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..."
Tag: Replaced
Chelmico (talk | contribs)
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__NOEDITSECTION__
__NOEDITSECTION__
{| style="float:right; margin-left:20px; border:6px solid #fcc7e1; background:#f7f9fa; width:200px; text-align:right;"
|-
! 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]]
|-
|}
== 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 6: Line 24:
</div>
</div>


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


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


+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>
Line 19: Line 80:
</div>
</div>


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


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%
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>
Line 30: Line 200:
</div>
</div>


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


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>
== INT ==
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-int" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-int" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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>
== DEX ==
<div style="height:0; position:relative; top:-31px; left:50px;">
<span class="mw-customtoggle-stat-dex" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-dex" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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>
== LUK ==
<div style="height:0; position:relative; top:-31px; left:50px;">
<span class="mw-customtoggle-stat-luk" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-luk" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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>
== FLEE ==
<div style="height:0; position:relative; top:-31px; left:65px;">
<span class="mw-customtoggle-stat-flee" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-flee" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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>
== HIT ==
<div style="height:0; position:relative; top:-31px; left:48px;">
<span class="mw-customtoggle-stat-hit" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-hit" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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>
== CRIT ==
<div style="height:0; position:relative; top:-31px; left:60px;">
<span class="mw-customtoggle-stat-crit" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-crit" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
Critical = 10 + LUK * 3 + floor(LUK / 9)
Katar doubles final Critical.
'''Everything can critically hit:'''
Magical Damage
Physical Damage
Healing
Shielding
</div>
== APM ==
<div style="height:0; position:relative; top:-31px; left:58px;">
<span class="mw-customtoggle-stat-apm" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-apm" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
'''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>
== Move Speed ==
<div style="height:0; position:relative; top:-31px; left:128px;">
<span class="mw-customtoggle-stat-movespeed" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-movespeed" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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.
</div>
== Cast Time ==
<div style="height:0; position:relative; top:-31px; left:108px;">
<span class="mw-customtoggle-stat-casttime" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-casttime" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
'''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.
</div>
== After Cast Delay ==
<div style="height:0; position:relative; top:-31px; left:178px;">
<span class="mw-customtoggle-stat-acd" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-acd" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
'''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.
</div>
== MDEF ==
<div style="height:0; position:relative; top:-31px; left:72px;">
<span class="mw-customtoggle-stat-mdef" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-mdef" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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.
</div>
== DEF ==
<div style="height:0; position:relative; top:-31px; left:50px;">
<span class="mw-customtoggle-stat-def" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-def" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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.
</div>
== P.Atk ==
<div style="height:0; position:relative; top:-31px; left:65px;">
<span class="mw-customtoggle-stat-patk" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-patk" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
P.Atk increases final physical damage dealt.
1 P.Atk = 1% increased physical damage.
</div>
== S.Matk ==
<div style="height:0; position:relative; top:-31px; left:78px;">
<span class="mw-customtoggle-stat-smatk" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-smatk" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
S.Matk increases final magical damage dealt.
1 S.Matk = 1% increased magical damage.
</div>
== H.Plus ==
<div style="height:0; position:relative; top:-31px; left:78px;">
<span class="mw-customtoggle-stat-hplus" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-hplus" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
H.Plus increases final healing done.
1 H.Plus = 1% increased healing.
</div>
== C.Rate ==
<div style="height:0; position:relative; top:-31px; left:78px;">
<span class="mw-customtoggle-stat-crate" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-crate" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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.
</div>
== Res ==
<div style="height:0; position:relative; top:-31px; left:52px;">
<span class="mw-customtoggle-stat-res" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-res" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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
</div>
== Mres ==
<div style="height:0; position:relative; top:-31px; left:65px;">
<span class="mw-customtoggle-stat-mres" style="font-size:85%; color:#0645ad; cursor:pointer;">[Show]</span>
</div>
<div id="mw-customcollapsible-stat-mres" class="mw-collapsible mw-collapsed">
<span class="mw-collapsible-toggle" style="display:none;"></span>
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


</div>
</div>

Revision as of 15:21, 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]

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]

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]

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

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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

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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

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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

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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

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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

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

Katar doubles final Critical.

Everything can critically hit:

Magical Damage

Physical Damage

Healing

Shielding

APM

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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

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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

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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

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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

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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

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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

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P.Atk increases final physical damage dealt.

1 P.Atk = 1% increased physical damage.

S.Matk

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S.Matk increases final magical damage dealt.

1 S.Matk = 1% increased magical damage.

H.Plus

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H.Plus increases final healing done.

1 H.Plus = 1% increased healing.

C.Rate

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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

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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

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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