Character Stats: Difference between revisions
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==Primary Attributes== | ==Primary Attributes== | ||
Primary Attributes are | |||
Primary Attributes are the base stats that allow the calculation of all derived stats. You can increase your Primary Attributes by three means: | |||
*Spending [[Experience Points]] (brown value). | |||
*[[Shrine#Artifact_Rewards|Shrining artifacts]] to obtain a permanent bonus (<span style="color:red">red value</span>). The maximum bonus to each attribute is increased by 1 every 10 levels gained, up to a maximum of +50 at level 500. | |||
*Use equipments that grant a [[Equipment#Primary_Attribute_Bonus|Primary Attribute Bonus]] (<span style="color:blue">blue value</span>) | |||
The addition of all these 3 sources gives the Effective Primary Stats, visible by scrolling down the right side of your character stats screen. | |||
The Effective Primary stats are those that are taken in consideration in all formulas. It is therefore important consider all three sources of Primary Attributes to upgrade or optimize your derived stats. | |||
There are six Primary Attributes which increase the various derived stats, as follows: | |||
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Notes: | Notes: | ||
*Proc chances from fighting styles are capped; cap values can be found [[Fighting_Styles|here]]. | *Proc chances from fighting styles are capped; cap values can be found [[Fighting_Styles|here]]. | ||
*Mitigation gains from Primary Attributes are capped at 80%. | *Mitigation gains from Primary Attributes are capped at 80%. | ||
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**For example, the Protection spell grants an additional 25% damage mitigation, but this is applied only AFTER all other forms of damage mitigation. The order is physical/magical damage mitigation -> crushing/slashing/piercing or elemental mitigation -> protection. If you would have taken 1,000 damage after physical and crushing damage mitigation for example, you would now take 750 after factoring in the bonus from Protection. | **For example, the Protection spell grants an additional 25% damage mitigation, but this is applied only AFTER all other forms of damage mitigation. The order is physical/magical damage mitigation -> crushing/slashing/piercing or elemental mitigation -> protection. If you would have taken 1,000 damage after physical and crushing damage mitigation for example, you would now take 750 after factoring in the bonus from Protection. | ||
=== | ===Upgrading with experience points=== | ||
Clicking on the "+" near a Primary Attribute allows you to allocate your experience points to the said attribute. You can hold the SHIFT key while clicking to add/remove by 10 points instead of 1, and the CTRL key to do it by 100 points. | |||
You can also remove points by clicking on the "-". You can only remove a maximum of 10 points for all primary attributes on a daily basis. This limit recovers at a rate of 1 pointevery 8640 seconds. | |||
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 as follows: | 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 as follows: | ||
<pre style="overflow: auto;{{{style|}}}">(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre> | <pre style="overflow: auto;{{{style|}}}">(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre> | ||
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Thus, the exp cost to raise an additional point is as follows: | Thus, the exp cost to raise an additional point is as follows: | ||
<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> | <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== | ||
Revision as of 17:00, 12 January 2018
Primary Attributes
Primary Attributes are the base stats that allow the calculation of all derived stats. You can increase your Primary Attributes by three means:
- Spending Experience Points (brown value).
- Shrining artifacts to obtain a permanent bonus (red value). The maximum bonus to each attribute is increased by 1 every 10 levels gained, up to a maximum of +50 at level 500.
- Use equipments that grant a Primary Attribute Bonus (blue value)
The addition of all these 3 sources gives the Effective Primary Stats, visible by scrolling down the right side of your character stats screen. The Effective Primary stats are those that are taken in consideration in all formulas. It is therefore important consider all three sources of Primary Attributes to upgrade or optimize your derived stats.
There are six Primary Attributes which increase the various derived stats, as follows:
Strength (STR)
|
Endurance (END)
|
Dexterity (DEX)
|
Intelligence (INT)
|
Agility (AGI)
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Wisdom (WIS)
|
Every point invested in any attribute:
|
Notes:
- Proc chances from fighting styles are capped; cap values can be found here.
- Mitigation gains from Primary Attributes are capped at 80%.
- The attack speed increases 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, but it can be done with the use of certain items.
- For example, the Protection spell grants an additional 25% damage mitigation, but this is applied only AFTER all other forms of damage mitigation. The order is physical/magical damage mitigation -> crushing/slashing/piercing or elemental mitigation -> protection. If you would have taken 1,000 damage after physical and crushing damage mitigation for example, you would now take 750 after factoring in the bonus from Protection.
Upgrading with experience points
Clicking on the "+" near a Primary Attribute allows you to allocate your experience points to the said attribute. You can hold the SHIFT key while clicking to add/remove by 10 points instead of 1, and the CTRL key to do it by 100 points. You can also remove points by clicking on the "-". You can only remove a maximum of 10 points for all primary attributes on a daily basis. This limit recovers at a rate of 1 pointevery 8640 seconds.
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 as follows:
(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))
Thus, the exp cost to raise an additional point is as follows:
(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 primary attributes. These stats are displayed on the player's Character page of the HentaiVerse. These formulae may be partially inaccurate.
For base damage, crit damage, accuracy and cast speed, equipment_bonus is the sum of the values on the player's current equipment. For everything else, equipment_bonus is multiplicative, and follows the following formula:
total_equipment_bonus = 1 - (1-bonus_a)*(1-bonus_b)*(1-bonus_c)...
where bonus_x is the bonus given by the x-th piece, expressed in percentage.
Base Damage
Base physical damage = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + (weapon_prof * TYPE) + (equipment_Attack_Damage_Bonus)
- Where TYPE = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest.
Base magic damage = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + (staff_prof * 0.5) + (equipment_Magic_Damage_Bonus)
Accuracy
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.
Phys. Accuracy = 80% + equipment_bonus + proficiency_bonus + DEX * 0.04% Magic Accuracy = 80% + equipment_bonus + proficiency_bonus + WIS * 0.04%
Critical Strike Chance
Phys. Crit Chance = (1 - 0.95 * (1 - equipment_bonus) * (1 - proficiency_bonus) * (3750 / (3750 + DEX + STR / 2))) * Max(1 - (Max(Burden - 70, 0) * 0.02)^1.5, 0) Magic Crit Chance = (1 - 0.95 * (1 - equipment_bonus) * (1 - proficiency_bonus) * (3750 / (3750 + WIS + INT / 2))) * Max(1 - (Interference * 0.02)^1.5, 0)
Attack Speed
Attack Speed = (1 - (1 - equipment_bonus) * (1 - proficiency_bonus) * (1 - Min(0.1, Max((AGI - level) / level, 0) * 0.1))) * (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
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) * (900/(900 + END + (AGI/2)))
Magical Mitigation = 1 - (1 - equipment_bonus) * (900/(900 + 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 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.
Battle Regen
During battle, mana and spirit regen stats count each turn as 2 seconds of game time per turn (regardless of how long the turn actually lasts).
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 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.
- 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.