Character Stats: Difference between revisions

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Replaced content with "__NOEDITSECTION__ == STR == <div style="height:0; position:relative; top:-31px; left:48px;"> <span class="mw-customtoggle-stat-str" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span> </div> <div class="mw-collapsible mw-collapsed mw-customcollapsible-stat-str"> Gives +1 ATK per point when using a melee weapon. +30 Weight per point. </div> == AGI == <div style="height:0; position:relative; top:-31px; left:48px;"> <span class="mw-customtoggle-sta..."
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{| style="float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;"
__NOEDITSECTION__
|-
! colspan="2" style="background:white; color:#fcc7e1; text-align:center; font-size:130%; padding:3px;" | Stats [[File:Charactersit.png]]
|-
| colspan="2" style="text-align:center; padding:10px;" | [[File:Stats.png]]
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== Character Stats [[File:Basic_Skill.png|30px]] ==
 
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__


== STR ==
== STR ==
Line 28: Line 12:
+30 Weight per point.
+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
</div>
</div>
</div>


== AGI ==
== AGI ==
<span class="mw-customtoggle-stat-agi" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-agi" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>


<div id="mw-customcollapsible-stat-agi" class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed mw-customcollapsible-stat-agi">
<span class="mw-collapsible-toggle" style="display:none;"></span>
<div class="mw-collapsible-content">


AGI gives APM and Flee.
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%
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%
</div>
</div>
</div>


== VIT ==
== VIT ==
<span class="mw-customtoggle-stat-vit" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-vit" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>


<div id="mw-customcollapsible-stat-vit" class="mw-collapsible mw-collapsed">
<div class="mw-collapsible mw-collapsed mw-customcollapsible-stat-vit">
<span class="mw-collapsible-toggle" style="display:none;"></span>
<div class="mw-collapsible-content">


VIT increases Max HP.
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
</div>
</div>
== INT ==
<span class="mw-customtoggle-stat-int" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<div id="mw-customcollapsible-stat-int" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
<div class="mw-collapsible-content">
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
</div>
</div>
== DEX ==
<span class="mw-customtoggle-stat-dex" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<div id="mw-customcollapsible-stat-dex" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
<div class="mw-collapsible-content">
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
</div>
</div>
== LUK ==
<span class="mw-customtoggle-stat-luk" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<div id="mw-customcollapsible-stat-luk" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
<div class="mw-collapsible-content">
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.
</div>
</div>
== FLEE ==
<span class="mw-customtoggle-stat-flee" style="display:inline-block; position:relative; top:-31px; left:65px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<div id="mw-customcollapsible-stat-flee" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
<div class="mw-collapsible-content">
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.
</div>
</div>
== HIT ==
<span class="mw-customtoggle-stat-hit" style="display:inline-block; position:relative; top:-31px; left:48px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<div id="mw-customcollapsible-stat-hit" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
<div class="mw-collapsible-content">
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%.
</div>
</div>
== CRIT ==
<span class="mw-customtoggle-stat-crit" style="display:inline-block; position:relative; top:-31px; left:60px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<div id="mw-customcollapsible-stat-crit" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
<div class="mw-collapsible-content">
Critical = 10 + LUK * 3 + floor(LUK / 9)
Katar doubles final Critical.
'''Everything can critically hit:'''
Magical Damage
Physical Damage
Healing
Shielding
</div>
</div>
== APM ==
<span class="mw-customtoggle-stat-apm" style="display:inline-block; position:relative; top:-31px; left:58px; margin-bottom:-25px; font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
<div id="mw-customcollapsible-stat-apm" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
<div class="mw-collapsible-content">
'''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.
</div>
</div>
</div>

Revision as of 15:18, 1 June 2026


STR

[Show]

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

+30 Weight per point.

AGI

[Show]

AGI gives APM and Flee.

VIT

[Show]

VIT increases Max HP.