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 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.


Primary Attributes are the base stats that allow the calculation of all derived stats. You can increase your Primary Attributes by three means:
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.
*Spending [[Experience Points]] (brown value).
*[[Shrine#Artifact_Rewards|Shrining artifacts]] to obtain a permanent bonus (<span style="color:red">red value</span>). The maximum bonus to each attribute is increased by 1 every 10 levels gained, up to a maximum of +50 at level 500.
*Use equipments that grant a [[Equipment#Primary_Attribute_Bonus|Primary Attribute Bonus]] (<span style="color:blue">blue value</span>)
 
The addition of all these 3 sources gives the Effective Primary Stats, visible by scrolling down the right side of your character stats screen.
The Effective Primary stats are those that are taken in consideration in all formulas. It is therefore important consider all three sources of Primary Attributes to upgrade or optimize your derived stats.


There are six Primary Attributes which increase the various derived stats, as follows:
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_hit_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_hit_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_hit_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_hit_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===
*Proc chances from fighting styles are capped; cap values can be found [[Fighting_Styles|here]].
*Proc chances from [[fighting styles]] are capped at various values.
*Mitigation gains from Primary Attributes are capped at 80%.
*Mitigation from Primary Attributes are capped at 80%.
*The attack speed increases from AGI is capped at 10%, which occurs at 2x [[level]].
*Attack Speed from AGI is capped at 10%, which occurs at 2x [[level]].
*Any percentage effects on Crit Rate, Avoidance, and Mitigation stats (including Block) are added ''multiplicatively''. It becomes increasingly harder (technically impossible) to reach 100% in any of these derived stats through Primary Attributes alone, but it can be done with the use of certain [[items]].
*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.
**For example, the Protection spell grants an additional 25% damage mitigation, but this is applied only AFTER all other forms of damage mitigation. The order is physical/magical damage mitigation -> crushing/slashing/piercing or elemental mitigation -> protection. If you would have taken 1,000 damage after physical and crushing damage mitigation for example, you would now take 750 after factoring in the bonus from Protection.


===Upgrading with experience points===
===Experience Point Allocation===
Clicking on the "+" near a Primary Attribute allows you to allocate your experience points to the said attribute. You can hold the SHIFT key while clicking to add/remove by 10 points instead of 1, and the CTRL key to do it by 100 points.
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.  
You can also remove points by clicking on the "-". You can only remove a maximum of 10 points for all primary attributes on a daily basis. This limit recovers at a rate of 1 pointevery 8640 seconds.


The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total exp cost required to raise an attribute from zero to the next level is as follows:
The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total EXP cost required to raise an attribute from zero to the next level is:
<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>


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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.'''''
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''', '''accuracy''', '''crit damage''', and '''cast speed''', the bonus granted is the sum of the values on the player's current [[equipment]], abilities and base value from the Primary Attributes. For '''everything else''', the effect of equipment bonus, ability and base value from the Primary Attributes are all applied as "layers". Further explanation is given for every stat.
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===
===Base Damage===
The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB) and abilities are all added together.
The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB), and abilities are all added together.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack base damage''' = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + ([[Proficiencies#Weapon|weapon_prof]] * TYPE) + (main_hand_Attack_Damage_Bonus) + (off_hand_Attack_Damage_Bonus * OFFHAND_FACTOR ) + (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'']].
*Where ''OFFHAND_FACTOR'' = 0.8 [[Fighting_Styles#Dual_Wielding|for Dual Wielding]] and [[Fighting_Styles#Niten_Ichiryu|for Niten Ichiryu]], 0 otherwise.


<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) + (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)</pre>
The [[Ranks|Title bonus]], [[Hath Perk]] bonus, and [[Tower]] bonus are not included here.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack base damage''' = (log(3330 + STR * 2 + DEX , 1.0003) - 27029.81) + ([[Proficiencies#Weapon|weapon_prof]] * TYPE) + (weapon_Attack_Damage_Bonus) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) </pre>
*Where ''TYPE'' = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest, [[Proficiencies#Weapon|''when the associated weapon ability is maxed out'']]. For Unarmed this is a flat bonus of +10.
*Where ''weapon_Attack_Damage_Bonus'' is multiplied by (1-0.2*(600-dw_prof)/600) for offhand attacks using a weapon other than a dagger or wakizashi.
*When using the maxed out 2H Accuracy Ability this is then multiplied by (1+0.0004*2h_prof)
 
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magic base damage''' = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (main_hand_Magic_Damage_Bonus) + (off_hand_Magic_Damage_Bonus) + (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)</pre>


===Accuracy===
===Accuracy===
The accuracy (called hit chance in the character stats) granted by Primary Attributes, equipment and abilities are all added together.
The accuracy granted by Primary Attributes, equipment, and abilities are all added together.
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. It is therefore useless to go beyond 200% accuracy.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Hit chance''' = 80% + DEX * 0.04% + [[Proficiency|proficiency_bonus]] + (main_hand_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy)


'''Magical Hit chance''' = 80% + WIS * 0.04% + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) </pre>
Accuracy is rolled against a monster's avoidance stats to determine how much [[Damage]] is dealt.
*The attack accuracy of the offhand in a [[Fighting_Styles#Dual_Wielding|Dual Wielding]] or [[Fighting_Styles#Niten_Ichiryu|Niten]] setup doesn't contribute to the overall accuracy, but is used to raise the offhand strike chance instead.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Attack Accuracy''' = DEX * 0.05 + [[Proficiency|proficiency_bonus]] + (weapon_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy)
 
'''Magic Attack Accuracy''' = WIS * 0.05 + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) </pre>
*A weapon's Attack Accuracy bonus is applied only to the attack for which it is used. In other words, the offhand weapon's Attack Accuracy bonus will not affect the mainhand attack's Accuracy, but any dexterity bonus it provides will apply to both.
*The Attack Accuracy bonus for an offhand weapon is multiplied by (1-X*(600-dw_prof)/600) where X = 0.2 for daggers and wakizashis, and 0.5 for everything else.
*There is currently no shield that grants an Attack Accuracy bonus.
*There is currently no shield that grants an Attack Accuracy bonus.
*Offhand Magic Accuracy can be achieved with a Buckler of the Battlecaster for the One-handed playstyle, or any Battlecaster weapon for Dual Wielding/Niten
*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.
*Contrarily to the Attack Accuracy, the Magic Accuracy of the offhand weapon ''is'' counted in the Magical hit chance
*The Magic Accuracy bonus of the offhand weapon is applied to the Magic Attack Accuracy without penalty.
 
===Critical hit Chance===
The critical hit chance bonuses granted by Primary Attributes, equipment's Attack Crit Chance and abilities are all applied as "layers": each layer rolls its chance to turn the hit into a critical hit if the previous layer fails to do so. In practice, it means that the Attack Crit Chance displayed in an equipment's popup raises the critical chance of the entire build by that amount.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Crit Chance''' = 1 - (4000 / (4000 + DEX + STR / 2) - 0.05) * (1 - proficiency_bonus) * (1 - main_hand_Attack_Crit_Chance) * (1 - off_hand_Attack_Crit_Chance) * (1 - helmet_Attack_Crit_Chance) * ... * (1 - feet_Attack_Crit_Chance) * Max(1 - (Max(Burden - 70, 0) * 0.02)^1.5, 0)
'''Magic Crit Chance''' = 1 - (4000 / (4000 + WIS + INT / 2) - 0.05) * (1 - proficiency_bonus) * (1 - main_hand_Magic_Crit_Chance) * (1 - helmet_Magic_Crit_Chance) * ... * (1 - feet_Magic_Crit_Chance) * Max(1 - (Interference * 0.02)^1.5, 0)</pre>
*The base physical/magical crit chance is 5%.
*A [[burden]] beyond 70 will decrease your crit chance by 2% per point of burden 70, effectively negating your crit chance at 120 burden
*Every point of [[interference]] reduces your magic crit chance by 2%, effectively negating your crit chance at 50 interference


===Attack Speed===
===Attack Speed===
All bonuses are applied as "layers". The following formula expresses your overall speed compared to a normal speed with no bonus. It '''does not''' give you the value of "attack speed bonus" shown in you character stats.
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) * (1 -  Min((Max(([[Burden]] - 40), 0) * 0.02)^1.5, 1))</pre>
<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===
The evade bonuses granted by Primary Attributes and equipment's Evade Chance are all applied as "layers": each layer rolls its chance to evade an attack if the previous layer fails to do so. However, the [[Burden|burden]]'s malus is applied to the overall chance to evade, while [[Spells#Supportive_Magic |shadow_veil]] applies a base evade in battle that cannot be negated by Burden.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Evade''' = (AGI * 0.4 + (helmet_Evade) + ... + (feet_Evade) + [[Ranks|title_bonus]]) * f([[Burden]])</pre>
<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>
*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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====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 * [[Hath_Perks|perk_bonus]] / 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 * [[Hath_Perks|perk_bonus]] / 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.
* 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


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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
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Equipment Equipment BasicsDetailed Equip CharacteristicsWeapon ProcsStatsBurdenInterferenceEquipment RangesLevel Scaling
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