Character Stats
Stats
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Overview
Each character stats is responsible for different things, some of them may or may not affect similar traits.
The Special Stats cannot be learned right now but instead is given by some skills.
STR
Gives +1 ATK per point when using a melee weapon +30 weight per point
Base ATK
STR is the main Base ATK stat for melee weapons.
For melee weapons:
Base ATK = STR + floor(DEX / 5) + floor(LUK / 3) + STR breakpoint bonus
For ranged weapons:
Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus
STR / DEX Base ATK breakpoint
The main ATK stat has a cumulative breakpoint every 10 points.
n = floor(main_stat / 10) Breakpoint bonus = n * (n + 1) / 2
Examples:
10 main stat = +1 total
20 main stat = +3 total
30 main stat = +6 total
40 main stat = +10 total
50 main stat = +15 total
60 main stat = +21 total
70 main stat = +28 total
80 main stat = +36 total
90 main stat = +45 total
100 main stat = +55 total
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AGI
AGI gives APM and Flee.
Formula
Flee = Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
For players:
+1 Flee per 1 AGI and 1 extra every 2 points
APM
For melee weapons
Raw APM value += AGI + floor(AGI / 2) + floor(DEX / 5)
For ranged weapons
Raw APM value += AGI + floor(AGI / 3) + floor(DEX / 5)
Melee weapons
1 AGI = +1 raw APM Every 2 AGI = +1 extra raw APM Every 5 DEX = +1 raw APM
Ranged weapons
1 AGI = +1 raw APM Every 3 AGI = +1 extra raw APM Every 5 DEX = +1 raw APM
Huuma special case
Huuma is 60 APM always
After Cast Delay
AGI also reduces ACD
ACD reduction from AGI: Every 3 AGI = 1% ACD reduction
ACD from stats and gear is added additively
Breakpoint
AGI ACD breakpoint table
10 AGI = +1%
20 AGI = +
30 AGI = +3%
40 AGI = +4%
50 AGI = +5%
60 AGI = +7%
70 AGI = +9%
80 AGI = +11%
90 AGI = +13%
100 AGI = +15%
110 AGI = +18%
120 AGI = +21%
130 AGI = +24%
140 AGI = +27%
150 AGI = +30%
160 AGI = +34%
170 AGI = +38%
180 AGI = +42%
190 AGI = +46%
200 AGI = +50%
210 AGI = +55%
220 AGI = +60%
230 AGI = +65%
240 AGI = +70%
250 AGI = +75%
260 AGI = +81%
270 AGI = +87%
280 AGI = +93%
290+ AGI = +100%
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VIT
VIT increases Max HP
1 VIT = +1% base HP
Soft DEF
VIT increases soft physical defense.
Formula:
DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
1 VIT = +1 Soft DEF
5 AGI = +1 Soft DEF
Soft MDEF
VIT also contributes to soft magical defense.
Formula:
MDEF2 = INT + floor(VIT / 5) + VIT breakpoint bonus
5 VIT = +1 Soft MDEF2
For ranged weapons:
Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus
VIT DEF/MDEF breakpoint
VIT gives the same cumulative breakpoint bonus to both Soft DEF and Soft MDEF.
n = floor(VIT / 10) Breakpoint bonus = 5 * n * (n + 1) / 2
Examples:
10 VIT = +5
20 VIT = +15 total
30 VIT = +30 total
40 VIT = +50 total
50 VIT = +75 total
60 VIT = +105 total
70 VIT = +140 total
80 VIT = +180 total
90 VIT = +225 total
100 VIT = +275 total
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INT
INT increases Max SP
1 INT = +1% base SP
MATK
INT is the main Base MATK stat.
Formula:
MATK = INT + floor(DEX / 10) + floor(LUK / 3) + INT breakpoint bonus
1 INT = 1 MATK
10 DEX = 1 MATK
3 LUK = 1 MATK
Soft MDEF
INT also increases soft MDEF:
1 INT = +1 MDEF2
INT MATK breakpoint
INT has a cumulative breakpoint every 10 INT.
n = floor(INT / 10) Breakpoint bonus = n * (n + 1) / 2
Examples:
10 INT = +1 MATK
20 INT = +3 total MATK
30 INT = +6 total MATK
40 INT = +10 total MATK
50 INT = +15 total MATK
60 INT = +21 total MATK
70 INT = +28 total MATK
80 INT = +36 total MATK
90 INT = +45 total MATK
100 INT = +55 total MATK
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DEX
DEX increases HIT
1 DEX = +1 Hit
Variable Cast Time
DEX reduces Variable Cast Time.
1 DEX = 0,5% VCT Reduction
15 DEX = 1% VCT Reduction
Examples:
10 DEX = 5 + 0 = 5% VCT reduction
15 DEX = 7 + 1 = 8% VCT reduction
30 DEX = 15 + 2 = 17% VCT reduction
60 DEX = 30 + 4 = 34% VCT reduction
90 DEX = 45 + 6 = 51% VCT reduction
120 DEX = 60 + 8 = 68% VCT reduction
150 DEX = 75 + 10 = 85% VCT reduction
Base ATK
DEX is the main Base ATK stat for ranged-style weapons.
For ranged weapons:
Base ATK = DEX + floor(STR / 5) + floor(LUK / 3) + DEX breakpoint bonus
1 DEX = +1 Base ATK
10 DEX = breakpoint bonus
For melee weapons, DEX is secondary:
Base ATK = STR + floor(DEX / 5) + floor(LUK / 3) + STR breakpoint bonus
5 DEX = +1 Base ATK
MATK
DEX contributes slightly to MATK
10 DEX = +1 MATK
APM
DEX contributes to APM the same to both Ranged/Melee weapons:
5 DEX = +1 raw APM
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LUK
LUK contributes to ATK and MATK equally:
3 LUK = +1 ATK and MATK
Flee
LUK contributes to Flee:
5 LUK = +1 Flee
Critical
LUK increases Critical
Critical = 10 + LUK * 3 + floor(LUK / 9)
Examples:
9 LUK:
Base from LUK l = 2.7%
Breakpoint = 1.0%
Total from LUK/breakpoint = 3.7%
90 LUK:
Base from LUK = 27%
Breakpoint = 10%
Total from LUK/breakpoint = 37%
Katar doubles final Critical after calculation.
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FLEE
Flee = existing Flee bonuses + Base Level + AGI + floor(AGI / 2) + floor(LUK / 5)
Hit comparison:
Hit Rate = Attacker Hit + 100 - Target Flee
You cannot have more than 50% Flee chance
Perfect Dodge / Flee2
Perfect Dodge is checked before the normal hit calculation, it only works for basic attacks and is not gained by normal means, only by external sources like skills or gear.
1 Perfect Dodge = 1% chance to dodge Basic Attacks
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HIT
Hit = existing Hit bonuses + Base Level + DEX + 25
Hit comparison in battle:
Hit Rate = Attacker Hit + 100 - Target Flee
Example:
Attacker Hit = 420
Target Flee = 450
Hit Rate = 420 + 100 - 450
Hit Rate = 70%
The attack has 70% chance to hit.
Your minimum Hit chance is 50%
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CRIT
Critical = 10 + LUK * 3 + floor(LUK / 9)
Katar doubles final Critical.
EVERYTHING can critically hit
Magical Damage
Physical Damage
Healing
Shielding
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APM
Edda uses APM (Attacks per Minute) over ASPD
Melee weapons
Raw APM += AGI + floor(AGI / 2) + floor(DEX / 5)
Ranged weapons
Raw APM += AGI + floor(AGI / 3) + floor(DEX / 5)
Huuma
Fixed at 60 APM
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MSPD
Text Text Text Text Text Text Text Text Text
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Cast Time
Variable cast stat reduction
Stat Cast Reduction = floor(DEX / 2) + floor(DEX / 15)
Final variable cast:
Variable Cast = Variable Cast * (100 - Stat Cast Reduction - other variable cast reductions) / 100
This means that VCT reductions from gear and stats work additively.
example:
90 DEX = 51% VCT
In this scenario, Having 49% VCT reduction on gear/buffs/passives will result in no Variable Cast Time.
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After Cast Delay
AGI contributes
AGI ACD reduction = floor(AGI / 3) + AGI breakpoint table bonus
Breakpoint
AGI ACD breakpoint table:
0 AGI = +0%
10 AGI = +1%
20 AGI = +2%
30 AGI = +3%
40 AGI = +4%
50 AGI = +5%
60 AGI = +7%
70 AGI = +9%
80 AGI = +11%
90 AGI = +13%
100 AGI = +15%
110 AGI = +18%
120 AGI = +21%
130 AGI = +24%
140 AGI = +27%
150 AGI = +30%
160 AGI = +34%
170 AGI = +38%
180 AGI = +42%
190 AGI = +46%
200 AGI = +50%
210 AGI = +55%
220 AGI = +60%
230 AGI = +65%
240 AGI = +70%
250 AGI = +75%
260 AGI = +81%
270 AGI = +87%
280 AGI = +93%
290+ AGI = +100%
ACD also works additively with gear and stats.
example:
90 AGI = 43% ACD reduction
In this scenario, Having 57% ACD reduction on gear/buffs/passives will result in no ACD
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MDEF
It reduces magical damage and its calculated BEFORE Soft MDEF
Damage = damage * (2000 + mdef) / (2000 + mdef * 10);
Damage Reduction examples:
50 MDEF = 18.00% Damage Reduction
100 MDEF = 30.00% Damage Reduction
150 MDEF = 38.57% Damage Reduction
200 MDEF = 45.00% Damage Reduction
250 MDEF = 50.00% Damage Reduction
300 MDEF = 54.00% Damage Reduction
350 MDEF = 57.27% Damage Reduction
400 MDEF = 60.00% Damage Reduction
450 MDEF = 62.31% Damage Reduction
500 MDEF = 64.29% Damage Reduction
If more than 4 attackers are targeting the unit, hard MDEF is reduced.
Each extra attacker reduces hard MDEF by 10% of total MDEF.
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DEF
It reduces physical damage and its calculated BEFORE Soft DEF
Damage = damage * (2000 + def) / (2000 + def * 10);
If more than 4 attackers are targeting a target, hard DEF is reduced.
Each extra attacker reduces hard DEF by 10% of total DEF.
Damage Reduction examples:
50 DEF = 18.00% Damage Reduction
100 DEF = 30.00% Damage Reduction
150 DEF = 38.57% Damage Reduction
200 DEF = 45.00% Damage Reduction
250 DEF = 50.00% Damage Reduction
300 DEF = 54.00% Damage Reduction
350 DEF = 57.27% Damage Reduction
400 DEF = 60.00% Damage Reduction
450 DEF = 62.31% Damage Reduction
500 DEF = 64.29% Damage Reduction
Soft DEF
DEF2 = VIT + floor(AGI / 5) + VIT breakpoint bonus
VIT breakpoint:
n = floor(VIT / 10) bonus = 5 * n * (n + 1) / 2
Soft DEF reduces physical damage by the same amount, its calculated AFTER DEF but at this point in the formula it can only reduce damage by half at most
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P.Atk
P.Atk simply increases final physical damage dealt
1 P.ATK = 1% increased physical damage
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S.Matk
S.Matk simply increases final magical damage dealt
1 S.Matk = 1% increased magical damage
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H.Plus
H.Plus simply increases final healing dont
1 H.Plus = 1% increased healing
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C.Rate
C.Rate simply increases base critical damage
1 C.Rate = +1% base critical damage
But it increases the BASE damage
0 C.Rate = Critical Hits deal 140% damage
10 C.Rate = Critical Hits deal 150% damage
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Res
RES decreases final physical damage received, after all DEF and Soft DEF calculations
Damage = damage * (1000 + res) / (1000 + 10 * res);
Damage Reduction examples:
10 RES = 9.09% Damage Reduction
20 RES = 16.67% Damage Reduction
30 RES = 23.08% Damage Reduction
40 RES = 28.57% Damage Reduction
50 RES = 33.33% Damage Reduction
60 RES = 37.50% Damage Reduction
70 RES = 41.18% Damage Reduction
80 RES = 44.44% Damage Reduction
90 RES = 47.37% Damage Reduction
100 RES = 50.00% Damage Reduction
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Mres
RES decreases final physical damage received
Damage = damage * (1000 + mres) / (1000 + 10 * mres);
Damage Reduction examples:
10 MRES = 9.09% Damage Reduction
20 MRES = 16.67% Damage Reduction
30 MRES = 23.08% Damage Reduction
40 MRES = 28.57% Damage Reduction
50 MRES = 33.33% Damage Reduction
60 MRES = 37.50% Damage Reduction
70 MRES = 41.18% Damage Reduction
80 MRES = 44.44% Damage Reduction
90 MRES = 47.37% Damage Reduction
100 MRES = 50.00% Damage Reduction
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