Character Stats: Difference between revisions

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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 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:
*'''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:#0030CB">blue</span>). Any pieces that have Primary Attribute Bonuses will grant these when worn.
** Every point raises your Health Points by 1 (before [[Abilities#Basic_Abilities|HP Tank Modifier]]).
*[[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.
*'''Dexterity (DEX)'''
 
** '''Every 25 points raises your Attack Accuracy by 1%.'''
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.
** '''Every 25 points raises your Attack Crit Rate by 1%.'''
 
** Every point raises your Attack Rating by 1, except for every fourth point.
There are six Primary Attributes:
** Every 4 points raises your [[Shield Rating]] by 1.
{|cellpadding="5" width="100%" class="wikitable"
** ''Every 25 points raises your base chance to parry enemy attacks by 1%.''
|-
*'''Agility (AGI)'''
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Strength (STR)'''
** '''Every 3 points raises your Action Speed by 1.'''
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula
** Every 40 points raises your Attack Accuracy by 1%.
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance
** Every 50 points raises your Attack Crit Rate by 1%.
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
** Every 4 points raises your Attack Rating by 1.
* (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance
** Every 4 points raises your [[Shield Rating]] by 1.
 
** ''Every 25 points raises your base chance to evade enemy attacks by 1%.''
| style="border-bottom: 1px solid gray" | '''Endurance (END)'''
*'''Endurance (END)'''
* 1 point = +6 Health Points
** '''Every point raises your [[Shield Rating]] by 1.'''
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula
** '''Every point raises your [[Barrier Rating]] by 1 or 2, alternately.'''  
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula
** '''Every point raises your Health Points by 4 (before [[Abilities#Basic_Abilities|HP Tank Modifier]]).'''
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwelming Strikes]] Chance
** '''Every point raises your Health Regen by 0.2/minute.
 
*'''Intelligence (INT)'''
|-
** '''Every 25 points raises your Magic Accuracy by 1%.'''
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Dexterity (DEX)'''
** '''Every 25 points raises your Magic Crit Rate by 1%.'''
* 1 point = +1 to [[#Base_Damage|Physical Damage]] formula
** '''Every point raises your Magic Rating by 1 or 2, alternately.'''
* 1 point = +0.5 to Attack Accuracy
** Every 4 points raises your Magic Points by 1 (before [[Abilities#Basic_Abilities|MP Tank Modifier]])
* 1 point = +0.4 to Parry
** ''Every 25 points reduces Interference by 1%.''
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
*'''Wisdom (WIS)'''  
* (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance
** '''Every point raises your Magic Points by 1, except for every fourth point (before [[Abilities#Basic_Abilities|MP Tank Modifier]]).'''
* (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance
** '''Every point raises your Magic Regen by 0.04/minute.'''
 
** Every 40 points raises your Magic Accuracy by 1%.
| style="border-bottom: 1px solid gray" | '''Intelligence (INT)'''
** Every 50 points raises your Magic Crit Rate by 1%.
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula
** Every 2 points raises your Magic Rating by 1.
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance
** 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%.''
| 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
|-
| 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.


(All stats raise your Spirit Points and Spirit Regen equally.)
===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 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.
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>


There are additional ways to acquire points in primary attributes.
The EXP cost to raise an additional point is:
*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.
<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>
*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.
*[[Aura#Primary_Auras|Primary]] and [[Aura#Spectral_Auras|Spectral]] Auras give bonuses to certain attributes while active.


==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.'''''


''Attack Accuracy'' = 75 + DEX / 25 + AGI / 40
For '''mitigation''' and '''attack speed''', the effect of equipment bonus, ability, and base value from the Primary Attributes are all applied as "layers".
''Magic Accuracy''   = 75 + INT / 25 + WIS / 40
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.
''Attack Crit Chance'' = 3 + DEX / 25 + AGI / 50
''Magic Crit Chance'' = 3 + INT / 25 + WIS / 50


''Attack Rating''  = 1 + STR + DEX * 0.75 + AGI * 0.25
===Base Damage===
''[[Shield Rating]]''  = 1 + STR * 0.5 + DEX * 0.25 + AGI * 0.25 + END
The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB), and abilities are all added together.
''Magic Rating''  = 1 + INT * 1.5 + WIS * 0.5
''[[Barrier Rating]]'' = 1 + END * 1.5 + WIS * 0.5


''Health Points'' = (50 + LEVEL * 5 + STR + END * 4) * [[Abilities#Basic_Abilities|HP Tank Modifier]]
The [[Ranks|Title bonus]], [[Hath Perk]] bonus, and [[Tower]] bonus are not included here.
''Health Regen'' = 5 + END / 5 per minute
<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>
''Magic Points'' = (10 + LEVEL + INT * 0.25 + WIS * 0.75) * [[Abilities#Basic_Abilities|MP Tank Modifier]]
*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.
''Magic Regen''  = 1 + WIS / 25 per minute
*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.
''Spirit Points'' = (1 + [[Karma#Power|POWER]] / 7 + (STR + DEX + AGI + END + INT + WIS) / 10) * [[Abilities#Basic_Abilities|SP Tank Modifier]]
*When using the maxed out 2H Accuracy Ability this is then multiplied by (1+0.0004*2h_prof)
''Spirit Regen'' = 0.1 + (STR + DEX + AGI + END + INT + WIS) / 600 per minute


''[[Action Speed]]'' = 100 + AGI / 3
<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>
''[[Overcharge]]''   = 100 + [[Abilities#Basic_Abilities|Overcharge Boost]]


==Other Stats==
===Accuracy===
===Accuracy Calculations===
The accuracy granted by Primary Attributes, equipment, and abilities are all added together.
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:
 
Attack Chance to Hit = Attack Accuracy + (''Physical +Hit Chance'' / 100) * (100 - Attack Accuracy)
Accuracy is rolled against a monster's avoidance stats to determine how much [[Damage]] is dealt.
Magic Chance to Hit = Magic Accuracy + (''Magical +Hit Chance'' / 100) * (100 - Magic Accuracy)
<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)
Spirit Attack Chance to Hit = 100%
 
'''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>
 
===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>
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>
 
===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]]===
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 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 (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%.
* 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 [[Charms|Charm]].  
* 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]]
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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

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