Character Stats: Difference between revisions
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Namae56709 (talk | contribs) Update 91. Still missing precise burden mechanics but otherwise should be good to go |
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==Primary Attributes== | ==Primary Attributes== | ||
Primary Attributes are | Primary Attributes are the base stats for the calculation of all derived stats. Players can increase their Primary Attributes by four 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]]. | |||
*[[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 Basics|Equipment]] (<span style="color:#0030CB">blue</span>). Any pieces that have Primary Attribute Bonuses will grant these when worn. | |||
*[[Isekai#Rewards|Isekai Bonus]] (<span style="color:#5c0d11">also brown but listed below the others</span>). Increased by clearing Floors in the Isekai game mode and applies to every primary attribute. | |||
The sum of all 4 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: | |||
{|cellpadding="5" width="100%" class="wikitable" | {|cellpadding="5" width="100%" class="wikitable" | ||
|- | |- | ||
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Strength (STR)''' | | style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Strength (STR)''' | ||
* | * 1 point = +2 to [[#Base_Damage|Physical Damage]] 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 | |||
| style="border-bottom: 1px solid gray" | '''Endurance (END)''' | | style="border-bottom: 1px solid gray" | '''Endurance (END)''' | ||
* | * 1 point = +6 Health Points | ||
* | * 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula | ||
* 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)''' | | style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Dexterity (DEX)''' | ||
* | * 1 point = +1 to [[#Base_Damage|Physical Damage]] formula | ||
* | * 1 point = +0.5 to Attack Accuracy | ||
* 1 point = +0.4 to Parry | |||
* (''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)''' | | style="border-bottom: 1px solid gray" | '''Intelligence (INT)''' | ||
* | * 1 point = +2 to [[#Base_Damage|Magical Damage]] 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)''' | | style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Agility (AGI)''' | ||
* | * 1 point = +0.5 to [[#Mitigation|Physical Mitigation]] formula | ||
* | * 1 point = +0.4 to Evade | ||
* | * 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 | ||
* | * 1 point = +1 to [[#Base_Damage|Magical Damage]] formula | ||
* | * 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula | ||
* 1 point = +0.5 to Magic Accuracy | |||
* 1 point = +0.4 to Resist | |||
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance | |||
|- | |- | ||
| style="border-right: 1px solid gray" | '''Every point invested in ''any'' attribute''': | | 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 Mitigation stats and Attack Speed are added multiplicatively. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats. 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 Menu#Character|Character page]] of the HentaiVerse. | 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 '''mitigation''' and '''attack speed''', the effect of equipment bonus, ability, and base value from the Primary Attributes are all applied as "layers". | |||
For '''everything else''', 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. | |||
===Base Damage=== | |||
The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB), and abilities are all added together. | |||
The [[Ranks|Title bonus]], [[Hath Perk]] bonus, and [[Tower]] bonus are not included here. | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack base damage''' = (log(3330 + STR * 2 + DEX , 1.0003) - 27029.81) + ([[Proficiencies#Weapon|weapon_prof]] * TYPE) + (weapon_Attack_Damage_Bonus) + (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'']]. For Unarmed this is a flat bonus of +10. | |||
*Where ''weapon_Attack_Damage_Bonus'' is multiplied by (1-0.2*(600-dw_prof)/600) for offhand attacks using a weapon other than a dagger or wakizashi. | |||
*When using the maxed out 2H Accuracy Ability this is then multiplied by (1+0.0004*2h_prof) | |||
<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) + (off_hand_Magic_Damage_Bonus) + (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)</pre> | |||
=== | ===Accuracy=== | ||
The accuracy granted by Primary Attributes, equipment, and abilities are all added together. | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | Accuracy is rolled against a monster's avoidance stats to determine how much [[Damage]] is dealt. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Attack Accuracy''' = DEX * 0.05 + [[Proficiency|proficiency_bonus]] + (weapon_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy) | |||
'''Magic Attack Accuracy''' = WIS * 0.05 + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) </pre> | |||
''' | *A weapon's Attack Accuracy bonus is applied only to the attack for which it is used. In other words, the offhand weapon's Attack Accuracy bonus will not affect the mainhand attack's Accuracy, but any dexterity bonus it provides will apply to both. | ||
*The Attack Accuracy bonus for an offhand weapon is multiplied by (1-X*(600-dw_prof)/600) where X = 0.2 for daggers and wakizashis, and 0.5 for everything else. | |||
*There is currently no shield that grants an Attack Accuracy bonus. | |||
*Offhand Magic Accuracy can be achieved with a Buckler or Kite Shield of the Battlecaster for the One-handed playstyle, or any Battlecaster or of Focus weapon for Dual Wielding/Niten. | |||
*The Magic Accuracy bonus of the offhand weapon is applied to the Magic Attack Accuracy without penalty. | |||
==== | ===Attack Speed=== | ||
All bonuses are applied multiplicatively as "layers". | |||
<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)) * f([[Burden]])</pre> | |||
*Where ''f()'' is some function that still needs to be discovered. | |||
===Cast Speed=== | |||
Unlike Attack Speed, Cast Speed is additive. | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Cast Speed''' = (1 + [[Detailed Equip Characteristics|equipment_bonus]] + [[Proficiency|proficiency_bonus]])</pre> | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | ===Evade=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Evade''' = (AGI * 0.4 + (helmet_Evade) + ... + (feet_Evade) + [[Ranks|title_bonus]]) * f([[Burden]])</pre> | |||
*Where ''f()'' is some function that still needs to be discovered. | |||
=== | ===Parry=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Parry''' = DEX * 0.4 + (main_hand_Parry) + (off_hand_Parry * off_hand_bonus) + (helmet_Parry) + ... + (feet_Parry) + [[Proficiency|proficiency_bonus]]</pre> | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | Where ''off_hand_bonus'' = 1.5 for daggers and wakizashis, 1.2 for shortswords, and 1 for everything else. | ||
=== | ===Resist=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = WIS * 0.4 + (helmet_Resist) + ... + (feet_Resist)</pre> | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | ===Block=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = (main_hand_Block) + (off_hand_Block) + (helmet_Block) + ... + (feet_Block) + [[Proficiency|proficiency_bonus]]</pre> | |||
=== | ===[[Damage|Mitigation]]=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | Mitigation is a multiplier that reduces each instance of damage of the corresponding type. | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (AGI/2)))</pre> | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (WIS/2)))</pre> | |||
=== | ===Points=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health Points''' = (500 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]] | ||
'''Magic | '''Magic Points''' = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]] | ||
'''Spirit | '''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> | |||
*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==== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | 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. | ||
''' | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''MP gained per tick''' = 5 + (WIS/25) * [[Hath_Perks|perk_bonus]] | ||
'''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. | |||
==Other Stats== | ==Other Stats== | ||
===Elemental Resistance=== | ===Elemental Resistance=== | ||
Elemental Resistance is a stat that is provided by various [[ | ''For the series, see [[series_resistance|here]].''<br> | ||
Elemental Resistance (or Elemental Mitigation) is a stat that is provided by various [[Equipment Basics|Equipment]], [[Charms]], [[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. | |||
===Compromise Stats=== | ===Compromise Stats=== | ||
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===Mana Conservation=== | ===Mana Conservation=== | ||
Reduces the cost of all [[spells]]. | *Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] "Frugal" as well as via the Economizer [[Charms|Charm]]. | ||
*This is multiplicative. | |||
==See also== | ==See also== | ||
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*[[Damage]] | *[[Damage]] | ||
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Latest revision as of 13:56, 17 August 2026
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