Character Stats: Difference between revisions

From EHWiki
Jump to navigationJump to search
Kjeron (talk | contribs)
Update 91. Still missing precise burden mechanics but otherwise should be good to go
 
(115 intermediate revisions by 23 users not shown)
Line 1: Line 1:
{{HVGameNavStart
|toponly=yes
}}
==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 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)'''
* Every point raises base Health Points by 1
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula
* Every point raises Physical Base Damage by 2
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance
* Every point adds half a point to [[Character_Stats#Mitigation|Physical Mitigation]] formula
* (''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)'''
* Every point raises base Health Points by 5
* 1 point = +6 Health Points
* Every point raises Health Regen by 0.2 per minute
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula
* Every point adds a point to [[Character_Stats#Mitigation|Physical Mitigation]] and [[Character_Stats#Mitigation|Magical 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)'''
* Every point raises Physical Base Damage by 1
* 1 point = +1 to [[#Base_Damage|Physical Damage]] formula
* Every 25 points raises Attack Accuracy, Attack Crit Rate, and base Parry chance by 1%
* 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)'''
* Every point raises Magical Base Damage by 2
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula
* Every 4 points raises base Magic Points by 1
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance
* Every 70 points raises Magic Crit Rate by 1%
 
|-
|-
| 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)'''
* Every 25 points raises base Evade chance by 1%
* 1 point = +0.5 to [[#Mitigation|Physical Mitigation]] formula
* Every 50 points raises Attack Crit Rate by 1%
* 1 point = +0.4 to Evade
| rowspan="2" | '''Wisdom (WIS)'''  
* 1 point above the player's [[level]] = +(10%/level) Attack [[Speed]]
* Every point raises base Magic Points by 1 except for every fourth point
* (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance
* Every point raises Magic Regen by 0.04 per minute
 
* Every point raises Magical Base Damage by 1
| '''Wisdom (WIS)'''  
* Every point adds half a point to [[Character_Stats#Mitigation|Magical Mitigation]] formula
* 1 point = +1 Magic Points
* Every 25 points raises Magic Accuracy and base Resist chance by 1%
* 1 point = +0.04 Magic Regen
* Every 35 points raises Magic Crit Rate by 1%
* 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''':
* Raises base Spirit Points by 0.1
* +0.2 Spirit Points
* Raises Spirit Regen by 1/600
* +1/600 Spirit Regen
|}
|}
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===
===Limits===
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:
*Proc chances from [[fighting styles]] are capped at various values.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">(current_stat + 1)^(1.8932743^(1 + current_stat / 400))</pre>
*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.  


===Alternative Sources===
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:
There are additional ways to acquire points in primary attributes:
<pre style="overflow: auto;{{{style|}}}">(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre>
*Offering an [[Items#Artifacts|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 [[Proficiencies#Equipment_Proficiencies|proficiency]] with them.
*Various [[Auras]] give bonuses to certain attributes while active.


===Adjustments===
The EXP cost to raise an additional point is:
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These "do-over" points recover at a rate of 1 every 8640 seconds.
<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. Note that these formulas 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 '''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>


====Bases====
===Accuracy===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Base physical damage''' = (STR * 2) + (DEX * 1) + ([[Proficiencies#Weapons |weapon_prof]] * ''TYPE'') + (equip_Attack_Damage_Bonus)</pre>
The accuracy granted by Primary Attributes, equipment, and abilities are all added together.
*Where ''TYPE'' = 1 for Staff, 3 for 1-Handed and 2-Handed, and 5 for Dual Wielding.


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Base magic damage''' = (INT * 2) + (WIS * 1) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equip_Magic_Damage_Bonus)</pre>
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)


====Accuracy & Crit====
'''Magic Attack Accuracy''' = WIS * 0.05 + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) </pre>
Note that the equip bonus from different equipments are still added ''multiplicatively''.
*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.


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


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Accuracy''' = 80% + [[Equipment |equip_bonus]] + [[Aura |orange_aura_bonus]] + [[Proficiencies |prof_bonus]] + DEX * 0.04%
===Cast Speed===
Unlike Attack Speed, Cast Speed is additive.
'''Magic Accuracy''' = 80% + [[Equipment |equip_bonus]] + [[Aura |violet_aura_bonus]] + WIS * 0.04%
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Cast Speed''' = (1 + [[Detailed Equip Characteristics|equipment_bonus]] + [[Proficiency|proficiency_bonus]])</pre>
'''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))</pre>


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Base Crit Chance''' = 5%</pre>
===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.


====Evade====
===Parry===
Note that the equip bonus from different equipments are added multiplicatively.
<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|}}}">'''Evade''' = (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Aura |yellow_aura_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)) * (1 - Min(([[Burden]] * 4/3%),1))</pre>
Where ''off_hand_bonus'' = 1.5 for daggers and wakizashis, 1.2 for shortswords, and 1 for everything else.


====[[Damage|Mitigation]]====
===Resist===
Note that the equip bonus from different equipments are added multiplicatively.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = WIS * 0.4 + (helmet_Resist) + ... + (feet_Resist)</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Aura |green_aura_bonus]]) * (1200/(1200 + END + STR/2))</pre>


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[Equipment |equip_bonus]]) * (1 - [[Aura |blue_aura_bonus]]) * (1 - [[Proficiencies |prof_bonus]]) * (1200/(1200 + END + WIS/2))</pre>
===Block===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = (main_hand_Block) + (off_hand_Block) + (helmet_Block) + ... + (feet_Block) + [[Proficiency|proficiency_bonus]]</pre>


====Points====
===[[Damage|Mitigation]]===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health Points''' = (50 + Level * 10 + STR + END * 5) * [[Abilities#Basic_Abilities|HP Tank Modifier]] * [[Aura#White|white_aura_bonus]]
Mitigation is a multiplier that reduces each instance of damage of the corresponding type.
'''Magic Points''' = (10 + Level + INT * 0.25 + WIS * 0.75) * [[Abilities#Basic_Abilities|MP Tank Modifier]] * [[Aura#Black|black_aura_bonus]]
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (AGI/2)))</pre>
'''Spirit Points''' = (1 + ([[Power]] / 7) + (STR + DEX + AGI + END + INT + WIS) / 10) * [[Abilities#Basic_Abilities|SP Tank Modifier]]
'''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 tank modifier and aura bonus are applied). The base HP/MP/SP value can be seen at 'derived attributes' in the character screen.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (WIS/2)))</pre>
*The '''aura_bonus''' is 1.1 if the appropriate aura is possessed. Otherwise it is 1.


====Regeneration Rates====
===Points===
<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 Points''' = (500 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]
'''Magic Regen (per minute)''' = 5 + (WIS / 25) * [[Aura |aura_bonus]]
'''Magic Points''' = (10 + [[Level]] + WIS) * [[Abilities#General|MP Tank]] * [[Hath Perks|effluent_ether]]
'''Spirit Regen (per minute)''' = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Aura |aura_bonus]]</pre>
'''Spirit Points''' = (1 + (STR + DEX + AGI + END + INT + WIS) / 5) * [[Abilities#General|SP Tank]] * [[Hath Perks|suffusive_spirit]]
*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.
'''Mana Cost''' = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)</pre>


=====Battle Regen=====
*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. -->
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.
*The [[Hath Perk]] bonus is 1.10 if the appropriate perk is possessed. Otherwise it is 1.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''MP gained per turn''' = Magic Regen / 15
'''SP gained per turn''' = Spirit Regen / 30</pre>
These do '''not''' occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.


====Other====
====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.
'''[[Overcharge]]''' = 100 + [[Abilities#Basic_Abilities|Overcharge Boost]]</pre>
<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 [[Equipment]], [[Item_World#Potencies|Potencies]], [[Infusions]], and [[Abilities]].
''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===
Line 123: Line 164:


===Mana Conservation===
===Mana Conservation===
Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] "Frugal".
*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==
Line 131: Line 173:
*[[Damage]]
*[[Damage]]


{{HVGameNavEnd}}
{{HVnav}}
{{HVnav}}

Latest revision as of 13:56, 17 August 2026


NewOne-HandedTwo-HandedStaffsShieldClothLightHeavySalvaged

Primary Attributes

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 (brown). These can be freely allocated as explained below.
  • Shrining artifacts (red). 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 levels gained, up to a maximum of +50 at level 500.
  • Equipment (blue). Any pieces that have Primary Attribute Bonuses will grant these when worn.
  • Isekai Bonus (also brown but listed below the others). 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:

Strength (STR) Endurance (END)
Dexterity (DEX) Intelligence (INT)
Agility (AGI) Wisdom (WIS)
  • 1 point = +1 Magic Points
  • 1 point = +0.04 Magic Regen
  • 1 point = +1 to Magical Damage formula
  • 1 point = +0.5 to Magical Mitigation formula
  • 1 point = +0.5 to Magic Accuracy
  • 1 point = +0.4 to Resist
  • (Staff only) 100 points = +1% Coalesced Mana Chance
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 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 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, 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 Title bonus, Hath Perk bonus, and Tower bonus are not included here.

Attack base damage = (log(3330 + STR * 2 + DEX , 1.0003) - 27029.81) + (weapon_prof * TYPE) + (weapon_Attack_Damage_Bonus) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) 
  • Where TYPE = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest, 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)
Magic base damage = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + (staff_prof * 0.5) + (main_hand_Magic_Damage_Bonus) + (off_hand_Magic_Damage_Bonus) + (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)

Accuracy

The accuracy granted by Primary Attributes, equipment, and abilities are all added together.

Accuracy is rolled against a monster's avoidance stats to determine how much Damage is dealt.

Physical Attack Accuracy = DEX * 0.05 + proficiency_bonus + (weapon_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy)

Magic Attack Accuracy = WIS * 0.05 + proficiency_bonus + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) 
  • 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".

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)) * f(Burden)
  • Where f() is some function that still needs to be discovered.

Cast Speed

Unlike Attack Speed, Cast Speed is additive.

Cast Speed = (1 + equipment_bonus + proficiency_bonus)

Evade

Evade = (AGI * 0.4 + (helmet_Evade) + ... + (feet_Evade) + title_bonus) * f(Burden)
  • Where f() is some function that still needs to be discovered.

Parry

Parry = DEX * 0.4 + (main_hand_Parry) + (off_hand_Parry * off_hand_bonus) + (helmet_Parry) + ... + (feet_Parry) + proficiency_bonus

Where off_hand_bonus = 1.5 for daggers and wakizashis, 1.2 for shortswords, and 1 for everything else.

Resist

Resist = WIS * 0.4 + (helmet_Resist) + ... + (feet_Resist)

Block

Block = (main_hand_Block) + (off_hand_Block) + (helmet_Block) + ... + (feet_Block) + proficiency_bonus

Mitigation

Mitigation is a multiplier that reduces each instance of damage of the corresponding type.

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 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 (or Elemental Mitigation) is a stat that is provided by various Equipment, Charms, 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 Charm.
  • This is multiplicative.

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