Character Stats: Difference between revisions
No edit summary |
No edit summary |
||
| Line 7: | Line 7: | ||
|} | |} | ||
== Character Stats [[File:Basic_Skill.png|30px]] | == Character Stats [[File:Basic_Skill.png|30px]] == | ||
Each character | |||
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. | |||
---- | |||
__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"> | |||
Gives +1 ATK per point when using a melee weapon. | |||
+30 Weight per point. | |||
+30 | |||
'''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:''' | |||
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:''' | |||
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''' | |||
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 | ||
</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 id="mw-customcollapsible-stat-agi" class="mw-collapsible mw-collapsed"> | |||
AGI gives APM and Flee. | AGI gives APM and Flee. | ||
'''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 | +1 Flee per 1 AGI and 1 extra Flee every 2 AGI. | ||
'''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''' | |||
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''' | |||
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 is 60 APM | Huuma is always 60 APM. | ||
'''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''' | |||
AGI ACD breakpoint table | AGI ACD breakpoint table: | ||
10 AGI | 10 AGI = +1% | ||
20 AGI | 20 AGI = +2% | ||
30 AGI | 30 AGI = +3% | ||
40 AGI | 40 AGI = +4% | ||
50 AGI | 50 AGI = +5% | ||
60 AGI | 60 AGI = +7% | ||
70 AGI | 70 AGI = +9% | ||
80 AGI | 80 AGI = +11% | ||
90 AGI | 90 AGI = +13% | ||
100 AGI = +15% | 100 AGI = +15% | ||
| Line 178: | Line 183: | ||
290+ AGI = +100% | 290+ AGI = +100% | ||
</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 id="mw-customcollapsible-stat-vit" class="mw-collapsible mw-collapsed"> | |||
VIT increases Max HP. | |||
1 VIT = +1% base HP. | |||
'''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''' | |||
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''' | |||
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 | ||
</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 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''' | |||
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''' | |||
INT also increases soft MDEF | INT also increases soft MDEF. | ||
1 INT = +1 MDEF2 | 1 INT = +1 MDEF2 | ||
'''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 | ||
</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 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''' | |||
DEX reduces Variable Cast Time. | DEX reduces Variable Cast Time. | ||
1 DEX = 0 | 1 DEX = 0.5% VCT reduction. | ||
15 DEX = 1% VCT | 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''' | |||
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''' | |||
DEX contributes slightly to MATK | |||
DEX contributes slightly to MATK. | |||
10 DEX = +1 MATK | 10 DEX = +1 MATK | ||
'''APM''' | |||
DEX contributes to APM the same | DEX contributes to APM the same way for both ranged and melee weapons. | ||
5 DEX = +1 raw APM | 5 DEX = +1 raw APM | ||
</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 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''' | |||
LUK contributes to Flee | LUK contributes to Flee. | ||
5 LUK = +1 Flee | 5 LUK = +1 Flee | ||
'''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 | Base from LUK = 2.7% | ||
Breakpoint | 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. | ||
</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 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 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 | 1 Perfect Dodge = 1% chance to dodge basic attacks. | ||
</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 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:''' | |||
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%. | |||
</div> | |||
----- | == CRIT <span class="mw-customtoggle-stat-crit" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> == | ||
</ | |||
<div id="mw-customcollapsible-stat-crit" class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible mw-collapsed | |||
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:''' | |||
Magical Damage | Magical Damage | ||
| Line 485: | Line 479: | ||
Shielding | Shielding | ||
</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 id="mw-customcollapsible-stat-apm" class="mw-collapsible mw-collapsed"> | |||
'''Edda uses APM | '''Edda uses APM, Attacks per Minute, instead of ASPD.''' | ||
'''Melee weapons''' | |||
Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5) | Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5) | ||
'''Ranged weapons''' | |||
Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5) | Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5) | ||
'''Huuma''' | |||
Fixed at 60 APM | Fixed at 60 APM. | ||
</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 id="mw-customcollapsible-stat-movespeed" class="mw-collapsible mw-collapsed"> | |||
Base movement speed is 100. | |||
Movement speed | 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. | |||
</div> | |||
- | == 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"> | ||
'''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:''' | |||
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. | |||
'''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. | |||
In this scenario, | |||
</div> | |||
----- | == After Cast Delay <span class="mw-customtoggle-stat-acd" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> == | ||
</ | |||
<div id="mw-customcollapsible-stat-acd" class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible mw-collapsed | |||
'''AGI contributes''' | |||
AGI ACD reduction = floor(AGI / 3) + AGI breakpoint table bonus | AGI ACD reduction = floor(AGI / 3) + AGI breakpoint table bonus | ||
'''Breakpoint''' | |||
AGI ACD breakpoint table: | 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% | |||
90 AGI | |||
100 AGI = +15% | 100 AGI = +15% | ||
| Line 626: | Line 611: | ||
290+ AGI = +100% | 290+ AGI = +100% | ||
ACD also works additively with gear and stats. | |||
'''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. | |||
</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 id="mw-customcollapsible-stat-mdef" class="mw-collapsible mw-collapsed"> | |||
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 | 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. | 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. | ||
</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 id="mw-customcollapsible-stat-def" class="mw-collapsible mw-collapsed"> | |||
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 | 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 | 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. | |||
It is calculated after DEF, but at this point in the formula it can only reduce damage by half at most. | |||
</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 id="mw-customcollapsible-stat-patk" class="mw-collapsible mw-collapsed"> | |||
P.Atk | P.Atk increases final physical damage dealt. | ||
1 P. | 1 P.Atk = 1% increased physical damage. | ||
</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 id="mw-customcollapsible-stat-smatk" class="mw-collapsible mw-collapsed"> | |||
S.Matk | 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 id="mw-customcollapsible-stat-hplus" class="mw-collapsible mw-collapsed"> | |||
H.Plus | H.Plus increases final healing done. | ||
1 H.Plus = 1% increased healing. | |||
</div> | |||
----- | == C.Rate <span class="mw-customtoggle-stat-crate" style="font-size:55%; font-weight:normal; color:#0645ad; cursor:pointer;">[Show / Close]</span> == | ||
</ | |||
<div id="mw-customcollapsible-stat-crate" class="mw-collapsible mw-collapsed"> | |||
<div class="mw-collapsible mw-collapsed | |||
C.Rate | 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. | |||
0 C.Rate = Critical Hits deal 140% damage. | |||
10 C.Rate = Critical Hits deal 150% damage. | |||
</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 id="mw-customcollapsible-stat-res" class="mw-collapsible mw-collapsed"> | |||
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 | ||
</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 id="mw-customcollapsible-stat-mres" class="mw-collapsible mw-collapsed"> | |||
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

