Character Stats: Difference between revisions
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==Primary Attributes== | ==Primary Attributes== | ||
Primary Attributes are the base stats for the calculation of all derived stats. Players can increase their Primary Attributes by three means and are displayed in 3 colors on the UI: | Primary Attributes are the base stats for the calculation of all derived stats. Players can increase their Primary Attributes by three means and are displayed in 3 colors on the UI: | ||
*[[Experience Points]] (<span style="color:#5c0d11">brown</span>). These can be freely allocated [[#Experience Point Allocation|as explained below]]. | *[[Experience Points]] (<span style="color:#5c0d11">brown</span>). These can be freely allocated [[#Experience Point Allocation|as explained below]]. | ||
*[[Shrine#Artifact_Rewards|Shrining artifacts]] (<span style="color:red">red</span>). This has a chance to grant a point permanently to a random attribute. The maximum bonus each attribute can receive is increased by 1 every 10 [[level]]s gained, up to a maximum of +50 at level 500. | *[[Shrine#Artifact_Rewards|Shrining artifacts]] (<span style="color:red">red</span>). This has a chance to grant a point permanently to a random attribute. The maximum bonus each attribute can receive is increased by 1 every 10 [[level]]s gained, up to a maximum of +50 at level 500. | ||
*[[Equipment]] (<span style="color:gray">gray</span>). Any pieces that have [[ | *[[Equipment Basics|Equipment]] (<span style="color:gray">gray</span>). Any pieces that have [[Character Stats#Primary Attributes|Primary Attribute Bonuses]] will grant these when worn. | ||
The sum of all 3 sources is listed under ''Effective Primary Stats'' which is visible down the right side of the character stats screen. These stats are those that are taken in consideration in all formulas. | The sum of all 3 sources is listed under ''Effective Primary Stats'' which is visible down the right side of the character stats screen. These stats are those that are taken in consideration in all formulas. | ||
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===Experience Point Allocation=== | ===Experience Point Allocation=== | ||
Clicking on the "+/-" near a Primary Attribute allows players to allocate their experience points to/from said attribute. Holding {{Keypress|Shift}} while clicking moves by 10 points instead of 1 and {{Keypress|Ctrl}} by 100 points | Clicking on the "+/-" near a Primary Attribute allows players to allocate their experience points to/from said attribute. Holding {{Keypress|Shift}} while clicking moves by 10 points instead of 1 and {{Keypress|Ctrl}} by 100 points. | ||
The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total EXP cost required to raise an attribute from zero to the next level is: | The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total EXP cost required to raise an attribute from zero to the next level is: | ||
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Derived attributes are stats calculated from the player's effective primary attributes. These stats are displayed on the player's [[Character Menu#Character|Character page]] of the HentaiVerse. '''''These formulae may be partially inaccurate.''''' | Derived attributes are stats calculated from the player's effective primary attributes. These stats are displayed on the player's [[Character Menu#Character|Character page]] of the HentaiVerse. '''''These formulae may be partially inaccurate.''''' | ||
For '''base damage''', '''accuracy''', '''crit damage''', and '''cast speed''', the bonus granted is the sum of the values on the player's current [[equipment]], abilities and base value from the Primary Attributes. For '''everything else''', the effect of equipment bonus, ability and base value from the Primary Attributes are all applied as "layers". Further explanation is given for every stat. | For '''base damage''', '''accuracy''', '''crit damage''', and '''cast speed''', the bonus granted is the sum of the values on the player's current [[Equipment Basics|equipment]], abilities and base value from the Primary Attributes. For '''everything else''', the effect of equipment bonus, ability and base value from the Primary Attributes are all applied as "layers". Further explanation is given for every stat. | ||
===Base Damage=== | ===Base Damage=== | ||
The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB) and abilities are all added together. | The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB) and abilities are all added together. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack base damage''' = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapon|weapon_prof]] * TYPE) + (main_hand_Attack_Damage_Bonus) + (off_hand_Attack_Damage_Bonus * OFFHAND_FACTOR ) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack base damage''' = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapon|weapon_prof]] * TYPE) + (main_hand_Attack_Damage_Bonus) + (off_hand_Attack_Damage_Bonus * OFFHAND_FACTOR ) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) </pre> | ||
*Where ''TYPE'' = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest, [[Proficiencies#Weapon|''when the associated weapon ability is maxed out'']]. | *Where ''TYPE'' = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest, [[Proficiencies#Weapon|''when the associated weapon ability is maxed out'']]. | ||
*Where ''OFFHAND_FACTOR'' = 0.8 [[Fighting_Styles#Dual_Wielding|for Dual Wielding]] and [[Fighting_Styles#Niten_Ichiryu|for Niten Ichiryu]], 0 otherwise. | *Where ''OFFHAND_FACTOR'' = 0.8 [[Fighting_Styles#Dual_Wielding|for Dual Wielding]] and [[Fighting_Styles#Niten_Ichiryu|for Niten Ichiryu]], 0 otherwise. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magic base damage''' = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (main_hand_Magic_Damage_Bonus) + (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus) | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magic base damage''' = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (main_hand_Magic_Damage_Bonus) + (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)</pre> | ||
===Accuracy=== | ===Accuracy=== | ||
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*Contrarily to the Attack Accuracy, the Magic Accuracy of the offhand weapon ''is'' counted in the Magical hit chance | *Contrarily to the Attack Accuracy, the Magic Accuracy of the offhand weapon ''is'' counted in the Magical hit chance | ||
===Critical | ===Critical Hit Chance=== | ||
The critical hit chance bonuses granted by Primary Attributes, equipment's Attack Crit Chance and abilities are all applied as "layers": each layer rolls its chance to turn the hit into a critical hit if the previous layer fails to do so. In practice, it means that the Attack Crit Chance displayed in an equipment's popup raises the critical chance of the entire build by that amount. | The critical hit chance bonuses granted by Primary Attributes, equipment's Attack Crit Chance and abilities are all applied as "layers": each layer rolls its chance to turn the hit into a critical hit if the previous layer fails to do so. In practice, it means that the Attack Crit Chance displayed in an equipment's popup raises the critical chance of the entire build by that amount. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Crit Chance''' = 1 - (4000 / (4000 + DEX + STR / 2) - 0.05) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance) * (1 - off_hand_Attack_Crit_Chance) * (1 - helmet_Attack_Crit_Chance) * ... * (1 - feet_Attack_Crit_Chance) * Max(1 - (Max(Burden - 70, 0) * 0.02)^1.5, 0) | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Crit Chance''' = (1 - (1 - (4000 / (4000 + DEX + STR / 2) - 0.05)) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance) * (1 - off_hand_Attack_Crit_Chance) * (1 - helmet_Attack_Crit_Chance) * ... * (1 - feet_Attack_Crit_Chance)) * Max(1 - (Max(Burden - 70, 0) * 0.02)^1.5, 0) | ||
'''Magic Crit Chance''' = 1 - (4000 / (4000 + WIS + INT / 2) - 0.05) * (1 - proficiency_bonus) * (1 - main_hand_Magic_Crit_Chance) * (1 - helmet_Magic_Crit_Chance) * ... * (1 - feet_Magic_Crit_Chance) * Max(1 - (Interference * 0.02)^1.5, 0)</pre> | '''Magic Crit Chance''' = (1 - (1 - (4000 / (4000 + WIS + INT / 2) - 0.05)) * (1 - proficiency_bonus) * (1 - main_hand_Magic_Crit_Chance) * (1 - helmet_Magic_Crit_Chance) * ... * (1 - feet_Magic_Crit_Chance)) * Max(1 - (Interference * 0.02)^1.5, 0)</pre> | ||
*The base physical/magical crit chance is 5%. | *The base physical/magical crit chance is 5%. | ||
*Every point of [[burden]] beyond 70 decreases crit chance by 2%, effectively negating crit chance at 120 burden. | *Every point of [[burden]] beyond 70 decreases crit chance by 2%, effectively negating crit chance at 120 burden. | ||
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===Attack Speed=== | ===Attack Speed=== | ||
All bonuses are applied as "layers". The following formula expresses overall speed compared to a normal speed with no bonus. It does '''not''' give the value of "Attack Speed Bonus" shown in the character stats UI. | All bonuses are applied as "layers". The following formula expresses overall speed compared to a normal speed with no bonus. It does '''not''' give the value of "Attack Speed Bonus" shown in the character stats UI. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack Speed''' = (1 - (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1 | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack Speed''' = (1 - (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1)) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - main_hand_Attack_Speed) * (1 - off_hand_Attack_Speed) * (1 - helmet_Attack_Speed) * ... * (1 - feet_Attack_Speed)) * (1 - Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))</pre> | ||
===Cast Speed=== | ===Cast Speed=== | ||
Unlike Attack Speed, Cast Speed is additive. | Unlike Attack Speed, Cast Speed is additive. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Cast Speed''' = (1 + [[ | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Cast Speed''' = (1 + [[Detailed Equip Characteristics|equipment_bonus]] + [[Proficiency|proficiency_bonus]])</pre> | ||
===Evade=== | ===Evade=== | ||
The evade bonuses granted by Primary Attributes and equipment's Evade Chance are all applied as "layers": each layer rolls its chance to evade an attack if the previous layer fails to do so. However, the [[Burden|burden]]'s malus is applied to the overall chance to evade, while [[Spells#Supportive_Magic |shadow_veil]] applies a base evade in battle that cannot be negated by Burden. | The evade bonuses granted by Primary Attributes and equipment's Evade Chance are all applied as "layers": each layer rolls its chance to evade an attack if the previous layer fails to do so. However, the [[Burden|burden]]'s malus is applied to the overall chance to evade, while [[Spells#Supportive_Magic |shadow_veil]] applies a base evade in battle that cannot be negated by Burden. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Evade''' = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil]]) * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[ | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Evade''' = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil]]) * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))</pre> | ||
===Parry=== | ===Parry=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Parry''' = 1 - (1 - [[ | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Parry''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])</pre> | ||
As a consequence, in case of a whole build one of the following formulas can be used, depending on the current set: | As a consequence, in case of a whole build one of the following formulas can be used, depending on the current set: | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''1H''': Parry = 1 - (1 - mainhand_parry) * (1 - total_DEX * 0.0004) | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''1H''': Parry = 1 - (1 - mainhand_parry) * (1 - total_DEX * 0.0004) | ||
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===Resist=== | ===Resist=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = 1 - (1 - [[ | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - WIS * 0.04%)</pre> | ||
===Block=== | ===Block=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = 1 - (1 - [[ | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])</pre> | ||
===[[Damage|Mitigation]]=== | ===[[Damage|Mitigation]]=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[ | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1000 /(1000 + END + (AGI/2)))</pre> | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[ | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1000 /(1000 + END + (WIS/2)))</pre> | ||
===Points=== | ===Points=== | ||
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==Other Stats== | ==Other Stats== | ||
===Elemental Resistance=== | ===Elemental Resistance=== | ||
Elemental Resistance is a stat that is provided by various [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]]. | ''For the series, see [[series_resistance|here]].''<br> | ||
Elemental Resistance is a stat that is provided by various [[Equipment Basics|Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]]. | |||
* Each 1% of resistance increases the player's mitigation against attacks of that element by 1%. | * Each 1% of resistance increases the player's mitigation against attacks of that element by 1%. | ||
* These resistances are before any effects of [[equipment]]. | * These resistances are before any effects of [[Equipment Basics|equipment]]. | ||
* This is multiplicative. | * This is multiplicative. | ||
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*[[Damage]] | *[[Damage]] | ||
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Latest revision as of 12:03, 15 June 2026
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