Character Stats: Difference between revisions

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AGI gives APM and Flee.
AGI increases Flee, APM, and After Cast Delay reduction.


'''Formula'''
{| 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 = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
'''Flee formula'''


'''For players:'''
{| 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>
|}


+1 Flee per 1 AGI and 1 extra Flee every 2 AGI.
'''APM formulas'''


'''APM'''
{| 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
|}


'''For melee weapons:'''
'''After Cast Delay from AGI'''


Raw APM value += AGI + floor(AGI / 2) + floor(DEX / 5)
AGI reduces After Cast Delay. ACD reduction from stats and gear is added additively.


'''For ranged weapons:'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! AGI
Raw APM value += AGI + floor(AGI / 3) + floor(DEX / 5)
! ACD
 
! style="border-left:2px solid #6b6b6b;" | AGI
'''Melee weapons'''
! ACD
 
! style="border-left:2px solid #6b6b6b;" | AGI
1 AGI = +1 raw APM
! ACD
 
|-
Every 2 AGI = +1 extra raw APM
| 0
 
| +0%
Every 5 DEX = +1 raw APM
| style="border-left:2px solid #6b6b6b;" | 100
 
| +15%
'''Ranged weapons'''
| style="border-left:2px solid #6b6b6b;" | 200
 
| +50%
1 AGI = +1 raw APM
|-
 
| 10
Every 3 AGI = +1 extra raw APM
| +1%
 
| style="border-left:2px solid #6b6b6b;" | 110
Every 5 DEX = +1 raw APM
| +18%
 
| style="border-left:2px solid #6b6b6b;" | 210
'''Huuma special case'''
| +55%
 
|-
Huuma is always 60 APM.
| 20
 
| +2%
'''After Cast Delay'''
| style="border-left:2px solid #6b6b6b;" | 120
 
| +21%
AGI also reduces ACD.
| style="border-left:2px solid #6b6b6b;" | 220
 
| +60%
ACD reduction from AGI: Every 3 AGI = 1% ACD reduction.
|-
 
| 30
ACD from stats and gear is added additively.
| +3%
 
| style="border-left:2px solid #6b6b6b;" | 130
'''Breakpoint'''
| +24%
 
| style="border-left:2px solid #6b6b6b;" | 230
AGI ACD breakpoint table:
| +65%
 
|-
10 AGI = +1%
| 40
 
| +4%
20 AGI = +2%
| style="border-left:2px solid #6b6b6b;" | 140
 
| +27%
30 AGI = +3%
| style="border-left:2px solid #6b6b6b;" | 240
 
| +70%
40 AGI = +4%
|-
 
| 50
50 AGI = +5%
| +5%
 
| style="border-left:2px solid #6b6b6b;" | 150
60 AGI = +7%
| +30%
 
| style="border-left:2px solid #6b6b6b;" | 250
70 AGI = +9%
| +75%
 
|-
80 AGI = +11%
| 60
 
| +7%
90 AGI = +13%
| style="border-left:2px solid #6b6b6b;" | 160
 
| +34%
100 AGI = +15%
| style="border-left:2px solid #6b6b6b;" | 260
 
| +81%
110 AGI = +18%
|-
 
| 70
120 AGI = +21%
| +9%
 
| style="border-left:2px solid #6b6b6b;" | 170
130 AGI = +24%
| +38%
 
| style="border-left:2px solid #6b6b6b;" | 270
140 AGI = +27%
| +87%
 
|-
150 AGI = +30%
| 80
 
| +11%
160 AGI = +34%
| style="border-left:2px solid #6b6b6b;" | 180
 
| +42%
170 AGI = +38%
| style="border-left:2px solid #6b6b6b;" | 280
 
| +93%
180 AGI = +42%
|-
 
| 90
190 AGI = +46%
| +13%
 
| style="border-left:2px solid #6b6b6b;" | 190
200 AGI = +50%
| +46%
 
| style="border-left:2px solid #6b6b6b;" | 290+
210 AGI = +55%
| +100%
 
|}
220 AGI = +60%
 
230 AGI = +65%
 
240 AGI = +70%
 
250 AGI = +75%
 
260 AGI = +81%
 
270 AGI = +87%
 
280 AGI = +93%
 
290+ AGI = +100%


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VIT increases Max HP.
VIT increases Max HP, Soft DEF, and contributes to Soft MDEF.


1 VIT = +1% base HP.
{| 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'''


VIT increases soft physical defense.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
 
! Stat
'''Formula:'''
! Formula
 
|-
DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
| Soft DEF
 
| <code>DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus</code>
1 VIT = +1 Soft DEF
|-
 
| Soft MDEF
5 AGI = +1 Soft DEF
| <code>MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus</code>
 
|}
'''Soft MDEF'''


VIT also contributes to soft magical defense.
'''VIT breakpoint bonus'''
 
'''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.
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.


n = floor(VIT / 10)
{| 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 bonus = 5 * n * (n + 1) / 2
'''Breakpoint formula'''
 
'''Examples:'''
 
10 VIT = +5
 
20 VIT = +15 total
 
30 VIT = +30 total
 
40 VIT = +50 total
 
50 VIT = +75 total


60 VIT = +105 total
<code>n = floor(VIT / 10)</code>


70 VIT = +140 total
<code>VIT breakpoint bonus = 5 * n * (n + 1) / 2</code>
 
80 VIT = +180 total
 
90 VIT = +225 total
 
100 VIT = +275 total


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INT increases Max SP.
INT increases Max SP, Base MATK, and Soft MDEF.


1 INT = +1% base SP.
{| 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 is the main Base MATK stat.
{| 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>
|}


'''Formula:'''
'''INT breakpoint bonus'''


MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus
INT gains an extra cumulative Base MATK bonus every 10 points.


1 INT = +1 MATK
{| 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
|}


10 DEX = +1 MATK
'''Breakpoint formula'''
 
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
<code>n = floor(INT / 10)</code>


100 INT = +55 total MATK
<code>INT breakpoint bonus = n * (n + 1) / 2</code>


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DEX increases HIT.
DEX increases Hit, reduces Variable Cast Time, and contributes to Base ATK, MATK, and APM.


1 DEX = +1 Hit.
{| 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 reduces Variable Cast Time.
{| 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>
|}


1 DEX = 0.5% VCT reduction.
'''Variable Cast Time examples'''


15 DEX = 1% VCT reduction.
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! DEX
'''Examples:'''
! VCT Reduction
 
! style="border-left:2px solid #6b6b6b;" | DEX
10 DEX = 5 + 0 = 5% VCT reduction
! VCT Reduction
 
|-
15 DEX = 7 + 1 = 8% VCT reduction
| 10
 
| 5%
30 DEX = 15 + 2 = 17% VCT reduction
| style="border-left:2px solid #6b6b6b;" | 90
 
| 51%
60 DEX = 30 + 4 = 34% VCT reduction
|-
 
| 15
90 DEX = 45 + 6 = 51% VCT reduction
| 8%
 
| style="border-left:2px solid #6b6b6b;" | 120
120 DEX = 60 + 8 = 68% VCT reduction
| 68%
 
|-
150 DEX = 75 + 10 = 85% VCT reduction
| 30
 
| 17%
'''Base ATK'''
| style="border-left:2px solid #6b6b6b;" | 150
 
| 85%
DEX is the main Base ATK stat for ranged-style weapons.
|-
 
| 60
'''For ranged weapons:'''
| 34%
 
| style="border-left:2px solid #6b6b6b;" |
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


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LUK contributes to ATK and MATK equally.
LUK contributes to ATK, MATK, Flee, and Critical.


3 LUK = +1 ATK and +1 MATK
{| 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.
|}


'''Flee'''
'''Critical formula'''


LUK contributes to Flee.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
! Stat
! Formula
|-
| Critical
| <code>Critical = 10 + LUK * 3 + floor(LUK / 9)</code>
|}


5 LUK = +1 Flee
'''Critical examples'''


'''Critical'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! LUK
LUK increases Critical.
! Base from LUK
 
! Breakpoint
Critical = 10 + LUK * 3 + floor(LUK / 9)
! Total from LUK / Breakpoint
 
|-
'''Examples:'''
| 9
 
| 2.7%
9 LUK:
| 1.0%
 
| 3.7%
Base from LUK = 2.7%
|-
 
| 90
Breakpoint = 1.0%
| 27%
 
| 10%
Total from LUK/breakpoint = 3.7%
| 37%
 
|}
90 LUK:
 
Base from LUK = 27%
 
Breakpoint = 10%
 
Total from LUK/breakpoint = 37%
 
Katar doubles final Critical after calculation.


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


'''Hit comparison:'''
{| 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.
|}


Hit Rate = Attacker Hit + 100 - Target Flee
'''Flee formula'''


You cannot have more than 50% Flee chance.
{| 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>
|}


'''Perfect Dodge / Flee2'''
'''Hit comparison'''


Perfect Dodge is checked before the normal hit calculation.
{| 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>
|}


It only works for basic attacks and is not gained by normal means, only by external sources like skills or gear.
'''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.
|}


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Hit = existing Hit bonuses + Base Level + DEX + 25
Hit determines the chance to hit a target after comparing the attacker's Hit against the target's Flee.


'''Hit comparison in battle:'''
{| 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 Rate = Attacker Hit + 100 - Target Flee
'''Hit formula'''


'''Example:'''
{| 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>
|}


Attacker Hit = 420
'''Hit example'''


Target Flee = 450
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! Attacker Hit
Hit Rate = 420 + 100 - 450
! Target Flee
 
! Formula
Hit Rate = 70%
! Final Hit Rate
 
|-
The attack has 70% chance to hit.
| 420
 
| 450
Your minimum Hit chance is 50%.
| <code>420 + 100 - 450</code>
| 70%
|}


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Critical = 10 + LUK * 3 + floor(LUK / 9)
Critical increases the chance for attacks, spells, healing, and shielding to critically strike.


Katar doubles final Critical.
{| 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.
|}


'''Everything can critically hit:'''
'''Effects that can critically hit'''


Magical Damage
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
 
! Type
Physical Damage
! Can Crit?
 
|-
Healing
| Physical Damage
 
| Yes
Shielding
|-
| Magical Damage
| Yes
|-
| Healing
| Yes
|-
| Shielding
| Yes
|}


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


'''Melee weapons'''
{| 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.
|}


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


'''Ranged weapons'''
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
 
! Weapon Type
Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)
! Formula
 
|-
'''Huuma'''
| Melee weapons
 
| <code>Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)</code>
Fixed at 60 APM.
|-
| Ranged weapons
| <code>Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)</code>
|-
| Huuma
| <code>APM = 60</code>
|}


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Base movement speed is 100.
Move Speed controls how fast a character moves. Lower values are faster, while higher values are slower.


Movement speed cannot be slowed to less than 40, and it cannot be higher than 500.
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
 
! Property
Higher movement speed value = slower movement.
! Value
 
! Notes
'''All bonuses are additive.'''
|-
 
| 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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'''Variable cast stat reduction'''
Cast Time is reduced by DEX and other Variable Cast Time reduction effects.


Stat Cast Reduction = floor(DEX / 2) + floor(DEX / 15)
{| 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 variable cast:'''
'''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>
|}


This means that VCT reductions from gear and stats work additively.
'''Example'''


'''Example:'''
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! DEX
90 DEX = 51% VCT reduction
! Stat VCT Reduction
 
! Extra VCT Reduction Needed
In this scenario, having 49% VCT reduction on gear, buffs, or passives will result in no Variable Cast Time.
! Result
|-
| 90
| 51%
| 49%
| No Variable Cast Time
|}


</div>
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'''AGI contributes'''
After Cast Delay is reduced by AGI and other ACD reduction effects. ACD reduction from stats and gear is added additively.


AGI ACD reduction = floor(AGI / 3) + AGI breakpoint table bonus
{| 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.
|}


'''Breakpoint'''
'''AGI ACD breakpoint table'''


AGI ACD breakpoint table:
{| 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%
|}


0 AGI = +0%
'''Example'''


10 AGI = +1%
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! AGI
20 AGI = +2%
! Stat ACD Reduction
 
! Extra ACD Reduction Needed
30 AGI = +3%
! Result
 
|-
40 AGI = +4%
| 90
 
| 43%
50 AGI = +5%
| 57%
 
| No After Cast Delay
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.


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MDEF reduces magical damage and is calculated before Soft MDEF.
MDEF reduces magical damage and is calculated before Soft MDEF.


Damage = damage * (2000 + mdef) / (2000 + mdef * 10)
{| 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.
|}


'''Damage Reduction examples:'''
'''MDEF formula'''


50 MDEF = 18.00% Damage Reduction
{| 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>
|}


100 MDEF = 30.00% Damage Reduction
'''Damage Reduction examples'''


150 MDEF = 38.57% Damage Reduction
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! MDEF
200 MDEF = 45.00% Damage Reduction
! Reduction
 
! style="border-left:2px solid #6b6b6b;" | MDEF
250 MDEF = 50.00% Damage Reduction
! Reduction
 
|-
300 MDEF = 54.00% Damage Reduction
| 50
 
| 18.00%
350 MDEF = 57.27% Damage Reduction
| style="border-left:2px solid #6b6b6b;" | 300
 
| 54.00%
400 MDEF = 60.00% Damage Reduction
|-
 
| 100
450 MDEF = 62.31% Damage Reduction
| 30.00%
 
| style="border-left:2px solid #6b6b6b;" | 350
500 MDEF = 64.29% Damage Reduction
| 57.27%
 
|-
If more than 4 attackers are targeting the unit, hard MDEF is reduced.
| 150
 
| 38.57%
Each extra attacker reduces hard MDEF by 10% of total MDEF.
| 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>
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DEF reduces physical damage and is calculated before Soft DEF.
DEF reduces physical damage and is calculated before Soft DEF.


Damage = damage * (2000 + def) / (2000 + def * 10)
{| 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.
|}


If more than 4 attackers are targeting a target, hard DEF is reduced.
'''DEF formula'''


Each extra attacker reduces hard DEF by 10% of total DEF.
{| 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'''


50 DEF = 18.00% Damage Reduction
{| 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%
|}


100 DEF = 30.00% Damage Reduction
'''Soft DEF formula'''


150 DEF = 38.57% Damage Reduction
{| class="wikitable" style="text-align:left; border:2px solid #6b6b6b; background:#ffffff;"
 
! Stat
200 DEF = 45.00% Damage Reduction
! Formula
 
|-
250 DEF = 50.00% Damage Reduction
| Soft DEF
 
| <code>DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus</code>
300 DEF = 54.00% Damage Reduction
|-
 
| VIT breakpoint
350 DEF = 57.27% Damage Reduction
| <code>bonus = 5 * n * (n + 1) / 2</code>
 
|}
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>
</div>
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P.Atk increases final physical damage dealt.
P.Atk increases final physical damage dealt.


1 P.Atk = 1% increased physical damage.
{| 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>
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S.Matk increases final magical damage dealt.
S.Matk increases final magical damage dealt.


1 S.Matk = 1% increased magical damage.
{| 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>
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H.Plus increases final healing done.
H.Plus increases final healing done.


1 H.Plus = 1% increased healing.
{| 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>
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C.Rate increases base critical damage.
C.Rate increases base critical damage.


1 C.Rate = +1% base critical damage.
{| 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.
|}


C.Rate increases the base critical damage value.
'''Critical damage examples'''


0 C.Rate = Critical Hits deal 140% damage.
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! C.Rate
10 C.Rate = Critical Hits deal 150% damage.
! Critical Damage
|-
| 0
| 140%
|-
| 10
| 150%
|}


</div>
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<span class="mw-collapsible-toggle" style="display:none;"></span>


RES decreases final physical damage received, after all DEF and Soft DEF calculations.
RES decreases final physical damage received after all DEF and Soft DEF calculations.


Damage = damage * (1000 + res) / (1000 + 10 * res)
{| 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.
|}


'''Damage Reduction examples:'''
'''RES formula'''


10 RES = 9.09% Damage Reduction
{| 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>
|}


20 RES = 16.67% Damage Reduction
'''Damage Reduction examples'''


30 RES = 23.08% Damage Reduction
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! RES
40 RES = 28.57% Damage Reduction
! Reduction
 
! style="border-left:2px solid #6b6b6b;" | RES
50 RES = 33.33% Damage Reduction
! Reduction
 
|-
60 RES = 37.50% Damage Reduction
| 10
 
| 9.09%
70 RES = 41.18% Damage Reduction
| style="border-left:2px solid #6b6b6b;" | 60
 
| 37.50%
80 RES = 44.44% Damage Reduction
|-
 
| 20
90 RES = 47.37% Damage Reduction
| 16.67%
 
| style="border-left:2px solid #6b6b6b;" | 70
100 RES = 50.00% Damage Reduction
| 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>
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MRES decreases final magical damage received.
MRES decreases final magical damage received.


Damage = damage * (1000 + mres) / (1000 + 10 * mres)
{| 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.
|}


'''Damage Reduction examples:'''
'''MRES formula'''


10 MRES = 9.09% Damage Reduction
{| 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>
|}


20 MRES = 16.67% Damage Reduction
'''Damage Reduction examples'''


30 MRES = 23.08% Damage Reduction
{| class="wikitable" style="text-align:center; border:2px solid #6b6b6b; background:#ffffff;"
 
! MRES
40 MRES = 28.57% Damage Reduction
! Reduction
 
! style="border-left:2px solid #6b6b6b;" | MRES
50 MRES = 33.33% Damage Reduction
! Reduction
 
|-
60 MRES = 37.50% Damage Reduction
| 10
 
| 9.09%
70 MRES = 41.18% Damage Reduction
| style="border-left:2px solid #6b6b6b;" | 60
 
| 37.50%
80 MRES = 44.44% Damage Reduction
|-
 
| 20
90 MRES = 47.37% Damage Reduction
| 16.67%
 
| style="border-left:2px solid #6b6b6b;" | 70
100 MRES = 50.00% Damage Reduction
| 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

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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

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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

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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

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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

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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

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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

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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%