Character Stats: Difference between revisions

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== Character Stats [[File:Basic_Skill.png|30px]] ==
== Character Stats [[File:Basic_Skill.png|30px]] ==
Each character stats is responsible for different things, some of them may or may not affect similar traits.
 
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.
 
----


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


== STR <span class="mw-customtoggle-stat-str" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==


<div id="mw-customcollapsible-stat-str" class="mw-collapsible mw-collapsed">


== STR ==
Gives +1 ATK per point when using a melee weapon.
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


Gives +1 ATK per point when using a melee weapon
+30 Weight per point.
+30 weight per point


'''Base ATK'''


'''Base ATK'''
STR is the main Base ATK stat for melee weapons.
STR is the main Base ATK stat for melee weapons.


 
'''For melee weapons:'''
'''For melee weapons:'''


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


'''For ranged weapons:'''


'''For ranged weapons:'''
Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus
Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus


 
'''STR / DEX Base ATK breakpoint'''
'''STR / DEX Base ATK breakpoint'''


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


n = floor(main_stat / 10)
n = floor(main_stat / 10)
Breakpoint bonus = n * (n + 1) / 2
Breakpoint bonus = n * (n + 1) / 2


Examples:
'''Examples:'''


10 main stat = +1 total
10 main stat = +1 total
Line 65: Line 67:
100 main stat = +55 total
100 main stat = +55 total


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</div>
</div>


== AGI ==
== AGI <span class="mw-customtoggle-stat-agi" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
<div id="mw-customcollapsible-stat-agi" class="mw-collapsible mw-collapsed">


AGI gives APM and Flee.
AGI gives APM and Flee.


'''Formula'''


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


'''For players:'''
'''For players:'''


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


'''APM'''


'''APM'''
'''For melee weapons:'''
 
'''For melee weapons'''


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


'''For ranged weapons'''
'''For ranged weapons:'''


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


'''Melee weapons'''
'''Melee weapons'''


1 AGI = +1 raw APM
1 AGI = +1 raw APM
Every 2 AGI = +1 extra raw APM
Every 2 AGI = +1 extra raw APM
Every 5 DEX = +1 raw APM
Every 5 DEX = +1 raw APM


'''Ranged weapons'''
'''Ranged weapons'''


1 AGI = +1 raw APM
1 AGI = +1 raw APM
Every 3 AGI = +1 extra raw APM
Every 3 AGI = +1 extra raw APM
Every 5 DEX = +1 raw APM
Every 5 DEX = +1 raw APM


'''Huuma special case'''
'''Huuma special case'''


Huuma is 60 APM always
Huuma is always 60 APM.


'''After Cast Delay'''
'''After Cast Delay'''


AGI also reduces ACD
AGI also reduces ACD.


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


ACD from stats and gear is added additively
ACD from stats and gear is added additively.


'''Breakpoint'''
'''Breakpoint'''


AGI ACD breakpoint table
AGI ACD breakpoint table:


10 AGI = +1%
10 AGI = +1%


20 AGI = +
20 AGI = +2%


30 AGI = +3%
30 AGI = +3%


40 AGI = +4%
40 AGI = +4%


50 AGI = +5%
50 AGI = +5%


60 AGI = +7%
60 AGI = +7%


70 AGI = +9%
70 AGI = +9%


80 AGI = +11%
80 AGI = +11%


90 AGI = +13%
90 AGI = +13%


100 AGI = +15%
100 AGI = +15%
Line 178: Line 183:
290+ AGI = +100%
290+ AGI = +100%


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</div>
</div>


== VIT ==
== VIT <span class="mw-customtoggle-stat-vit" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


VIT increases Max HP
<div id="mw-customcollapsible-stat-vit" class="mw-collapsible mw-collapsed">


1 VIT = +1% base HP
VIT increases Max HP.


1 VIT = +1% base HP.


'''Soft DEF'''
'''Soft DEF'''


VIT increases soft physical defense.
VIT increases soft physical defense.
Line 201: Line 205:
5 AGI = +1 Soft DEF
5 AGI = +1 Soft DEF


 
'''Soft MDEF'''
'''Soft MDEF'''


VIT also contributes to soft magical defense.
VIT also contributes to soft magical defense.
Line 212: Line 215:
5 VIT = +1 Soft MDEF2
5 VIT = +1 Soft MDEF2


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


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


Examples:
'''Examples:'''


10 VIT = +5
10 VIT = +5
Line 246: Line 245:
100 VIT = +275 total
100 VIT = +275 total


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</div>
</div>


== INT ==
== INT <span class="mw-customtoggle-stat-int" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
<div id="mw-customcollapsible-stat-int" class="mw-collapsible mw-collapsed">


INT increases Max SP
INT increases Max SP.


1 INT = +1% base SP
1 INT = +1% base SP.


'''MATK'''
'''MATK'''


INT is the main Base MATK stat.
INT is the main Base MATK stat.
Line 264: Line 263:
MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus
MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus


1 INT = 1 MATK
1 INT = +1 MATK


10 DEX = 1 MATK
10 DEX = +1 MATK


3 LUK = 1 MATK
3 LUK = +1 MATK


'''Soft MDEF'''
'''Soft MDEF'''


INT also increases soft MDEF:
INT also increases soft MDEF.


1 INT = +1 MDEF2
1 INT = +1 MDEF2


'''INT MATK breakpoint'''
'''INT MATK breakpoint'''


INT has a cumulative breakpoint every 10 INT.
INT has a cumulative breakpoint every 10 INT.


n = floor(INT / 10)
n = floor(INT / 10)
Breakpoint bonus = n * (n + 1) / 2
Breakpoint bonus = n * (n + 1) / 2


Examples:
'''Examples:'''


10 INT = +1 MATK
10 INT = +1 MATK
Line 305: Line 305:
100 INT = +55 total MATK
100 INT = +55 total MATK


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</div>
</div>


== DEX ==
== DEX <span class="mw-customtoggle-stat-dex" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
<div id="mw-customcollapsible-stat-dex" class="mw-collapsible mw-collapsed">


DEX increases HIT
DEX increases HIT.


1 DEX = +1 Hit
1 DEX = +1 Hit.


'''Variable Cast Time'''
'''Variable Cast Time'''


DEX reduces Variable Cast Time.
DEX reduces Variable Cast Time.


1 DEX = 0,5% VCT Reduction
1 DEX = 0.5% VCT reduction.


15 DEX = 1% VCT Reduction
15 DEX = 1% VCT reduction.


'''Examples:'''
'''Examples:'''
Line 339: Line 339:
150 DEX = 75 + 10 = 85% VCT reduction
150 DEX = 75 + 10 = 85% VCT reduction


'''Base ATK'''
'''Base ATK'''


DEX is the main Base ATK stat for ranged-style weapons.
DEX is the main Base ATK stat for ranged-style weapons.
Line 357: Line 357:
5 DEX = +1 Base ATK
5 DEX = +1 Base ATK


'''MATK'''
'''MATK'''
DEX contributes slightly to MATK
 
DEX contributes slightly to MATK.


10 DEX = +1 MATK
10 DEX = +1 MATK


'''APM'''
'''APM'''


DEX contributes to APM the same to both Ranged/Melee weapons:
DEX contributes to APM the same way for both ranged and melee weapons.


5 DEX = +1 raw APM
5 DEX = +1 raw APM


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</div>
</div>


== LUK ==
== LUK <span class="mw-customtoggle-stat-luk" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
<div id="mw-customcollapsible-stat-luk" class="mw-collapsible mw-collapsed">


LUK contributes to ATK and MATK equally:
LUK contributes to ATK and MATK equally.


3 LUK = +1 ATK and MATK
3 LUK = +1 ATK and +1 MATK


'''Flee'''
'''Flee'''


LUK contributes to Flee:
LUK contributes to Flee.


5 LUK = +1 Flee
5 LUK = +1 Flee


'''Critical'''
'''Critical'''


LUK increases Critical
LUK increases Critical.


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


'''Examples:'''
'''Examples:'''
Line 395: Line 395:
9 LUK:
9 LUK:


Base from LUK l = 2.7%
Base from LUK = 2.7%


Breakpoint = 1.0%
Breakpoint = 1.0%


Total from LUK/breakpoint = 3.7%
Total from LUK/breakpoint = 3.7%


90 LUK:
90 LUK:
Line 409: Line 408:


Total from LUK/breakpoint = 37%
Total from LUK/breakpoint = 37%


Katar doubles final Critical after calculation.
Katar doubles final Critical after calculation.


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</div>
</div>


== FLEE ==
== FLEE <span class="mw-customtoggle-stat-flee" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
<div id="mw-customcollapsible-stat-flee" class="mw-collapsible mw-collapsed">


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)


'''Hit comparison:'''
'''Hit comparison:'''
Line 426: Line 423:
Hit Rate = Attacker Hit + 100 - Target Flee
Hit Rate = Attacker Hit + 100 - Target Flee


You cannot have more than 50% Flee chance
You cannot have more than 50% Flee chance.


'''Perfect Dodge / Flee2'''


'''Perfect Dodge / Flee2'''
Perfect Dodge is checked before the normal hit calculation.


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


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</div>
</div>


== HIT ==
== HIT <span class="mw-customtoggle-stat-hit" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
<div id="mw-customcollapsible-stat-hit" class="mw-collapsible mw-collapsed">


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


'''Hit comparison in battle:'''
'''Hit comparison in battle:'''
Line 448: Line 445:
Hit Rate = Attacker Hit + 100 - Target Flee
Hit Rate = Attacker Hit + 100 - Target Flee


'''Example:'''
'''Example:'''


Attacker Hit = 420
Attacker Hit = 420


Target Flee = 450
Target Flee = 450


Hit Rate = 420 + 100 - 450
Hit Rate = 420 + 100 - 450
Line 461: Line 457:
The attack has 70% chance to hit.
The attack has 70% chance to hit.


Your minimum Hit chance is 50%.


Your minimum Hit chance is 50%
</div>


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== CRIT <span class="mw-customtoggle-stat-crit" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
</div>


== CRIT ==
<div id="mw-customcollapsible-stat-crit" class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


Critical = 10 + LUK * 3 + floor(LUK / 9)
Critical = 10 + LUK * 3 + floor(LUK / 9)
Line 474: Line 469:
Katar doubles final Critical.
Katar doubles final Critical.


 
'''Everything can critically hit:'''
'''EVERYTHING can critically hit'''


Magical Damage
Magical Damage
Line 485: Line 479:
Shielding
Shielding


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</div>
</div>


== APM ==
== APM <span class="mw-customtoggle-stat-apm" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
<div id="mw-customcollapsible-stat-apm" class="mw-collapsible mw-collapsed">


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


'''Melee weapons'''
'''Melee weapons'''


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


'''Ranged weapons'''
'''Ranged weapons'''


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


'''Huuma'''
'''Huuma'''


Fixed at 60 APM
Fixed at 60 APM.


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</div>
</div>


== Move Speed ==
== Move Speed <span class="mw-customtoggle-stat-movespeed" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


Base movement speed is 100
<div id="mw-customcollapsible-stat-movespeed" class="mw-collapsible mw-collapsed">


Base movement speed is 100.


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


Higher movement speed value = slower movement.


bigger = slower
'''All bonuses are additive.'''


A -25 slow and a +25 movement speed bonus nullify each other.


'''All bonuses are additive'''
</div>


-25 slow and a +25 movement speed just nulifies each other
== Cast Time <span class="mw-customtoggle-stat-casttime" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==


---------,
<div id="mw-customcollapsible-stat-casttime" class="mw-collapsible mw-collapsed">
</div>
 
== Cast Time ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


'''Variable cast stat reduction'''
'''Variable cast stat reduction'''


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


 
'''Final variable cast:'''
'''Final variable cast:'''


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


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


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


90 DEX = 51% VCT reduction


'''example:'''
In this scenario, having 49% VCT reduction on gear, buffs, or passives will result in no Variable Cast Time.
 
90 DEX = 51% VCT
 
 
In this scenario, Having 49% VCT reduction on gear/buffs/passives will result in no Variable Cast Time.


</div>


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== After Cast Delay <span class="mw-customtoggle-stat-acd" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
</div>


== After Cast Delay ==
<div id="mw-customcollapsible-stat-acd" class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


'''AGI contributes'''
'''AGI contributes'''


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


'''Breakpoint '''
'''Breakpoint'''


AGI ACD breakpoint table:  
AGI ACD breakpoint table:


0 AGI = +0%


0 AGI   = +0%
10 AGI = +1%


10 AGI = +1%
20 AGI = +2%


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


30 AGI = +3%
40 AGI = +4%


40 AGI = +4%
50 AGI = +5%


50 AGI = +5%
60 AGI = +7%


60 AGI = +7%
70 AGI = +9%


70 AGI = +9%
80 AGI = +11%


80 AGI  = +11%
90 AGI = +13%
 
90 AGI = +13%


100 AGI = +15%
100 AGI = +15%
Line 626: Line 611:
290+ AGI = +100%
290+ AGI = +100%


ACD also works additively with gear and stats.


ACD also works additively with gear and stats.
'''Example:'''
 
'''example:'''


90 AGI = 43% ACD reduction
90 AGI = 43% ACD reduction


In this scenario, having 57% ACD reduction on gear, buffs, or passives will result in no ACD.


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


== MDEF ==
== MDEF <span class="mw-customtoggle-stat-mdef" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


It reduces magical damage and its calculated BEFORE Soft MDEF
<div id="mw-customcollapsible-stat-mdef" class="mw-collapsible mw-collapsed">


Damage = damage * (2000 + mdef) / (2000 + mdef * 10);
MDEF reduces magical damage and is calculated before Soft MDEF.


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


'''Damage Reduction examples:'''
'''Damage Reduction examples:'''
Line 651: Line 633:
50 MDEF = 18.00% Damage Reduction
50 MDEF = 18.00% Damage Reduction


100 MDEF = 30.00% Damage Reduction
100 MDEF = 30.00% Damage Reduction
 
150 MDEF = 38.57% Damage Reduction


200 MDEF = 45.00% Damage Reduction
150 MDEF = 38.57% Damage Reduction


250 MDEF = 50.00% Damage Reduction
200 MDEF = 45.00% Damage Reduction


300 MDEF = 54.00% Damage Reduction
250 MDEF = 50.00% Damage Reduction


350 MDEF = 57.27% Damage Reduction
300 MDEF = 54.00% Damage Reduction


400 MDEF = 60.00% Damage Reduction
350 MDEF = 57.27% Damage Reduction


450 MDEF = 62.31% Damage Reduction
400 MDEF = 60.00% Damage Reduction


500 MDEF = 64.29% 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.
If more than 4 attackers are targeting the unit, hard MDEF is reduced.
Line 674: Line 655:
Each extra attacker reduces hard MDEF by 10% of total MDEF.
Each extra attacker reduces hard MDEF by 10% of total MDEF.


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</div>
</div>


== DEF ==
== DEF <span class="mw-customtoggle-stat-def" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


It reduces physical damage and its calculated BEFORE Soft DEF
<div id="mw-customcollapsible-stat-def" class="mw-collapsible mw-collapsed">


Damage = damage * (2000 + def) / (2000 + def * 10);
DEF reduces physical damage and is calculated before Soft DEF.


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


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


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


'''Damage Reduction examples:'''
'''Damage Reduction examples:'''
Line 694: Line 673:
50 DEF = 18.00% Damage Reduction
50 DEF = 18.00% Damage Reduction


100 DEF = 30.00% Damage Reduction
100 DEF = 30.00% Damage Reduction
 
150 DEF = 38.57% Damage Reduction


200 DEF = 45.00% Damage Reduction
150 DEF = 38.57% Damage Reduction


250 DEF = 50.00% Damage Reduction
200 DEF = 45.00% Damage Reduction


300 DEF = 54.00% Damage Reduction
250 DEF = 50.00% Damage Reduction


350 DEF = 57.27% Damage Reduction
300 DEF = 54.00% Damage Reduction


400 DEF = 60.00% Damage Reduction
350 DEF = 57.27% Damage Reduction


450 DEF = 62.31% Damage Reduction
400 DEF = 60.00% Damage Reduction


500 DEF = 64.29% Damage Reduction
450 DEF = 62.31% Damage Reduction


500 DEF = 64.29% Damage Reduction


'''Soft DEF'''
'''Soft DEF'''


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


'''VIT breakpoint:'''
'''VIT breakpoint:'''


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


Soft DEF reduces physical damage by the same amount.


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
It is calculated after DEF, but at this point in the formula it can only reduce damage by half at most.


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</div>
</div>


== P.Atk ==
== P.Atk <span class="mw-customtoggle-stat-patk" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
<div id="mw-customcollapsible-stat-patk" class="mw-collapsible mw-collapsed">


P.Atk simply increases final physical damage dealt
P.Atk increases final physical damage dealt.


1 P.ATK = 1% increased physical damage
1 P.Atk = 1% increased physical damage.


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</div>
</div>


== S.Matk ==
== S.Matk <span class="mw-customtoggle-stat-smatk" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
<div id="mw-customcollapsible-stat-smatk" class="mw-collapsible mw-collapsed">


S.Matk simply increases final magical damage dealt
S.Matk increases final magical damage dealt.


1 S.Matk = 1% increased magical damage
1 S.Matk = 1% increased magical damage.


---------,
</div>
</div>


== H.Plus ==
== H.Plus <span class="mw-customtoggle-stat-hplus" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


<div id="mw-customcollapsible-stat-hplus" class="mw-collapsible mw-collapsed">


H.Plus simply increases final healing dont
H.Plus increases final healing done.


1 H.Plus = 1% increased healing.


1 H.Plus = 1% increased healing
</div>


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== C.Rate <span class="mw-customtoggle-stat-crate" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
</div>


== C.Rate ==
<div id="mw-customcollapsible-stat-crate" class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">


C.Rate simply increases base critical damage
C.Rate increases base critical damage.


1 C.Rate = +1% base critical damage
1 C.Rate = +1% base critical damage.


C.Rate increases the base critical damage value.


But it increases the BASE damage
0 C.Rate = Critical Hits deal 140% damage.


0 C.Rate = Critical Hits deal 140% damage
10 C.Rate = Critical Hits deal 150% damage.


10 C.Rate = Critical Hits deal 150% damage
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</div>
</div>


== Res ==
== Res <span class="mw-customtoggle-stat-res" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
RES decreases final physical damage received, after all DEF and Soft DEF calculations


<div id="mw-customcollapsible-stat-res" class="mw-collapsible mw-collapsed">


Damage = damage * (1000 + res) / (1000 + 10 * res);
RES decreases final physical damage received, after all DEF and Soft DEF calculations.


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


'''Damage Reduction examples:'''
'''Damage Reduction examples:'''
Line 806: Line 781:
90 RES = 47.37% Damage Reduction
90 RES = 47.37% Damage Reduction


100 RES = 50.00% Damage Reduction
100 RES = 50.00% Damage Reduction
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</div>
</div>


== Mres ==
== Mres <span class="mw-customtoggle-stat-mres" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> ==
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Close">
 
RES decreases final physical damage received


<div id="mw-customcollapsible-stat-mres" class="mw-collapsible mw-collapsed">


Damage = damage * (1000 + mres) / (1000 + 10 * mres);
MRES decreases final magical damage received.


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


'''Damage Reduction examples:'''
'''Damage Reduction examples:'''
Line 839: Line 813:
90 MRES = 47.37% Damage Reduction
90 MRES = 47.37% Damage Reduction


100 MRES = 50.00% Damage Reduction
100 MRES = 50.00% Damage Reduction
---------,
 
</div>
</div>

Revision as of 15:10, 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 / Close]

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

+30 Weight per point.

Base ATK

STR is the main Base ATK stat for melee weapons.

For melee weapons:

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

For ranged weapons:

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

STR / DEX Base ATK breakpoint

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

n = floor(main_stat / 10)

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

Examples:

10 main stat = +1 total

20 main stat = +3 total

30 main stat = +6 total

40 main stat = +10 total

50 main stat = +15 total

60 main stat = +21 total

70 main stat = +28 total

80 main stat = +36 total

90 main stat = +45 total

100 main stat = +55 total

AGI [Show / Close]

AGI gives APM and Flee.

Formula

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

For players:

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

APM

For melee weapons:

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

For ranged weapons:

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

Melee weapons

1 AGI = +1 raw APM

Every 2 AGI = +1 extra raw APM

Every 5 DEX = +1 raw APM

Ranged weapons

1 AGI = +1 raw APM

Every 3 AGI = +1 extra raw APM

Every 5 DEX = +1 raw APM

Huuma special case

Huuma is always 60 APM.

After Cast Delay

AGI also reduces ACD.

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

ACD from stats and gear is added additively.

Breakpoint

AGI ACD breakpoint table:

10 AGI = +1%

20 AGI = +2%

30 AGI = +3%

40 AGI = +4%

50 AGI = +5%

60 AGI = +7%

70 AGI = +9%

80 AGI = +11%

90 AGI = +13%

100 AGI = +15%

110 AGI = +18%

120 AGI = +21%

130 AGI = +24%

140 AGI = +27%

150 AGI = +30%

160 AGI = +34%

170 AGI = +38%

180 AGI = +42%

190 AGI = +46%

200 AGI = +50%

210 AGI = +55%

220 AGI = +60%

230 AGI = +65%

240 AGI = +70%

250 AGI = +75%

260 AGI = +81%

270 AGI = +87%

280 AGI = +93%

290+ AGI = +100%

VIT [Show / Close]

VIT increases Max HP.

1 VIT = +1% base HP.

Soft DEF

VIT increases soft physical defense.

Formula:

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

1 VIT = +1 Soft DEF

5 AGI = +1 Soft DEF

Soft MDEF

VIT also contributes to soft magical defense.

Formula:

MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus

5 VIT = +1 Soft MDEF2

VIT DEF/MDEF breakpoint

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

n = floor(VIT / 10)

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

Examples:

10 VIT = +5

20 VIT = +15 total

30 VIT = +30 total

40 VIT = +50 total

50 VIT = +75 total

60 VIT = +105 total

70 VIT = +140 total

80 VIT = +180 total

90 VIT = +225 total

100 VIT = +275 total

INT [Show / Close]

INT increases Max SP.

1 INT = +1% base SP.

MATK

INT is the main Base MATK stat.

Formula:

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

1 INT = +1 MATK

10 DEX = +1 MATK

3 LUK = +1 MATK

Soft MDEF

INT also increases soft MDEF.

1 INT = +1 MDEF2

INT MATK breakpoint

INT has a cumulative breakpoint every 10 INT.

n = floor(INT / 10)

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

Examples:

10 INT = +1 MATK

20 INT = +3 total MATK

30 INT = +6 total MATK

40 INT = +10 total MATK

50 INT = +15 total MATK

60 INT = +21 total MATK

70 INT = +28 total MATK

80 INT = +36 total MATK

90 INT = +45 total MATK

100 INT = +55 total MATK

DEX [Show / Close]

DEX increases HIT.

1 DEX = +1 Hit.

Variable Cast Time

DEX reduces Variable Cast Time.

1 DEX = 0.5% VCT reduction.

15 DEX = 1% VCT reduction.

Examples:

10 DEX = 5 + 0 = 5% VCT reduction

15 DEX = 7 + 1 = 8% VCT reduction

30 DEX = 15 + 2 = 17% VCT reduction

60 DEX = 30 + 4 = 34% VCT reduction

90 DEX = 45 + 6 = 51% VCT reduction

120 DEX = 60 + 8 = 68% VCT reduction

150 DEX = 75 + 10 = 85% VCT reduction

Base ATK

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

For ranged weapons:

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

1 DEX = +1 Base ATK

10 DEX = breakpoint bonus

For melee weapons, DEX is secondary:

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

5 DEX = +1 Base ATK

MATK

DEX contributes slightly to MATK.

10 DEX = +1 MATK

APM

DEX contributes to APM the same way for both ranged and melee weapons.

5 DEX = +1 raw APM

LUK [Show / Close]

LUK contributes to ATK and MATK equally.

3 LUK = +1 ATK and +1 MATK

Flee

LUK contributes to Flee.

5 LUK = +1 Flee

Critical

LUK increases Critical.

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

Examples:

9 LUK:

Base from LUK = 2.7%

Breakpoint = 1.0%

Total from LUK/breakpoint = 3.7%

90 LUK:

Base from LUK = 27%

Breakpoint = 10%

Total from LUK/breakpoint = 37%

Katar doubles final Critical after calculation.

FLEE [Show / Close]

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

Hit comparison:

Hit Rate = Attacker Hit + 100 - Target Flee

You cannot have more than 50% Flee chance.

Perfect Dodge / Flee2

Perfect Dodge is checked before the normal hit calculation.

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

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

HIT [Show / Close]

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

Hit comparison in battle:

Hit Rate = Attacker Hit + 100 - Target Flee

Example:

Attacker Hit = 420

Target Flee = 450

Hit Rate = 420 + 100 - 450

Hit Rate = 70%

The attack has 70% chance to hit.

Your minimum Hit chance is 50%.

CRIT [Show / Close]

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

Katar doubles final Critical.

Everything can critically hit:

Magical Damage

Physical Damage

Healing

Shielding

APM [Show / Close]

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

Melee weapons

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

Ranged weapons

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

Huuma

Fixed at 60 APM.

Move Speed [Show / Close]

Base movement speed is 100.

Movement speed cannot be slowed to less than 40, and it cannot be higher than 500.

Higher movement speed value = slower movement.

All bonuses are additive.

A -25 slow and a +25 movement speed bonus nullify each other.

Cast Time [Show / Close]

Variable cast stat reduction

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

Final variable cast:

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

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

Example:

90 DEX = 51% VCT reduction

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

After Cast Delay [Show / Close]

AGI contributes

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

Breakpoint

AGI ACD breakpoint table:

0 AGI = +0%

10 AGI = +1%

20 AGI = +2%

30 AGI = +3%

40 AGI = +4%

50 AGI = +5%

60 AGI = +7%

70 AGI = +9%

80 AGI = +11%

90 AGI = +13%

100 AGI = +15%

110 AGI = +18%

120 AGI = +21%

130 AGI = +24%

140 AGI = +27%

150 AGI = +30%

160 AGI = +34%

170 AGI = +38%

180 AGI = +42%

190 AGI = +46%

200 AGI = +50%

210 AGI = +55%

220 AGI = +60%

230 AGI = +65%

240 AGI = +70%

250 AGI = +75%

260 AGI = +81%

270 AGI = +87%

280 AGI = +93%

290+ AGI = +100%

ACD also works additively with gear and stats.

Example:

90 AGI = 43% ACD reduction

In this scenario, having 57% ACD reduction on gear, buffs, or passives will result in no ACD.

MDEF [Show / Close]

MDEF reduces magical damage and is calculated before Soft MDEF.

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

Damage Reduction examples:

50 MDEF = 18.00% Damage Reduction

100 MDEF = 30.00% Damage Reduction

150 MDEF = 38.57% Damage Reduction

200 MDEF = 45.00% Damage Reduction

250 MDEF = 50.00% Damage Reduction

300 MDEF = 54.00% Damage Reduction

350 MDEF = 57.27% Damage Reduction

400 MDEF = 60.00% Damage Reduction

450 MDEF = 62.31% Damage Reduction

500 MDEF = 64.29% Damage Reduction

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

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

DEF [Show / Close]

DEF reduces physical damage and is calculated before Soft DEF.

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

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

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

Damage Reduction examples:

50 DEF = 18.00% Damage Reduction

100 DEF = 30.00% Damage Reduction

150 DEF = 38.57% Damage Reduction

200 DEF = 45.00% Damage Reduction

250 DEF = 50.00% Damage Reduction

300 DEF = 54.00% Damage Reduction

350 DEF = 57.27% Damage Reduction

400 DEF = 60.00% Damage Reduction

450 DEF = 62.31% Damage Reduction

500 DEF = 64.29% Damage Reduction

Soft DEF

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

VIT breakpoint:

n = floor(VIT / 10)

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

Soft DEF reduces physical damage by the same amount.

It is calculated after DEF, but at this point in the formula it can only reduce damage by half at most.

P.Atk [Show / Close]

P.Atk increases final physical damage dealt.

1 P.Atk = 1% increased physical damage.

S.Matk [Show / Close]

S.Matk increases final magical damage dealt.

1 S.Matk = 1% increased magical damage.

H.Plus [Show / Close]

H.Plus increases final healing done.

1 H.Plus = 1% increased healing.

C.Rate [Show / Close]

C.Rate increases base critical damage.

1 C.Rate = +1% base critical damage.

C.Rate increases the base critical damage value.

0 C.Rate = Critical Hits deal 140% damage.

10 C.Rate = Critical Hits deal 150% damage.

Res [Show / Close]

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 [Show / Close]

MRES decreases final magical damage received.

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

Damage Reduction examples:

10 MRES = 9.09% Damage Reduction

20 MRES = 16.67% Damage Reduction

30 MRES = 23.08% Damage Reduction

40 MRES = 28.57% Damage Reduction

50 MRES = 33.33% Damage Reduction

60 MRES = 37.50% Damage Reduction

70 MRES = 41.18% Damage Reduction

80 MRES = 44.44% Damage Reduction

90 MRES = 47.37% Damage Reduction

100 MRES = 50.00% Damage Reduction