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==Primary Attributes==
==Primary Attributes==
Primary Attributes are purchased with [[Experience Points]]. There are six 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:
*'''Strength (STR)'''
*[[Experience Points]] (<span style="color:#5c0d11">brown</span>). These can be freely allocated [[#Experience Point Allocation|as explained below]].
** '''Every point raises your Attack Rating by 1.'''
*[[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.
** Every 2 points raises your [[Shield Rating]] by 1.
*[[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.
** Every point raises your Health Points by 1 (before [[Abilities#Basic_Abilities|HP Tank Modifier]]).
*'''Dexterity (DEX)'''
** '''Every 25 points raises your Attack Accuracy by 1%.'''
** '''Every 25 points raises your Attack Crit Rate by 1%.'''
** Every point raises your Attack Rating by 1, except for every fourth point.
** Every 4 points raises your [[Shield Rating]] by 1.
** ''Every 25 points raises your base chance to parry enemy attacks by 1%.''
*'''Agility (AGI)'''
** '''Every 3 points raises your Action Speed by 1.'''
** Every 40 points raises your Attack Accuracy by 1%.
** Every 50 points raises your Attack Crit Rate by 1%.
** Every 4 points raises your Attack Rating by 1.
** Every 4 points raises your [[Shield Rating]] by 1.
** ''Every 25 points raises your base chance to evade enemy attacks by 1%.''
*'''Endurance (END)'''
** '''Every point raises your [[Shield Rating]] by 1.'''
** '''Every point raises your [[Barrier Rating]] by 1 or 2, alternately.'''
** '''Every point raises your Health Points by 4 (before [[Abilities#Basic_Abilities|HP Tank Modifier]]).'''
** '''Every point raises your Health Regen by 0.2/minute.
*'''Intelligence (INT)'''
** '''Every 25 points raises your Magic Accuracy by 1%.'''
** '''Every 25 points raises your Magic Crit Rate by 1%.'''
** '''Every point raises your Magic Rating by 1 or 2, alternately.'''
** Every 4 points raises your Magic Points by 1 (before [[Abilities#Basic_Abilities|MP Tank Modifier]])
** ''Every 25 points reduces Interference by 1%.''
*'''Wisdom (WIS)'''
** '''Every point raises your Magic Points by 1, except for every fourth point (before [[Abilities#Basic_Abilities|MP Tank Modifier]]).'''
** '''Every point raises your Magic Regen by 0.04/minute.'''
** Every 40 points raises your Magic Accuracy by 1%.
** Every 50 points raises your Magic Crit Rate by 1%.
** Every 2 points raises your Magic Rating by 1.
** Every 2 points raises your [[Barrier Rating]] by 1.
** ''Every 25 points raises your base chance to resist enemy spells by 1%.''
** ''Every 25 points reduces Interference by 1%.''


(All stats raise your Spirit Points and Spirit Regen equally.)
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 EXP cost to raise a stat increases as it goes up. As you level, the amount of EXP needed to level up will begin to exceed the amount of EXP needed to raise all of your primary attributes by one point. This makes it possible to increase only some of your stats higher than your level.  It is impossible to raise all of them beyond your level.
There are six Primary Attributes:
{|cellpadding="5" width="100%" class="wikitable"
|-
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Strength (STR)'''
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula
* 1 point = +0.5 to the [[#Critical_hit_Chance|Physical Crit Chance]] formula
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
* (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance


There are additional ways to acquire points in primary attributes.
| style="border-bottom: 1px solid gray" | '''Endurance (END)'''
*Offering an [[Items#Artifacts|Artifact]] to Snowflake at the [[Shrine]] can also provide a permanent increase to one of your primary stats for up to 20 points per attribute.
* 1 point = +6 Health Points
*Various pieces of [[equipment]] provide bonuses to certain attributes when worn. Certain suffixes can increase the attribute bonuses given by the piece or give a bonus to additional attributes.
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula
*[[Aura#Primary_Auras|Primary]] and [[Aura#Spectral_Auras|Spectral]] Auras give bonuses to certain attributes while active.
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwelming Strikes]] Chance
 
|-
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Dexterity (DEX)'''
* 1 point = +1 to [[#Base_Damage|Physical Damage]] formula
* 1 point = +1 to the [[#Critical_hit_Chance|Physical Crit Chance]] formula
* 25 points = +1% Attack Accuracy and Parry Chance
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
* (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance
* (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance
 
| style="border-bottom: 1px solid gray" | '''Intelligence (INT)'''
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula
* 1 point = +0.5 to the [[#Critical_hit_Chance|Magical Crit Chance]] formula
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance
 
|-
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Agility (AGI)'''
* 1 point = +0.5 to [[#Mitigation|Physical Mitigation]] formula
* 25 points = +1% Evade Chance
* 1 point above the player's [[level]] = +(10%/level) Attack [[Speed]]
* (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance
 
| '''Wisdom (WIS)'''
* 1 point = +1 Magic Points
* 1 point = +0.04 Magic Regen per minute
* 1 point = +1 to [[#Base_Damage|Magical Damage]] formula
* 1 point = +1 to the [[#Critical_hit_Chance|Magical Crit Chance]] formula
* 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula
* 25 points = +1% Magic Accuracy and Resist Chance
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance
|-
| colspan="2" style="border-right: 1px solid gray" align="center" | '''Every point invested in ''any'' attribute''':
* +0.2 Spirit Points
* +1/600 Spirit Regen
|}
 
===Limits===
*Proc chances from [[fighting styles]] are capped at various values.
*Mitigation from Primary Attributes are capped at 80%.
*Attack Speed from AGI is capped at 10%, which occurs at 2x [[level]].
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added multiplicatively. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone. The Protection [[spell]], for example, grants an additional 25% damage mitigation, but this is applied after all other forms of damage mitigation.
 
===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.
 
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:
<pre style="overflow: auto;{{{style|}}}">(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre>
 
The EXP cost to raise an additional point is:
<pre style="overflow: auto;{{{style|}}}">(current_stat + 2)^(2.5475566751265^(1+((current_stat + 1)/950))) - (current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre>


==Derived Attributes==
==Derived Attributes==
Derived attributes are stats calculated from the player's primary attributes. These stats are displayed on the player's Character page of the HentaiVerse. These stats can also be calculated using [http://www.starfleetplatoon.com/EHCalc/download.php Sonic's EH Calculator].
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 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===
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>
*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.
 
<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===
The accuracy (called hit chance in the character stats) granted by Primary Attributes, equipment and abilities are all added together.
It is possible to exceed 100% accuracy; additional accuracy grants anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target's evasion chance; 200% or higher completely ignores evasion. It is therefore useless to go beyond 200% accuracy.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Hit chance''' = 80% + DEX * 0.04% + [[Proficiency|proficiency_bonus]] + (main_hand_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy)
 
'''Magical Hit chance''' = 80% + WIS * 0.04% + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) </pre>
*The attack accuracy of the offhand in a [[Fighting_Styles#Dual_Wielding|Dual Wielding]] or [[Fighting_Styles#Niten_Ichiryu|Niten]] setup doesn't contribute to the overall accuracy, but is used to raise the offhand strike chance instead.
*There is currently no shield that grants an Attack Accuracy bonus.
*Offhand Magic Accuracy can be achieved with a Buckler of the Battlecaster for the One-handed playstyle, or any Battlecaster weapon for Dual Wielding/Niten
*Contrarily to the Attack Accuracy, the Magic Accuracy of the offhand weapon ''is'' counted in the Magical hit chance
 
===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.
<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 - (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%.
*Every point of [[burden]] beyond 70 decreases crit chance by 2%, effectively negating crit chance at 120 burden.
*Every point of [[interference]] reduces magic crit chance by 2%, effectively negating crit chance at 50 interference.


''Attack Accuracy''  = 75 + DEX / 25 + AGI / 40
===Attack Speed===
''Magic Accuracy''   = 75 + INT / 25 + WIS / 40
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.
''Attack Crit Chance'' = 3 + DEX / 25 + AGI / 50
<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>
''Magic Crit Chance'' = 3 + INT / 25 + WIS / 50


''Attack Rating''  = 1 + STR + DEX * 0.75 + AGI * 0.25
===Cast Speed===
''[[Shield Rating]]'' = 1 + STR * 0.5 + DEX * 0.25 + AGI * 0.25 + END
Unlike Attack Speed, Cast Speed is additive.
''Magic Rating''  = 1 + INT * 1.5 + WIS * 0.5
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Cast Speed''' = (1 + [[Detailed Equip Characteristics|equipment_bonus]] + [[Proficiency|proficiency_bonus]])</pre>
''[[Barrier Rating]]'' = 1 + END * 1.5 + WIS * 0.5


''Health Points'' = (50 + LEVEL * 5 + STR + END * 4) * [[Abilities#Basic_Abilities|HP Tank Modifier]]
===Evade===
''Health Regen'' = 5 + END / 5 per minute
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.
''Magic Points''  = (10 + LEVEL + INT * 0.25 + WIS * 0.75) * [[Abilities#Basic_Abilities|MP Tank Modifier]]
<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>
''Magic Regen''  = 1 + WIS / 25 per minute
''Spirit Points'' = (1 + [[Karma#Power|POWER]] / 7 + (STR + DEX + AGI + END + INT + WIS) / 10) * [[Abilities#Basic_Abilities|SP Tank Modifier]]
''Spirit Regen''  = 0.1 + (STR + DEX + AGI + END + INT + WIS) / 600 per minute


''[[Action Speed]]'' = 100 + AGI / 3
===Parry===
''[[Overcharge]]''   = 100 + [[Abilities#Basic_Abilities|Overcharge Boost]]
<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:
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''1H''':    Parry = 1 - (1 - mainhand_parry) * (1 - total_DEX * 0.0004)
'''DW''':    Parry = 1 - (1 - mainhand_parry) * (1 - offhand_parry * 1.5) * (1 - total_DEX * 0.0004)
'''2H''':    Parry = 1 - (1 - total_DEX * 0.0004) * (1 - 2H_prof * 0.00025)                          [if 2H Parry ability is slotted]
'''Niten''': Parry = 1 - (1 - offhand_parry) * (1 - total_DEX * 0.0004) * (1 - 2H_prof * 0.00025)    [if 2H Parry ability is slotted]
'''Mage''':  Parry = total_DEX * 0.0004


==Other Stats==
  with total_DEX being the DEX of the whole build</pre>
===Accuracy Calculations===
 
The accuracy of your physical and magical attacks are determined by two different stats: Accuracy and +hit chance.  Your Attack Accuracy and Magic Accuracy are displayed on your Character page.  Attack Accuracy is affected only by your DEX and AGI, and Magic Accuracy is affected only by your INT and WIS.  Your +hit chance is displayed on your Equipment page, and is affected by accuracy bonuses from your equipment and auras.  Your +hit chance percentage is subtracted from your "chance to miss" (100 - Accuracy), resulting in your Chance to Hit:
===Resist===
Attack Chance to Hit = Attack Accuracy + (''Physical +Hit Chance'' / 100) * (100 - Attack Accuracy)
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - WIS * 0.04%)</pre>
Magic Chance to Hit = Magic Accuracy + (''Magical +Hit Chance'' / 100) * (100 - Magic Accuracy)
 
Spirit Attack Chance to Hit = 100%
===Block===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])</pre>
 
===[[Damage|Mitigation]]===
<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 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1000 /(1000 + END + (WIS/2)))</pre>
 
===Points===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health Points''' = (500 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]
'''Magic Points''' = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]
'''Spirit Points''' = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]
'''Mana Cost''' = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)</pre>


For Example: With 80% Attack Accuracy and 50% physical +hit chance, your Attack Chance to Hit = 80 + 50/100 * (100 - 80) = 80 + 1/2 * 20 = 90%.
*Any potions/gems/spells modifying player's HP/MP/SP refers to player's '''base''' HP/MP/SP (i.e. before [[ability]] bonuses are applied).<!-- The base HP/MP/SP value can be seen at 'derived attributes' in the Character screen. -->
*The [[Hath Perk]] bonus is 1.10 if the appropriate perk is possessed. Otherwise it is 1.


===Damage Calculations===
====Battle Regen====
Attack damage is calculated from Attack Rating vs Shield Rating.<br>
A 'tick' is not equivalent to a turn; it represents 100 time units in the game, which is equivalent to the base action time before any speed bonuses are applied.
Magic damage is calculated from Magic Rating vs Barrier Rating.<br>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''MP gained per tick''' = 5 + (WIS/25) * [[Hath_Perks|perk_bonus]]
[[Spirit Attack]] damage is calculated as the sum of two damage rolls, one for Attack and one for Magic, modified by Overcharge, your target's Barrier and Shield Ratings, and related Hath Perks.
'''SP gained per tick''' = 1 + (Sum of all attributes / 600) * [[Hath_Perks|perk_bonus]]</pre>  
* The '''perk_bonus''' is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.


===Battle Regen===
==Other Stats==
During battle, regen stats count each turn as 2 seconds of game time (30 turns per minute). '''e.g.''' Magic Regen / 30 = Magic Points gained per turn. It should be noted that battle regen ''does not'' occur during the turn the Defend or Focus commands are used.
===Elemental Resistance===
''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%.
* These resistances are before any effects of [[Equipment Basics|equipment]].
* This is multiplicative.


===Battle Stats===
===Compromise Stats===
Primary attributes also provide the following additional benefits:
*[[Burden]]
*Base Evade is increased by 1% for every 25 points of AGI
*[[Interference]]
*Base Parry is increased by 1% for every 25 points of DEX
*Base Resist is increased by 1% for every 25 points of WIS
*[[Interference]] is decreased by 1% for every 25 points in both WIS and INT (applied after the final equipment stats are calculated)


===Elemental Rating===
===Mana Conservation===
Elemental Rating is a stat that is provided by various [[Auras]] and [[Abilities]].
*Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] "Frugal" as well as via the Economizer [[potency]].  
* Each % of Rating increases the player's damage dealt by spells of that element by 1%.  '''e.g.''' 10% Fire Rating = +10% Fire damage.
*This is multiplicative.
* Each % of Rating increases the player's mitigation against spells of that element by .5%. ''' e.g.''' 10% Dark Rating = +5% Dark mitigation.
* In addition to its boost to Holy spell damage, Holy Rating also increases the power of Cure I/II/III and Regen I/II by an equivalent amount.
* These ratings are before any effects of equipment.  Magic damage multipliers, magic absorption and mitigation, elemental damage multipliers, and elemental resistance multipliers are in addition to these base ratings.


==References==
==See also==
[http://forums.e-hentai.org/index.php?showtopic=18403 Primary Attributes => Derived Attributes]
*[[Character Menu‎]]
*[[Experience Points]]
*[[Proficiencies]]
*[[Damage]]


[[Category:HentaiVerse]]
{{HVnav}}

Latest revision as of 03:38, 13 November 2025

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:

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.

There are six Primary Attributes:

Strength (STR) Endurance (END)
Dexterity (DEX) Intelligence (INT)
Agility (AGI) Wisdom (WIS)
Every point invested in any attribute:
  • +0.2 Spirit Points
  • +1/600 Spirit Regen

Limits

  • Proc chances from fighting styles are capped at various values.
  • Mitigation from Primary Attributes are capped at 80%.
  • Attack Speed from AGI is capped at 10%, which occurs at 2x level.
  • Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added multiplicatively. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone. The Protection spell, for example, grants an additional 25% damage mitigation, but this is applied after all other forms of damage mitigation.

Experience Point Allocation

Clicking on the "+/-" near a Primary Attribute allows players to allocate their experience points to/from said attribute. Holding Shift while clicking moves by 10 points instead of 1 and 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:

(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))

The EXP cost to raise an additional point is:

(current_stat + 2)^(2.5475566751265^(1+((current_stat + 1)/950))) - (current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))

Derived Attributes

Derived attributes are stats calculated from the player's effective primary attributes. These stats are displayed on the player's 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.

Base Damage

The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB) and abilities are all added together.

Attack base damage = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + (weapon_prof * TYPE) + (main_hand_Attack_Damage_Bonus) + (off_hand_Attack_Damage_Bonus * OFFHAND_FACTOR ) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) 
Magic base damage = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + (staff_prof * 0.5) + (main_hand_Magic_Damage_Bonus) +  (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)

Accuracy

The accuracy (called hit chance in the character stats) granted by Primary Attributes, equipment and abilities are all added together. It is possible to exceed 100% accuracy; additional accuracy grants anti-evade against monsters. Each 1% accuracy past 100% gives a 1% reduction in the target's evasion chance; 200% or higher completely ignores evasion. It is therefore useless to go beyond 200% accuracy.

Physical Hit chance = 80% + DEX * 0.04% + proficiency_bonus + (main_hand_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy)

Magical Hit chance = 80% + WIS * 0.04% + proficiency_bonus + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) 
  • The attack accuracy of the offhand in a Dual Wielding or Niten setup doesn't contribute to the overall accuracy, but is used to raise the offhand strike chance instead.
  • There is currently no shield that grants an Attack Accuracy bonus.
  • Offhand Magic Accuracy can be achieved with a Buckler of the Battlecaster for the One-handed playstyle, or any Battlecaster weapon for Dual Wielding/Niten
  • Contrarily to the Attack Accuracy, the Magic Accuracy of the offhand weapon is counted in the Magical hit chance

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.

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 - (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)
  • 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 interference reduces magic crit chance by 2%, effectively negating crit chance at 50 interference.

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.

Attack Speed = (1 - (1 - Min(0.1, Max((AGI - level) / level, 0) * 0.1)) * (1 - 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))

Cast Speed

Unlike Attack Speed, Cast Speed is additive.

Cast Speed = (1 + equipment_bonus + proficiency_bonus)

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's malus is applied to the overall chance to evade, while shadow_veil applies a base evade in battle that cannot be negated by Burden.

Evade = 1 - (1 - shadow_veil) * (1- (1 - Min((Burden * 4/3%)^1.5 , 1)) * (1 - (1 - equipment_bonus) * (1 - title_bonus) * (1 - AGI * 0.04%)))

Parry

Parry = 1 - (1 - equipment_bonus) * (1 - DEX * 0.04%) * (1 - proficiency_bonus)

As a consequence, in case of a whole build one of the following formulas can be used, depending on the current set:

1H:    Parry = 1 - (1 - mainhand_parry) * (1 - total_DEX * 0.0004)
DW:    Parry = 1 - (1 - mainhand_parry) * (1 - offhand_parry * 1.5) * (1 - total_DEX * 0.0004)
2H:    Parry = 1 - (1 - total_DEX * 0.0004) * (1 - 2H_prof * 0.00025)                           [if 2H Parry ability is slotted]
Niten: Parry = 1 - (1 - offhand_parry) * (1 - total_DEX * 0.0004) * (1 - 2H_prof * 0.00025)     [if 2H Parry ability is slotted]
Mage:  Parry = total_DEX * 0.0004

  with total_DEX being the DEX of the whole build

Resist

Resist = 1 - (1 - equipment_bonus) * (1 - WIS * 0.04%)

Block

Block = 1 - (1 - equipment_bonus) * (1 - proficiency_bonus)

Mitigation

Physical Mitigation = 1 - (1 - equipment_bonus) * (1000 /(1000 + END + (AGI/2)))
Magical Mitigation = 1 - (1 - equipment_bonus) * (1000 /(1000 + END + (WIS/2)))

Points

Health Points = (500 + (Level * 10) + (END * 6)) * HP Tank * vigorous_vitality
Magic Points = (10 + Level + WIS) * MP Tank * effluent_ether
Spirit Points = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * SP Tank * suffusive_spirit
Mana Cost = 100% * (1 + Interference * 0.5%) * (1 - mana_conservation)
  • Any potions/gems/spells modifying player's HP/MP/SP refers to player's base HP/MP/SP (i.e. before ability bonuses are applied).
  • The Hath Perk bonus is 1.10 if the appropriate perk is possessed. Otherwise it is 1.

Battle Regen

A 'tick' is not equivalent to a turn; it represents 100 time units in the game, which is equivalent to the base action time before any speed bonuses are applied.

MP gained per tick = 5 + (WIS/25) * perk_bonus
SP gained per tick = 1 + (Sum of all attributes / 600) * perk_bonus
  • The perk_bonus is 1.50 if Resplendent Regeneration (or Gold star) is obtained, 2 if both are possessed, and otherwise is 1.

Other Stats

Elemental Resistance

For the series, see here.
Elemental Resistance is a stat that is provided by various Equipment, Potencies, Infusions, and Abilities.

  • Each 1% of resistance increases the player's mitigation against attacks of that element by 1%.
  • These resistances are before any effects of equipment.
  • This is multiplicative.

Compromise Stats

Mana Conservation

  • Reduces the cost of all spells. Found on certain weapons and cloth armor with the prefix "Frugal" as well as via the Economizer potency.
  • This is multiplicative.

See also

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