Character Stats: Difference between revisions
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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 | |||
| Reduced by AGI | |||
| Uses the ACD formula and 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 | |||
! Notes | |||
|- | |||
| Max HP | |||
| +1% base HP per VIT | |||
| Increases maximum HP. | |||
|- | |||
| Soft DEF | |||
| +1 per VIT | |||
| Also gains bonus from AGI and VIT breakpoint. | |||
|- | |||
| Soft MDEF | |||
| +1 every 5 VIT | |||
| INT is the main Soft MDEF stat. | |||
|} | |||
'''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 | |||
5 | | <code>MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus</code> | ||
|} | |||
'''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 | |||
! Notes | |||
|- | |||
| Max SP | |||
| +1% base SP per INT | |||
| Increases maximum SP. | |||
|- | |||
| Base MATK | |||
| +1 per INT | |||
| INT is the main Base MATK stat. | |||
|- | |||
| Soft MDEF | |||
| +1 per INT | |||
| VIT also contributes slightly to Soft MDEF. | |||
|} | |||
'''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 | |||
! Notes | |||
|- | |||
| Hit | |||
| +1 per DEX | |||
| Main stat for Hit. | |||
|- | |||
| Variable Cast Time | |||
| Reduced by DEX | |||
| Uses the formula below. | |||
|- | |||
| Ranged Base ATK | |||
| +1 per DEX | |||
| DEX is the main Base ATK stat for ranged weapons. | |||
|- | |||
| Melee Base ATK | |||
| +1 every 5 DEX | |||
| DEX is secondary for melee weapons. | |||
|- | |||
| MATK | |||
| +1 every 10 DEX | |||
| Small contribution to Base MATK. | |||
|- | |||
| APM | |||
| +1 every 5 DEX | |||
| Applies to both melee and ranged weapons. | |||
|} | |||
'''Variable Cast Time''' | '''Variable Cast Time reduction''' | ||
DEX | {| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;" | ||
! Stat | |||
! Formula | |||
|- | |||
| Stat Cast Reduction | |||
| <code>floor(DEX / 2) + floor(DEX / 15)</code> | |||
|} | |||
'''Variable Cast Time examples''' | |||
{| 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 Critical. | ||
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;" | |||
! Effect | |||
! Value | |||
! Notes | |||
|- | |||
| Base ATK | |||
| +1 every 3 LUK | |||
| Applies as a secondary ATK contribution. | |||
|- | |||
| Base MATK | |||
| +1 every 3 LUK | |||
| Applies as a secondary MATK contribution. | |||
|- | |||
| Flee | |||
| +1 every 5 LUK | |||
| Small contribution to Flee. | |||
|- | |||
| Critical | |||
| +3 Critical per LUK, plus +1 every 9 LUK | |||
| Katar doubles final Critical after calculation. | |||
|} | |||
''' | '''Critical formula''' | ||
LUK | {| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;" | ||
! Stat | |||
! Formula | |||
|- | |||
| Critical | |||
| <code>Critical = 10 + LUK * 3 + floor(LUK / 9)</code> | |||
|} | |||
'''Critical examples''' | |||
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;" | |||
! LUK | |||
LUK | ! Base from LUK | ||
! Breakpoint | |||
! Total from LUK / Breakpoint | |||
|- | |||
| 9 | |||
| 2.7% | |||
9 | | 1.0% | ||
| 3.7% | |||
|- | |||
| 90 | |||
| 27% | |||
| 10% | |||
| 37% | |||
|} | |||
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> | ||
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 / Flee2''' | |||
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;" | |||
! Effect | |||
! Value | |||
! Notes | |||
|- | |||
| Main source | |||
| DEX | |||
| 1 DEX = +1 Hit. | |||
|- | |||
| Base contribution | |||
| Base Level + 25 | |||
| Added to existing Hit bonuses. | |||
|- | |||
| Minimum Hit chance | |||
| 50% | |||
| Your minimum chance to hit is 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 example''' | |||
Target Flee | {| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;" | ||
! Attacker Hit | |||
Hit Rate | ! Target Flee | ||
! Formula | |||
! Final Hit Rate | |||
|- | |||
| 420 | |||
| 450 | |||
| <code>420 + 100 - 450</code> | |||
| 70% | |||
|} | |||
</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>Critical = 10 + LUK * 3 + 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> | ||
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<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> | ||
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<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. | |||
|- | |||
| Stacking | |||
| Additive | |||
| Stat reduction and gear/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 | ||
! Extra VCT Reduction Needed | |||
! Result | |||
|- | |||
| 90 | |||
| 51% | |||
| 49% | |||
| No Variable Cast Time | |||
|} | |||
</div> | </div> | ||
| Line 625: | Line 892: | ||
<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 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. | |||
|- | |||
| Stacking | |||
| Additive | |||
| ACD from stats and gear 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 | |||
! Extra ACD Reduction Needed | |||
! Result | |||
|- | |||
| 90 | |||
| 43% | |||
| 57% | |||
| No After Cast Delay | |||
|} | |||
90 | |||
</div> | </div> | ||
| Line 713: | Line 1,019: | ||
MDEF reduces magical damage and is calculated before Soft MDEF. | MDEF reduces magical damage and is calculated before Soft MDEF. | ||
Damage | {| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;" | ||
! Effect | |||
! Value | |||
! Notes | |||
|- | |||
| Damage type reduced | |||
| Magical damage | |||
| Calculated before Soft MDEF. | |||
|- | |||
| Multi-attacker penalty | |||
| Starts after 4 attackers | |||
| Each extra attacker reduces hard MDEF by 10% of total MDEF. | |||
|} | |||
''' | '''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> | |||
|} | |||
'''Damage Reduction examples''' | |||
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;" | |||
! MDEF | |||
! Reduction | |||
! style="border-left:2px solid #6b6b6b;" | MDEF | |||
! Reduction | |||
|- | |||
| 50 | |||
| 18.00% | |||
| style="border-left:2px solid #6b6b6b;" | 300 | |||
| 54.00% | |||
400 | |- | ||
| 100 | |||
450 | | 30.00% | ||
| style="border-left:2px solid #6b6b6b;" | 350 | |||
500 | | 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 753: | Line 1,089: | ||
DEF reduces physical damage and is calculated before Soft DEF. | DEF reduces physical damage and is calculated before Soft DEF. | ||
Damage | {| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;" | ||
! Effect | |||
! Value | |||
! Notes | |||
|- | |||
| Damage type reduced | |||
| Physical damage | |||
| Calculated before Soft DEF. | |||
|- | |||
| Multi-attacker penalty | |||
| Starts after 4 attackers | |||
| Each extra attacker reduces hard DEF by 10% of total DEF. | |||
|- | |||
| Soft DEF | |||
| Reduces physical damage after DEF | |||
| Soft DEF can only reduce damage by half at most at this point in the formula. | |||
|} | |||
'''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> | |||
|} | |||
'''Damage Reduction examples | '''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% | |||
|} | |||
'''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> | |||
|} | |||
DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus | |||
bonus = 5 * n * (n + 1) / 2 | |||
</div> | </div> | ||
| Line 807: | Line 1,176: | ||
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 1,198: | ||
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 1,220: | ||
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 1,242: | ||
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 1,275: | ||
<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 1,343: | ||
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> | ||
Revision as of 15:33, 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]
STR increases melee damage and Weight Limit. It is the main Base ATK stat for melee weapons.
| Effect | Value | Notes |
|---|---|---|
| Melee Base ATK | +1 per STR | Applies when using melee weapons. |
| Ranged Base ATK | +1 every 5 STR | STR is only a secondary stat for ranged weapons. |
| Weight Limit | +30 per STR | Increases how much the character can carry. |
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 | Reduced by AGI | Uses the ACD formula and 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 | Notes |
|---|---|---|
| Max HP | +1% base HP per VIT | Increases maximum HP. |
| Soft DEF | +1 per VIT | Also gains bonus from AGI and VIT breakpoint. |
| Soft MDEF | +1 every 5 VIT | INT is the main Soft MDEF stat. |
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 | Notes |
|---|---|---|
| Max SP | +1% base SP per INT | Increases maximum SP. |
| Base MATK | +1 per INT | INT is the main Base MATK stat. |
| Soft MDEF | +1 per INT | VIT also contributes slightly to Soft MDEF. |
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 | Notes |
|---|---|---|
| Hit | +1 per DEX | Main stat for Hit. |
| Variable Cast Time | Reduced by DEX | Uses the formula below. |
| Ranged Base ATK | +1 per DEX | DEX is the main Base ATK stat for ranged weapons. |
| Melee Base ATK | +1 every 5 DEX | DEX is secondary for melee weapons. |
| MATK | +1 every 10 DEX | Small contribution to Base MATK. |
| APM | +1 every 5 DEX | Applies to both melee and ranged weapons. |
Variable Cast Time reduction
| Stat | Formula |
|---|---|
| Stat Cast Reduction | floor(DEX / 2) + floor(DEX / 15)
|
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 Critical.
| Effect | Value | Notes |
|---|---|---|
| Base ATK | +1 every 3 LUK | Applies as a secondary ATK contribution. |
| Base MATK | +1 every 3 LUK | Applies as a secondary MATK contribution. |
| Flee | +1 every 5 LUK | Small contribution to Flee. |
| Critical | +3 Critical per LUK, plus +1 every 9 LUK | Katar doubles final Critical after calculation. |
Critical formula
| Stat | Formula |
|---|---|
| Critical | Critical = 10 + LUK * 3 + floor(LUK / 9)
|
Critical examples
| LUK | Base from LUK | Breakpoint | Total from LUK / Breakpoint |
|---|---|---|---|
| 9 | 2.7% | 1.0% | 3.7% |
| 90 | 27% | 10% | 37% |
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 / Flee2
| 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.
| Effect | Value | Notes |
|---|---|---|
| Main source | DEX | 1 DEX = +1 Hit. |
| Base contribution | Base Level + 25 | Added to existing Hit bonuses. |
| Minimum Hit chance | 50% | Your minimum chance to hit is 50%. |
Hit formula
| Stat | Formula |
|---|---|
| Hit | Hit = existing Hit bonuses + Base Level + DEX + 25
|
| Hit Rate | Hit Rate = Attacker Hit + 100 - Target Flee
|
Hit example
| Attacker Hit | Target Flee | Formula | Final Hit Rate |
|---|---|---|---|
| 420 | 450 | 420 + 100 - 450
|
70% |
CRIT
[Show]
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.
| Effect | Value | Notes |
|---|---|---|
| Critical formula | Critical = 10 + LUK * 3 + 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
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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. |
| Stacking | Additive | Stat reduction and gear/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 | Extra VCT Reduction Needed | Result |
|---|---|---|---|
| 90 | 51% | 49% | No Variable Cast Time |
After Cast Delay
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After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear 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. |
| Stacking | Additive | ACD from stats and gear 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 | Extra ACD Reduction Needed | Result |
|---|---|---|---|
| 90 | 43% | 57% | No After Cast Delay |
MDEF
[Show]
MDEF reduces magical damage and is calculated before Soft MDEF.
| Effect | Value | Notes |
|---|---|---|
| Damage type reduced | Magical damage | Calculated before Soft MDEF. |
| Multi-attacker penalty | Starts after 4 attackers | Each extra attacker reduces hard MDEF by 10% of total MDEF. |
MDEF formula
| Stat | Formula |
|---|---|
| Magical damage after MDEF | Damage = damage * (2000 + mdef) / (2000 + mdef * 10)
|
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 and is calculated before Soft DEF.
| Effect | Value | Notes |
|---|---|---|
| Damage type reduced | Physical damage | Calculated before Soft DEF. |
| Multi-attacker penalty | Starts after 4 attackers | Each extra attacker reduces hard DEF by 10% of total DEF. |
| Soft DEF | Reduces physical damage after DEF | Soft DEF can only reduce damage by half at most at this point in the formula. |
DEF formula
| Stat | Formula |
|---|---|
| Physical damage after DEF | Damage = damage * (2000 + def) / (2000 + def * 10)
|
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% |
Soft DEF formula
| Stat | Formula |
|---|---|
| Soft DEF | DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
|
| VIT breakpoint | bonus = 5 * n * (n + 1) / 2
|
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
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H.Plus increases final healing done.
| Effect | Value | Notes |
|---|---|---|
| Final healing | +1% per H.Plus | Applies to final healing done. |
C.Rate
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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% |

