
300 DEF = 54.00% Damage Reduction
350 DEF = 57.27% Damage Reduction
400 DEF = 60.00% Damage Reduction
450 DEF = 62.31% Damage Reduction
500 DEF = 64.29% Damage Reduction
'''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.
It is calculated after DEF, but at this point in the formula it can only reduce damage by half at most.
</div>
== P.Atk <span class="mw-customtoggle-stat-patk" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-patk" class="mw-collapsible mw-collapsed">
P.Atk increases final physical damage dealt.
1 P.Atk = 1% increased physical damage.
</div>
== S.Matk <span class="mw-customtoggle-stat-smatk" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-smatk" class="mw-collapsible mw-collapsed">
S.Matk increases final magical damage dealt.
1 S.Matk = 1% increased magical damage.
</div>
== H.Plus <span class="mw-customtoggle-stat-hplus" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-hplus" class="mw-collapsible mw-collapsed">
H.Plus increases final healing done.
1 H.Plus = 1% increased healing.
</div>
== C.Rate <span class="mw-customtoggle-stat-crate" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-crate" class="mw-collapsible mw-collapsed">
C.Rate increases base critical damage.
1 C.Rate = +1% base critical damage.
C.Rate increases the base critical damage value.
0 C.Rate = Critical Hits deal 140% damage.
10 C.Rate = Critical Hits deal 150% damage.
</div>
== Res <span class="mw-customtoggle-stat-res" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-res" class="mw-collapsible mw-collapsed">
RES decreases final physical damage received, after all DEF and Soft DEF calculations.
Damage = damage * (1000 + res) / (1000 + 10 * res)
'''Damage Reduction examples:'''
10 RES = 9.09% Damage Reduction
20 RES = 16.67% Damage Reduction
30 RES = 23.08% Damage Reduction
40 RES = 28.57% Damage Reduction
50 RES = 33.33% Damage Reduction
60 RES = 37.50% Damage Reduction
70 RES = 41.18% Damage Reduction
80 RES = 44.44% Damage Reduction
90 RES = 47.37% Damage Reduction
100 RES = 50.00% Damage Reduction
</div>
== Mres <span class="mw-customtoggle-stat-mres" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div id="mw-customcollapsible-stat-mres" class="mw-collapsible mw-collapsed">
MRES decreases final magical damage received.
Damage = damage * (1000 + mres) / (1000 + 10 * mres)
'''Damage Reduction examples:'''
10 MRES = 9.09% Damage Reduction
20 MRES = 16.67% Damage Reduction
30 MRES = 23.08% Damage Reduction
40 MRES = 28.57% Damage Reduction
50 MRES = 33.33% Damage Reduction
60 MRES = 37.50% Damage Reduction
70 MRES = 41.18% Damage Reduction
80 MRES = 44.44% Damage Reduction
90 MRES = 47.37% Damage Reduction
100 MRES = 50.00% Damage Reduction
</div>
</div>

Revision as of 15:14, 1 June 2026

Stats

Character Stats

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.


STR

[Show]

Gives +1 ATK per point when using a melee weapon.

+30 Weight per point.

Base ATK

STR is the main Base ATK stat for melee weapons.

For melee weapons:

Base ATK = STR + floor(DEX / 5) + floor(LUK / 3) + STR breakpoint bonus

For ranged weapons:

Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus

STR / DEX Base ATK breakpoint

The main ATK stat has a cumulative breakpoint every 10 points.

n = floor(main_stat / 10)

Breakpoint bonus = n * (n + 1) / 2

Examples:

10 main stat = +1 total

20 main stat = +3 total

30 main stat = +6 total

40 main stat = +10 total

50 main stat = +15 total

60 main stat = +21 total

70 main stat = +28 total

80 main stat = +36 total

90 main stat = +45 total

100 main stat = +55 total

AGI

[Show]

AGI gives APM and Flee.

Formula

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

For players:

+1 Flee per 1 AGI and 1 extra Flee every 2 AGI.

APM

For melee weapons:

Raw APM value += AGI + floor(AGI / 2) + floor(DEX / 5)

For ranged weapons:

Raw APM value += AGI + floor(AGI / 3) + floor(DEX / 5)

Melee weapons

1 AGI = +1 raw APM

Every 2 AGI = +1 extra raw APM

Every 5 DEX = +1 raw APM

Ranged weapons

1 AGI = +1 raw APM

Every 3 AGI = +1 extra raw APM

Every 5 DEX = +1 raw APM

Huuma special case

Huuma is always 60 APM.

After Cast Delay

AGI also reduces ACD.

ACD reduction from AGI: Every 3 AGI = 1% ACD reduction.

ACD from stats and gear is added additively.

Breakpoint

AGI ACD breakpoint table:

10 AGI = +1%

20 AGI = +2%

30 AGI = +3%

30 AGI = +3%

40 AGI = +4%

50 AGI = +5%

60 AGI = +7%

70 AGI = +9%

80 AGI = +11%

90 AGI = +13%

100 AGI = +15%

110 AGI = +18%

120 AGI = +21%

130 AGI = +24%

140 AGI = +27%

150 AGI = +30%

160 AGI = +34%

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%

VIT

[Show]

VIT increases Max HP.

1 VIT = +1% base HP.

Soft DEF

VIT increases soft physical defense.

Formula:

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

VIT DEF/MDEF breakpoint

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

n = floor(VIT / 10)

Breakpoint bonus = 5 * n * (n + 1) / 2

Examples:

10 VIT = +5

20 VIT = +15 total

30 VIT = +30 total

40 VIT = +50 total

50 VIT = +75 total

60 VIT = +105 total

70 VIT = +140 total

80 VIT = +180 total

90 VIT = +225 total

100 VIT = +275 total

INT

[Show]

INT increases Max SP.

1 INT = +1% base SP.

MATK

INT is the main Base MATK stat.

Formula:

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

1 INT = +1 MATK

10 DEX = +1 MATK

3 LUK = +1 MATK

Soft MDEF

INT also increases soft MDEF.

1 INT = +1 MDEF2

INT MATK breakpoint

INT has a cumulative breakpoint every 10 INT.

n = floor(INT / 10)

Breakpoint bonus = n * (n + 1) / 2

Examples:

10 INT = +1 MATK

20 INT = +3 total MATK

30 INT = +6 total MATK

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

DEX

[Show]

DEX increases HIT.

1 DEX = +1 Hit.

Variable Cast Time

DEX reduces Variable Cast Time.

1 DEX = 0.5% VCT reduction.

15 DEX = 1% VCT reduction.

Examples:

10 DEX = 5 + 0 = 5% VCT reduction

15 DEX = 7 + 1 = 8% VCT reduction

30 DEX = 15 + 2 = 17% VCT reduction

60 DEX = 30 + 4 = 34% VCT reduction

90 DEX = 45 + 6 = 51% VCT reduction

120 DEX = 60 + 8 = 68% VCT reduction

150 DEX = 75 + 10 = 85% VCT reduction

Base ATK

DEX is the main Base ATK stat for ranged-style weapons.

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 way for both ranged and melee weapons.

5 DEX = +1 raw APM

LUK

[Show]

LUK contributes to ATK and MATK equally.

3 LUK = +1 ATK and +1 MATK

Flee

LUK contributes to Flee.

5 LUK = +1 Flee

Critical

LUK increases Critical.

Critical = 10 + LUK * 3 + floor(LUK / 9)

Examples:

9 LUK:

Base from LUK = 2.7%

Breakpoint = 1.0%

Total from LUK/breakpoint = 3.7%

90 LUK:

Base from LUK = 27%

Breakpoint = 10%

Total from LUK/breakpoint = 37%

Katar doubles final Critical after calculation.

FLEE

[Show]

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

Hit comparison:

Hit Rate = Attacker Hit + 100 - Target Flee

You cannot have more than 50% Flee chance.

Perfect Dodge / Flee2

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.

1 Perfect Dodge = 1% chance to dodge basic attacks.

HIT

[Show]

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

Hit comparison in battle:

Hit Rate = Attacker Hit + 100 - Target Flee

Example:

Attacker Hit = 420

Target Flee = 450

Hit Rate = 420 + 100 - 450

Hit Rate = 70%

The attack has 70% chance to hit.

Your minimum Hit chance is 50%.

CRIT

[Show]

Critical = 10 + LUK * 3 + floor(LUK / 9)

Katar doubles final Critical.

Everything can critically hit:

Magical Damage

Physical Damage

Healing

Shielding

APM

[Show]

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

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.