Character Stats: Difference between revisions

From EHWiki
Jump to navigationJump to search
PK678353 (talk | contribs)
Maximum Joe (talk | contribs)
Line 97: Line 97:


====Regeneration Rates====
====Regeneration Rates====
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health Regen (per minute)''' = 20 + (END / 5) * [[Aura |aura_bonus]]
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health Regen (per minute)''' = 20 + (END / 5) * [[Hath Perks|perk_bonus]]
'''Magic Regen (per minute)''' = 5 + (WIS / 25) * [[Aura |aura_bonus]]
'''Magic Regen (per minute)''' = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]
'''Spirit Regen (per minute)''' = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Aura |aura_bonus]]</pre>
'''Spirit Regen (per minute)''' = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]</pre>
*The '''aura_bonus''' is 1.5 if either [[Auras#Rainbow|Rainbow]] or [[Auras#Gold|Gold]] auras are obtained, or 2 if both are possessed. Otherwise it is 1.
*The '''perk_bonus''' is 1.50 if Resplendent Regeneration (or [[Auras#Gold|Gold]] aura?) is obtained (or 2 if both are possessed?). Otherwise it is 1.


=====Battle Regen=====
=====Battle Regen=====
During [[Battles|battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.
During [[battle]], regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''MP gained per turn''' = Magic Regen / 15
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''MP gained per turn''' = Magic Regen / 15
'''SP gained per turn''' = Spirit Regen / 30</pre>
'''SP gained per turn''' = Spirit Regen / 30</pre>

Revision as of 14:55, 18 May 2013

Primary Attributes

Primary Attributes are purchased with Experience Points. There are six primary attributes:

Strength (STR)
  • Every point raises base Health Points by 1
  • Every point raises Physical Base Damage by 2
  • Every point adds half a point to Physical Mitigation formula
Endurance (END)
Dexterity (DEX)
  • Every point raises Physical Base Damage by 1
  • Every 25 points raises Attack Accuracy, Attack Crit Rate, and base Parry chance by 1%
Intelligence (INT)
  • Every point raises Magical Base Damage by 2
  • Every 4 points raises base Magic Points by 1
  • Every 70 points raises Magic Crit Rate by 1%
Agility (AGI)
  • Every 25 points raises base Evade chance by 1%
  • Every 50 points raises Attack Crit Rate by 1%
Wisdom (WIS)
  • Every point raises base Magic Points by 1 except for every fourth point
  • Every point raises Magic Regen by 0.04 per minute
  • Every point raises Magical Base Damage by 1
  • Every point adds half a point to Magical Mitigation formula
  • Every 25 points raises Magic Accuracy and base Resist chance by 1%
  • Every 35 points raises Magic Crit Rate by 1%
Every point invested in any attribute:
  • Raises base Spirit Points by 0.1
  • Raises Spirit Regen by 1/600

Notes:

  • Mitigation gains from Primary Attributes (STR/END/WIS) are capped at 80%.
  • 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, but it can be done with the use of certain items.

Cost

The EXP needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to level up will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:

(current_stat + 1)^(1.8932743^(1 + current_stat / 400))

Alternative Sources

There are additional ways to acquire points in primary attributes:

  • Offering an Artifact at the Shrine can provide a permanent +1 increase to one primary attribute. This is capped at +20 per attribute.
  • Various pieces of equipment provide bonuses to certain attributes while worn.
    • Wearing full sets of the same armor type grant stats based on a player's proficiency with them.
  • Various Auras give bonuses to certain attributes while active.

Adjustments

Players can readjust their primary attributes on their character screen up to a maximum of 10 per day. These "do-over" points recover at a rate of 1 every 8640 seconds.

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. Note that these formulas may be partially inaccurate.

Bases

Base physical damage = (STR * 2) + (DEX * 1) + (weapon_prof * TYPE) + (equip_Attack_Damage_Bonus)
  • Where TYPE = 1 for Staff, 3 for 1-Handed and 2-Handed, and 5 for Dual Wielding.
Base magic damage = (INT * 2) + (WIS * 1) + (staff_prof * 0.5) + (equip_Magic_Damage_Bonus)

Accuracy & Crit

Note that the equip bonus from different equipments are still added multiplicatively.

It is possible to exceed 100% accuracy, with additional accuracy granting anti-evade against monters.

Phys. Accuracy = 80% + equip_bonus + orange_aura_bonus + prof_bonus + DEX * 0.04%
 
Magic Accuracy = 80% + equip_bonus + violet_aura_bonus + WIS * 0.04%
 
Phys. Crit Chance = (1 - (1 - base) * (1 - equip_bonus) * (1 - red_aura_bonus) * (1 - prof_bonus) * (1 - DEX * 0.04%) * (1 - AGI * 0.02%)) * (1 -  Min((Max(Burden - 75, 0) * 0.02), 1))
 
Magic Crit Chance = (1 - (1 - base) * (1 - equip_bonus) * (1 - indigo_aura_bonus) * (1 - prof_bonus) * (1 - WIS / 35) * (1 - INT / 70)) * (1 - Min((Interference * 0.02), 1))
Base Crit Chance = 5%

Evade

Note that the equip bonus from different equipments are added multiplicatively.

Evade = 1 - (1 - shadow_veil) * (1- (1 - Min((Burden * 4/3%),1)) * (1 - (1 - equip_bonus) * (1 - yellow_aura_bonus) * (1 - title_bonus) * (1 - AGI * 0.04%)))

Mitigation

Note that the equip bonus from different equipments are added multiplicatively. So, two pieces with 10% Mitigation would give an equip bonus of 19%.

Physical Mitigation = 1 - (1 - equip_bonus) * (1 - green_aura_bonus) * (1200/(1200 + END + STR/2))
Magical Mitigation = 1 - (1 - equip_bonus) * (1 - blue_aura_bonus) * (1 - prof_bonus) * (1200/(1200 + END + WIS/2))

Points

Health Points = (50 + Level * 10 + STR + END * 5) * HP Tank Modifier * white_aura_bonus
Magic Points = (10 + Level + INT * 0.25 + WIS * 0.75) * MP Tank Modifier * black_aura_bonus
Spirit Points = (1 + (Power / 7) + (STR + DEX + AGI + END + INT + WIS) / 10) * SP Tank Modifier
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 tank modifier and aura bonus are applied). The base HP/MP/SP value can be seen at 'derived attributes' in the character screen.
  • The aura_bonus is 1.1 if the appropriate aura is possessed. Otherwise it is 1.

Regeneration Rates

Health Regen (per minute) = 20 + (END / 5) * perk_bonus
Magic Regen (per minute) = 5 + (WIS / 25) * perk_bonus
Spirit Regen (per minute) = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * perk_bonus
  • The perk_bonus is 1.50 if Resplendent Regeneration (or Gold aura?) is obtained (or 2 if both are possessed?). Otherwise it is 1.
Battle Regen

During battle, regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts) and regen is doubled for MP. Health does not regenerate during battle in this manner.

MP gained per turn = Magic Regen / 15
SP gained per turn = Spirit Regen / 30

These do not occur during any turns in which Skills, Spirit Stance, or any Items are used.

Other

Overcharge = 100 + Overcharge Boost

Other Stats

Elemental Resistance

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.

Compromise Stats

Mana Conservation

Reduces the cost of all spells. Found on certain weapons and cloth armor with the prefix "Frugal".

See also

HentaiVerse Navigation
Character Menu StatsTrainingSettingsPersonaIsekai
Abilities SkillsSpells (Spell Damage‎)Spirit Stance
Levels Experience PointsLeveling UpRanksLevel and Rank Table
Info. Action SpeedOverchargeProficienciesStamina
Services Bazaar Equipment ShopItem ShopMonster Lab (Monster Stats)ShrineMoogleMailThe LotteryThe Market
The Forge RepairUpgradeEnchantSalvageReforgeSoulFuse
Items Drops Loot Drop RollsObsolete Items
Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
Battles Modes ArenaGrindfestItem WorldRandom EncounterRing of BloodThe Tower
Info. BestiaryDamage TypesDamage (Physical Damage)Enemy ProcsRiddleMaster
Isekai The Tower RankingRewards
Info. SeasonsRewardsRules
Misc. Currency CreditsGallery PointsHathHath Perks
Strategy Play StylesAdviceAdvanced Advice
System Dawn of a New DayBugsTechnical IssuesFAQHotkeysScripts & Tools