Character Stats: Difference between revisions

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== STR ==
== STR ==
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Gives +1 ATK per point when using a melee weapon
Gives +1 ATK per point when using a melee weapon
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== AGI ==
== AGI ==
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AGI gives APM and Flee.
AGI gives APM and Flee.
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== VIT ==
== VIT ==
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VIT increases Max HP
VIT increases Max HP
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== INT ==
== INT ==
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INT increases Max SP
INT increases Max SP
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== DEX ==
== DEX ==
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DEX increases HIT
DEX increases HIT
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== LUK ==
== LUK ==
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LUK contributes to ATK and MATK equally:
LUK contributes to ATK and MATK equally:
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== FLEE ==
== FLEE ==
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Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
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== HIT ==
== HIT ==
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Hit = existing Hit bonuses + Base Level + DEX + 25
Hit = existing Hit bonuses + Base Level + DEX + 25
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== CRIT ==
== CRIT ==
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Critical = 10 + LUK * 3 + floor(LUK / 9)
Critical = 10 + LUK * 3 + floor(LUK / 9)
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== APM ==
== APM ==
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'''Edda uses APM (Attacks per Minute) over ASPD'''
'''Edda uses APM (Attacks per Minute) over ASPD'''
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== Move Speed ==
== Move Speed ==
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Base movement speed is 100
Base movement speed is 100
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== Cast Time ==
== Cast Time ==
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  '''Variable cast stat reduction'''
  '''Variable cast stat reduction'''
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== After Cast Delay ==
== After Cast Delay ==
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  '''AGI contributes'''
  '''AGI contributes'''
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== MDEF ==
== MDEF ==
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It reduces magical damage and its calculated BEFORE Soft MDEF
It reduces magical damage and its calculated BEFORE Soft MDEF
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== DEF ==
== DEF ==
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It reduces physical damage and its calculated BEFORE Soft DEF
It reduces physical damage and its calculated BEFORE Soft DEF
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== P.Atk ==
== P.Atk ==
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P.Atk simply increases final physical damage dealt
P.Atk simply increases final physical damage dealt
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== S.Matk ==
== S.Matk ==
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S.Matk simply increases final magical damage dealt
S.Matk simply increases final magical damage dealt
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== H.Plus ==
== H.Plus ==
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== C.Rate ==
== C.Rate ==
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C.Rate simply increases base critical damage
C.Rate simply increases base critical damage
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== Res ==
== Res ==
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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
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== Mres ==
== Mres ==
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RES decreases final physical damage received
RES decreases final physical damage received

Revision as of 18:17, 31 May 2026

Stats

Overview

Each character stats is responsible for different things, some of them may or may not affect similar traits.

The Special Stats cannot be learned right now but instead is given by some skills.







STR

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

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 every 2 points


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 60 APM always

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 = +

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

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


For ranged weapons:

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


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

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

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 to both Ranged/Melee weapons:

5 DEX = +1 raw APM


,

LUK

LUK contributes to ATK and MATK equally:

3 LUK = +1 ATK and 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 l = 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

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

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

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

Katar doubles final Critical.


EVERYTHING can critically hit

Magical Damage

Physical Damage

Healing

Shielding


,

APM

Edda uses APM (Attacks per Minute) over 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


,

Move Speed

Base movement speed is 100


Movement speed can't be slowed to less than 40, and it cant be higher than 500


bigger = slower


All bonuses are additive

-25 slow and a +25 movement speed just nulifies each other


,

Cast Time

Variable cast stat reduction

Stat Cast Reduction = floor(DEX / 2) + floor(DEX / 15)


Final variable cast:

Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100


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


example:

90 DEX = 51% VCT


In this scenario, Having 49% VCT reduction on gear/buffs/passives will result in no Variable Cast Time.



,

After Cast Delay

AGI contributes

AGI ACD reduction = floor(AGI / 3) + AGI breakpoint table bonus

Breakpoint 

AGI ACD breakpoint table:


0 AGI = +0%

10 AGI = +1%

20 AGI = +2%

30 AGI = +3%

40 AGI = +4%

50 AGI = +5%

60 AGI = +7%

70 AGI = +9%

80 AGI = +11%

90 AGI = +13%

100 AGI = +15%

110 AGI = +18%

120 AGI = +21%

130 AGI = +24%

140 AGI = +27%

150 AGI = +30%

160 AGI = +34%

170 AGI = +38%

180 AGI = +42%

190 AGI = +46%

200 AGI = +50%

210 AGI = +55%

220 AGI = +60%

230 AGI = +65%

240 AGI = +70%

250 AGI = +75%

260 AGI = +81%

270 AGI = +87%

280 AGI = +93%

290+ AGI = +100%


ACD also works additively with gear and stats.

example:

90 AGI = 43% ACD reduction


In this scenario, Having 57% ACD reduction on gear/buffs/passives will result in no ACD


,

MDEF

It reduces magical damage and its calculated BEFORE Soft MDEF

Damage = damage * (2000 + mdef) / (2000 + mdef * 10);


Damage Reduction examples:

50 MDEF = 18.00% Damage Reduction

100 MDEF = 30.00% Damage Reduction

150 MDEF = 38.57% Damage Reduction

200 MDEF = 45.00% Damage Reduction

250 MDEF = 50.00% Damage Reduction

300 MDEF = 54.00% Damage Reduction

350 MDEF = 57.27% Damage Reduction

400 MDEF = 60.00% Damage Reduction

450 MDEF = 62.31% Damage Reduction

500 MDEF = 64.29% Damage Reduction


If more than 4 attackers are targeting the unit, hard MDEF is reduced.

Each extra attacker reduces hard MDEF by 10% of total MDEF.


,

DEF

It reduces physical damage and its calculated BEFORE Soft DEF

Damage = damage * (2000 + def) / (2000 + def * 10);


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

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


Damage Reduction examples:

50 DEF = 18.00% Damage Reduction

100 DEF = 30.00% Damage Reduction

150 DEF = 38.57% Damage Reduction

200 DEF = 45.00% Damage Reduction

250 DEF = 50.00% Damage Reduction

300 DEF = 54.00% Damage Reduction

350 DEF = 57.27% Damage Reduction

400 DEF = 60.00% Damage Reduction

450 DEF = 62.31% Damage Reduction

500 DEF = 64.29% Damage Reduction


Soft DEF

DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus


VIT breakpoint:

n = floor(VIT / 10) bonus = 5 * n * (n + 1) / 2


Soft DEF reduces physical damage by the same amount, its calculated AFTER DEF but at this point in the formula it can only reduce damage by half at most


,

P.Atk

P.Atk simply increases final physical damage dealt

1 P.ATK = 1% increased physical damage


,

S.Matk

S.Matk simply increases final magical damage dealt

1 S.Matk = 1% increased magical damage


,

H.Plus


H.Plus simply increases final healing dont


1 H.Plus = 1% increased healing


,

C.Rate

C.Rate simply increases base critical damage

1 C.Rate = +1% base critical damage


But it increases the BASE damage

0 C.Rate = Critical Hits deal 140% damage

10 C.Rate = Critical Hits deal 150% damage


,

Res

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


Damage = damage * (1000 + res) / (1000 + 10 * res);


Damage Reduction examples:

10 RES = 9.09% Damage Reduction

20 RES = 16.67% Damage Reduction

30 RES = 23.08% Damage Reduction

40 RES = 28.57% Damage Reduction

50 RES = 33.33% Damage Reduction

60 RES = 37.50% Damage Reduction

70 RES = 41.18% Damage Reduction

80 RES = 44.44% Damage Reduction

90 RES = 47.37% Damage Reduction

100 RES = 50.00% Damage Reduction


,

Mres

RES decreases final physical damage received


Damage = damage * (1000 + mres) / (1000 + 10 * mres);


Damage Reduction examples:

10 MRES = 9.09% Damage Reduction

20 MRES = 16.67% Damage Reduction

30 MRES = 23.08% Damage Reduction

40 MRES = 28.57% Damage Reduction

50 MRES = 33.33% Damage Reduction

60 MRES = 37.50% Damage Reduction

70 MRES = 41.18% Damage Reduction

80 MRES = 44.44% Damage Reduction

90 MRES = 47.37% Damage Reduction

100 MRES = 50.00% Damage Reduction


,