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 Physical Base Damage by 1.25.'''
*[[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 point raises your Physical Mitigation by 0.04%.''' Capped at 50%.
*[[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 point raises your Physical Base Damage by 0.75.'''
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 10 points raises your Attack Accuracy by 1%.
 
** Every 25 points raises your Attack Crit Rate by 1%.
There are six Primary Attributes:
** ''Every 25 points raises your base chance to parry enemy attacks by 1%.''
{|cellpadding="5" width="100%" class="wikitable"
*'''Agility (AGI)'''
|-
** Every 3 points raises your Action Speed by 1.
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Strength (STR)'''
** Every 10 points raises your Attack Accuracy by 0.5%.
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula
** Every 50 points raises your Attack Crit Rate by 1%.
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance
** ''Every 25 points raises your base chance to evade enemy attacks by 1%.''
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
*'''Endurance (END)'''
* (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance
** '''Every point raises your Health Points by 4 (before [[Abilities#Basic_Abilities|HP Tank Modifier]]).'''
 
** '''Every point raises your Physical and Magical Mitigation by +0.07%.''' Capped at 90%.
| style="border-bottom: 1px solid gray" | '''Endurance (END)'''
** Every point raises your Health Regen by 0.2/minute.
* 1 point = +6 Health Points
*'''Intelligence (INT)'''
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula
** '''Every point raises your Magical Base Damage by 1.25.'''
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula
** Every 10 points raises your Magic Accuracy by 0.5%.
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwelming Strikes]] Chance
** Every 25 points raises your Magic Crit Rate by 1%.
 
** Every 4 points raises your Magic Points by 1 (before [[Abilities#Basic_Abilities|MP Tank Modifier]])
|-
*'''Wisdom (WIS)'''  
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Dexterity (DEX)'''
** '''Every point raises your Magic Points by 1, except for every fourth point (before [[Abilities#Basic_Abilities|MP Tank Modifier]]).'''
* 1 point = +1 to [[#Base_Damage|Physical Damage]] formula
** '''Every point raises your Magic Regen by 0.04/minute.'''
* 1 point = +0.5 to Attack Accuracy
** '''Every point raises your Magical Base Damage by 0.75.'''
* 1 point = +0.4 to Parry
** '''Every point raises your Magical Mitigation by 0.04%.''' Capped at 50%.
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
** Every 10 points raises your Magic Accuracy by 1%.
* (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance
** Every 50 points raises your Magic Crit Rate by 1%.
* (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance
** ''Every 25 points raises your base chance to resist enemy spells by 1%.''
 
| style="border-bottom: 1px solid gray" | '''Intelligence (INT)'''
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance


*All attributes raise your Spirit Points by 0.1 and Spirit Regen by 1/600.
|-
| 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


'''Note that any percentage effects on accuracy, avoidance, and mitigation stats are added ''multiplicatively''.'''
| '''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
|}


For instance, the first 20 INT increases magic accuracy from 80% to (80% + (100%-80%)*.01) = 80.2%, not to 81%. Each INT/20 (and WIS/10) adds 1% of the remaining distance between your magic hit percentage and 100%. This means 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.
===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.


The [[EXP]] cost to raise an attribute 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. It will only be possible to increase some of your stats to higher than your level. It is impossible to raise all attributes beyond your level.
===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.  


There are additional ways to acquire points in primary attributes:
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:
*Offering an [[Items#Artifacts|Artifact]] at the [[Shrine]] can provide a permanent +1 increase to one of your primary attributes. This is capped at +20 per attribute.
<pre style="overflow: auto;{{{style|}}}">(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre>
*Various pieces of [[equipment]] provide bonuses to certain attributes while worn.
*Various [[Auras]] give bonuses to certain attributes while active.


You can readjust your primary attributes on your [[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.
The EXP cost to raise an additional point is:
<pre style="overflow: auto;{{{style|}}}">(current_stat + 2)^(2.5475566751265^(1+((current_stat + 1)/950))) - (current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre>


==Derived Attributes==
==Derived Attributes==
Derived attributes are stats calculated from the player's primary attributes. These stats are displayed on the player's [[Character Menu#Character|Character page]] of the HentaiVerse. These stats can also be calculated using [http://www.starfleetplatoon.com/EHCalc/download.php Sonic's EH Calculator]. Note that these formulas may be partially inaccurate.
Derived attributes are stats calculated from the player's effective primary attributes. These stats are displayed on the player's [[Character Menu#Character|Character page]] of the HentaiVerse. '''''These formulae may be partially inaccurate.'''''
 
For '''mitigation''' and '''attack speed''', the effect of equipment bonus, ability, and base value from the Primary Attributes are all applied as "layers".
For '''everything else''', the bonus granted is the sum of the values on the player's current [[Equipment Basics|equipment]], abilities, and base value from the Primary Attributes.
 
===Base Damage===
The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB), and abilities are all added together.
 
The [[Ranks|Title bonus]], [[Hath Perk]] bonus, and [[Tower]] bonus are not included here.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Attack base damage''' = (log(3330 + STR * 2 + DEX , 1.0003) - 27029.81) + ([[Proficiencies#Weapon|weapon_prof]] * TYPE) + (weapon_Attack_Damage_Bonus) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) </pre>
*Where ''TYPE'' = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest, [[Proficiencies#Weapon|''when the associated weapon ability is maxed out'']]. For Unarmed this is a flat bonus of +10.
*Where ''weapon_Attack_Damage_Bonus'' is multiplied by (1-0.2*(600-dw_prof)/600) for offhand attacks using a weapon other than a dagger or wakizashi.
*When using the maxed out 2H Accuracy Ability this is then multiplied by (1+0.0004*2h_prof)
 
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magic base damage''' = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + ([[Proficiencies#Weapons |staff_prof]] * 0.5) + (main_hand_Magic_Damage_Bonus) + (off_hand_Magic_Damage_Bonus) + (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)</pre>
 
===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.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Attack Accuracy''' = DEX * 0.05 + [[Proficiency|proficiency_bonus]] + (weapon_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy)
 
'''Magic Attack Accuracy''' = WIS * 0.05 + [[Proficiency|proficiency_bonus]] + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) </pre>
*A weapon's Attack Accuracy bonus is applied only to the attack for which it is used. In other words, the offhand weapon's Attack Accuracy bonus will not affect the mainhand attack's Accuracy, but any dexterity bonus it provides will apply to both.
*The Attack Accuracy bonus for an offhand weapon is multiplied by (1-X*(600-dw_prof)/600) where X = 0.2 for daggers and wakizashis, and 0.5 for everything else.
*There is currently no shield that grants an Attack Accuracy bonus.
*Offhand Magic Accuracy can be achieved with a Buckler or Kite Shield of the Battlecaster for the One-handed playstyle, or any Battlecaster or of Focus weapon for Dual Wielding/Niten.
*The Magic Accuracy bonus of the offhand weapon is applied to the Magic Attack Accuracy without penalty.


====Bases====
===Attack Speed===
'''Base physical damage''' = (STR * 1.25) + (DEX * 0.75) + ([[Proficiencies#Weapons |weapon_prof]] * ''TYPE'')
All bonuses are applied multiplicatively as "layers".
+ (rank_bonus) + (equip_Attack_Damage_Bonus)
<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 ''TYPE'' = 1.5 for 1-Handed, 2 for 2-Handed, and 2.5 for Dual Wielding.
*Where ''f()'' is some function that still needs to be discovered.


'''Base magic damage''' = (INT * 1.25) + (WIS * 0.75) + ([[Proficiencies#Weapons |staff_prof]] * 0.5)
===Cast Speed===
+ (rank_bonus) + (equip_Magic_Damage_Bonus)
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>


'''Base Accuracy''' = 80%
===Evade===
'''Base Crit Chance''' = 5%
<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.


====Accuracy & Crit====
===Parry===
'''Attack Accuracy''' = 1 - (1 - base%) * (1 - [[Equipment |equip_bonus]]%) *
<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>
(1 - [[Aura |aura_bonus]]%) * (1 - [[Proficiencies |prof_bonus]]%) * (1 - DEX * 0.1) * (1 - AGI * 0.05)
Where ''off_hand_bonus'' = 1.5 for daggers and wakizashis, 1.2 for shortswords, and 1 for everything else.
'''Magic Accuracy''' = 1 - (1 - base%) * (1 - equip_bonus%) *  
(1 - aura_bonus%) * (1 - prof_bonus%) * (1 - WIS * 0.1) * (1 - INT * 0.05)
'''Attack Crit Chance''' = 1 - (1 - base%) * (1 - equip_bonus%) *
(1 - aura_bonus%) * (1 - prof_bonus%) * (1 - DEX * 0.04) * (1 - AGI * 0.02)
'''Magic Crit Chance''' = 1 - (1 - base%) * (1 - equip_bonus%) *
(1 - aura_bonus%) * (1 - prof_bonus%) * (1 - WIS * 0.04) * (1 - INT * 0.02)


====Points====
===Resist===
'''Health Points''' = (50 + Level * 5 + STR + END * 4) * [[Abilities#Basic_Abilities|HP Tank Modifier]]
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = WIS * 0.4 + (helmet_Resist) + ... + (feet_Resist)</pre>
'''Magic Points''' = (10 + Level + INT * 0.25 + WIS * 0.75) * [[Abilities#Basic_Abilities|MP Tank Modifier]]
'''Spirit Points''' = (1 + ([[Karma#Power|Power]] / 7) + (STR + DEX + AGI + END + INT + WIS) / 10)
* [[Abilities#Basic_Abilities|SP Tank Modifier]]


====Regeneration Rates====
===Block===
'''Health Regen (per minute)''' = 20 + (END / 5)
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = (main_hand_Block) + (off_hand_Block) + (helmet_Block) + ... + (feet_Block) + [[Proficiency|proficiency_bonus]]</pre>
'''Magic Regen (per minute)''' = 5 + (WIS / 25)
'''Spirit Regen (per minute)''' = 1 + (STR + DEX + AGI + END + INT + WIS) / 600
* For [[Battles|in-battle]] rates, divide by 15 for magic regen and 30 for spirit regen per turn. Health does NOT regenerate in battle.


====Other====
===[[Damage|Mitigation]]===
''[[Action Speed]]'' = 100 + AGI / 3
Mitigation is a multiplier that reduces each instance of damage of the corresponding type.
''[[Overcharge]]'' = 100 + [[Abilities#Basic_Abilities|Overcharge Boost]]
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (AGI/2)))</pre>


==Other Stats==
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (900/(900 + END + (WIS/2)))</pre>
===Accuracy Calculations===
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)
Magic Chance to Hit = Magic Accuracy + (''Magical +Hit Chance'' / 100) * (100 - Magic Accuracy)
Spirit Attack Chance to Hit = 100%


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%.
===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>


===Battle Regen===
*Any potions/gems/spells modifying player's HP/MP/SP refers to player's '''base''' HP/MP/SP (i.e. before [[ability]] bonuses are applied).<!-- The base HP/MP/SP value can be seen at 'derived attributes' in the Character screen. -->
During 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.
*The [[Hath Perk]] bonus is 1.10 if the appropriate perk is possessed. Otherwise it is 1.


'''As of 0.5.1, health regen in battle has been removed and mana regen in battle is doubled'''
====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.
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''MP gained per tick''' = 5 + (WIS/25) * [[Hath_Perks|perk_bonus]]
'''SP gained per tick''' = 1 + (Sum of all attributes / 600) * [[Hath_Perks|perk_bonus]]</pre>
* The '''perk_bonus''' is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.


===Battle Stats===
==Other Stats==
Primary attributes also provide the following additional benefits:
===Elemental Resistance===
*Base Evade is increased by 1% for every 25 points of AGI
''For the series, see [[series_resistance|here]].''<br>
*Base Parry is increased by 1% for every 25 points of DEX
Elemental Resistance (or Elemental Mitigation) is a stat that is provided by various [[Equipment Basics|Equipment]], [[Charms]], [[Infusions]], and [[Abilities]].
*Base Resist is increased by 1% for every 25 points of WIS
* 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.


===Elemental Rating===
===Compromise Stats===
Elemental Rating (now also known as Elemental Resistance since 0.5.3) is a stat that is provided by various [[Auras]] and [[Abilities]].
*[[Burden]]
* Each % of Rating increases the player's mitigation against spells of that element by 1%.
*[[Interference]]
* These ratings are before any effects of equipment.  Magic absorption and mitigation, and elemental resistance multipliers are in addition to these base ratings.


==References==
===Mana Conservation===
[http://forums.e-hentai.org/index.php?showtopic=18403 Primary Attributes => Derived Attributes]
*Reduces the cost of all [[spells]]. Found on certain [[weapons]] and cloth [[armor]] with the [[prefix]] "Frugal" as well as via the Economizer [[Charms|Charm]].  
*This is multiplicative.


==See also==
==See also==
[[Character Menu‎]]
*[[Character Menu‎]]
*[[Experience Points]]
*[[Proficiencies]]
*[[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

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