Character Stats: Difference between revisions
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Gives +1 ATK per point when using a melee weapon. | Gives +1 ATK per point when using a melee weapon. | ||
Revision as of 15:17, 1 June 2026
Stats
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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
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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.

