Character Stats
Stats
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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
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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
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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
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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
[Show]
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
[Show]
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

