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 which increase various derived stats as follows:
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
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula
* 1 point = +0.5 to the [[#Critical_Strike_Chance|Physical Crit Chance]] formula
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
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| style="border-bottom: 1px solid gray" | '''Endurance (END)'''
| style="border-bottom: 1px solid gray" | '''Endurance (END)'''
* 1 point = +6 Health Points
* 1 point = +6 Health Points
* 1 point = +0.2 Health Regen per minute
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula
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| 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 = +1 to [[#Base_Damage|Physical Damage]] formula
* 1 point = +1 to the [[#Critical_Strike_Chance|Physical Crit Chance]] formula
* 1 point = +0.5 to Attack Accuracy
* 25 points = +1% Attack Accuracy and Parry Chance
* 1 point = +0.4 to Parry
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] 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
* (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance
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| 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
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula
* 1 point = +0.5 to the [[#Critical_Strike_Chance|Magical Crit Chance]] formula
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance


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| 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 = +0.5 to [[#Mitigation|Physical Mitigation]] formula
* 25 points = +1% Evade Chance
* 1 point = +0.4 to Evade
* 1 point above the player's [[level]] = +(10%/level) Attack [[Speed]]
* 1 point above the player's [[level]] = +(10%/level) Attack [[Speed]]
* (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance
* (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance


| rowspan="2" | '''Wisdom (WIS)'''  
| '''Wisdom (WIS)'''  
* 1 point = +1 Magic Points
* 1 point = +1 Magic Points
* 1 point = +0.04 Magic Regen per minute
* 1 point = +0.04 Magic Regen
* 1 point = +1 to [[#Base_Damage|Magical Damage]] formula
* 1 point = +1 to [[#Base_Damage|Magical Damage]] formula
* 1 point = +1 to the [[#Critical_Strike_Chance|Magical Crit Chance]] formula
* 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula
* 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula
* 25 points = +1% Magic Accuracy and Resist Chance
* 1 point = +0.5 to Magic Accuracy
* 1 point = +0.4 to Resist
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance
* (''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
* +0.2 Spirit Points
* +1/600 Spirit Regen
* +1/600 Spirit Regen
|}
|}


Notes:
===Limits===
*All increases affect base stats before any other bonuses/penalties are applied.
*Proc chances from [[fighting styles]] are capped at various values.
*Proc chances from fighting styles are capped; cap values can be found [[Fighting_Styles|here]].
*Mitigation from Primary Attributes are capped at 80%.
*Mitigation gains from Primary Attributes are capped at 80%.
*Attack Speed from AGI is capped at 10%, which occurs at 2x [[level]].
*The attack speed increases 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.
*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.


===Cost===
===Experience Point Allocation===
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:
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>
<pre style="overflow: auto;{{{style|}}}">(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre>


Thus, the exp cost to raise an additional point is as follows:
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>
<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>
===Alternative Sources===
*Offering an [[Artifact]] at the [[Shrine]] can provide a permanent +1 bonus to one primary attribute. The maximum bonus to each attribute is increased by 1 every 10 levels gained. This is capped at +50 per attribute once a player reaches [[level]] 491.
*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 if they have the correct [[abilities]] assigned.
===Adjustments===
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.


==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. '''''These formulae 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 '''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:
For '''mitigation''' and '''attack speed''', the effect of equipment bonus, ability, and base value from the Primary Attributes are all applied as "layers".
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''total_equipment_bonus''' = 1 - (1-bonus_a)*(1-bonus_b)*(1-bonus_c)...</pre>
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.  
where bonus_x is the bonus given by the x-th piece, expressed in percentage.


===Base Damage===
===Base Damage===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Base physical damage''' = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |weapon_prof]] * TYPE) + (equipment_Attack_Damage_Bonus)</pre>
The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB), and abilities are all added together.
*Where ''TYPE'' = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest.
 
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|}}}">'''Base magic damage''' = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (equipment_Magic_Damage_Bonus)</pre>
<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===
===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.
The accuracy granted by Primary Attributes, equipment, and abilities are all added together.


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Accuracy''' = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%
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 Accuracy''' = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%</pre>


===Critical Strike Chance===
'''Magic Attack Accuracy''' = WIS * 0.05 + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) </pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Crit Chance''' = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + DEX + STR / 2))) * Max(1 - (Max([[Burden]] - 70, 0) * 0.02)^1.5, 0)
*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.
'''Magic Crit Chance''' = (1 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + WIS + INT / 2))) * Max(1 - ([[Interference]] * 0.02)^1.5, 0)</pre>
*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===
===Attack Speed===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack Speed''' = (1 - (1 - [[Equipment|equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (1 - Min(0.1, Max((AGI - [[level]]) / [[level]], 0) * 0.1))) * (1 - Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))</pre>
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===
===Cast Speed===
Unlike Attack Speed, Cast Speed is additive.
Unlike Attack Speed, Cast Speed is additive.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Cast Speed''' = (1 + [[Equipment|equipment_bonus]] + [[Proficiency|proficiency_bonus]])</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Cast Speed''' = (1 + [[Detailed Equip Characteristics|equipment_bonus]] + [[Proficiency|proficiency_bonus]])</pre>


===Evade===
===Evade===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Evade''' = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil)]] * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))</pre>
<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===
===Parry===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Parry''' = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])</pre>
<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>
As a consequence, in case of a whole build one of the following formulas can be used, depending on the current set:
Where ''off_hand_bonus'' = 1.5 for daggers and wakizashis, 1.2 for shortswords, and 1 for everything else.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''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</pre>


===Resist===
===Resist===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = WIS * 0.4 + (helmet_Resist) + ... + (feet_Resist)</pre>


===Block===
===Block===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = (main_hand_Block) + (off_hand_Block) + (helmet_Block) + ... + (feet_Block) + [[Proficiency|proficiency_bonus]]</pre>


===[[Damage|Mitigation]]===
===[[Damage|Mitigation]]===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))</pre>
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 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/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===
===Points===
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'''Mana Cost''' = 100% * (1 + [[Interference]] * 0.5%) * (1 - mana_conservation)</pre>
'''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.
*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.
*The [[Hath Perk]] bonus is 1.10 if the appropriate perk is possessed. Otherwise it is 1.


====Battle Regen====
====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).
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 turn''' = Magic Regen / 15
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''MP gained per tick''' = 5 + (WIS/25) * [[Hath_Perks|perk_bonus]]
'''SP gained per turn''' = Spirit Regen / 30</pre>
'''SP gained per tick''' = 1 + (Sum of all attributes / 600) * [[Hath_Perks|perk_bonus]]</pre>  
These do '''not''' occur during any turns in which [[Skills]], [[Spirit Stance]], or any [[Items]] are used.
* 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.
* This is multiplicative.


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===Mana Conservation===
===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]].  
*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.
*This is multiplicative.


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*[[Damage]]
*[[Damage]]


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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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