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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 three 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:gray">gray</span>). Any pieces that have [[Character Stats#Primary Attributes|Primary Attribute Bonuses]] will grant these when worn.
 
The sum of all 3 sources is listed under ''Effective Primary Stats'' which is visible down the right side of the character stats screen. These stats are those that are taken in consideration in all formulas.
 
There are six Primary Attributes:
{|cellpadding="5" width="100%" class="wikitable"
{|cellpadding="5" width="100%" class="wikitable"
|-
|-
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Strength (STR)'''
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Strength (STR)'''
* Every point adds 2 to [[#Base_Damage|Physical Damage]] formula
* 1 point = +2 to [[#Base_Damage|Physical Damage]] formula
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula
* 1 point = +0.5 to the [[#Critical_hit_Chance|Physical Crit Chance]] formula
* (''1H only'') Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance
* (''1H only'') Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
* (''2H/Niten only'') Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%
* (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance


| style="border-bottom: 1px solid gray" | '''Endurance (END)'''
| style="border-bottom: 1px solid gray" | '''Endurance (END)'''
* Every point raises base Health Points by 6
* 1 point = +6 Health Points
* Every point raises Health Regen by 0.2 per minute
* 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula
* Every point adds 1 to [[#Mitigation|Physical Mitigation]] formula
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula
* Every point adds 1 to [[#Mitigation|Magical Mitigation]] formula
* (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwelming Strikes]] Chance
* (''1H only'') Every 100 points raises [[Fighting_Styles#One-Handed|Overwelming Strikes]] chance by 1%


|-
|-
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Dexterity (DEX)'''
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Dexterity (DEX)'''
* Every point adds 1 to [[#Base_Damage|Physical Damage]] formula
* 1 point = +1 to [[#Base_Damage|Physical Damage]] formula
* Every point adds 1 to the [[#Accuracy_.26_Crit|Physical Crit Chance]] formula
* 1 point = +1 to the [[#Critical_hit_Chance|Physical Crit Chance]] formula
* Every 25 points raise Attack Accuracy and base Parry Chance by 1%
* 25 points = +1% Attack Accuracy and Parry Chance
* (''1H only'') Every 50 points raises [[Fighting_Styles#One-Handed|Counter-Attack]] chance by 1%
* (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance
* (''2H/Niten only'') Every 50 points raises [[Fighting_Styles#Two-Handed|Domino Strike]] chance by 1%
* (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance
* (''DW/Niten only'') Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%
* (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance


| style="border-bottom: 1px solid gray" | '''Intelligence (INT)'''
| style="border-bottom: 1px solid gray" | '''Intelligence (INT)'''
* Every point adds 2 to [[#Base_Damage|Magical Damage]] formula
* 1 point = +2 to [[#Base_Damage|Magical Damage]] formula
* Every point adds 0.5 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula
* 1 point = +0.5 to the [[#Critical_hit_Chance|Magical Crit Chance]] formula
* (''Staff only'') Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] chance by 1%
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance


|-
|-
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Agility (AGI)'''
| style="border-right: 1px solid gray; border-bottom: 1px solid gray" | '''Agility (AGI)'''
* Every point adds 0.5 to [[#Mitigation|Physical Mitigation]] formula
* 1 point = +0.5 to [[#Mitigation|Physical Mitigation]] formula
* Every 25 points raise base Evade chance by 1%
* 25 points = +1% Evade Chance
* Every point above the player's [[level]] increases attack speed by (10%/level)
* 1 point above the player's [[level]] = +(10%/level) Attack [[Speed]]
* (''DW/Niten only'') Every 100 points raises [[Fighting_Styles#Dual_Wielding|Offhand Strike]] chance by 1%
* (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance


| rowspan="2" | '''Wisdom (WIS)'''  
| '''Wisdom (WIS)'''  
* Every point raises base Magic Points by 1
* 1 point = +1 Magic Points
* Every point raises Magic Regen by 0.04 per minute
* 1 point = +0.04 Magic Regen per minute
* Every point adds 1 to [[#Base_Damage|Magical Damage]] formula
* 1 point = +1 to [[#Base_Damage|Magical Damage]] formula
* Every point adds 1 to the [[#Accuracy_.26_Crit|Magical Crit Chance]] formula
* 1 point = +1 to the [[#Critical_hit_Chance|Magical Crit Chance]] formula
* Every point adds 0.5 to [[#Mitigation|Magical Mitigation]] formula
* 1 point = +0.5 to [[#Mitigation|Magical Mitigation]] formula
* Every 25 points raises Magic Accuracy and base Resist chance by 1%
* 25 points = +1% Magic Accuracy and Resist Chance
* (''Staff only'') Every 100 points raises [[Fighting_Styles#Staff|Coalesced Mana]] Chance by 1%
* (''Staff only'') 100 points = +1% [[Fighting_Styles#Staff|Coalesced Mana]] Chance
|-
|-
| style="border-right: 1px solid gray" | '''Every point invested in ''any'' attribute''':
| colspan="2" style="border-right: 1px solid gray" align="center" | '''Every point invested in ''any'' attribute''':
* Raises base Spirit Points by 0.2
* +0.2 Spirit Points
* Raises Spirit Regen by 1/600
* +1/600 Spirit Regen
|}
|}


Notes:
===Limits===
*Proc chances from fighting styles are capped, 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 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. The Protection [[spell]], for example, grants an additional 25% damage mitigation, but this is applied after all other forms of damage mitigation.


===Cost===
===Experience Point Allocation===
The [[EXP]] needed to raise an attribute increases as it goes up. As a player levels, the amount of EXP needed to [[level up]] will begin to exceed the amount of EXP needed to raise all primary attributes by one point. The cost to raise an additional point is as follows:
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.  
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">(current_stat + 2)^(1.8932743^(1 + (current_stat + 1)/ 400))</pre>


===Alternative Sources===
The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total EXP cost required to raise an attribute from zero to the next level is:
*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.
<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.
**Wearing full sets of the same armor type grant stats based on a player's [[Proficiencies#Equipment_Proficiencies|proficiency]] with them, provided they have the correct [[Abilities|abilities]] assigned.


===Adjustments===
The EXP cost to raise an additional point is:
Players can readjust their primary attributes on their [[Character Menu‎#Character|character screen]] up to a maximum of 10 per day. These "do-over" points recover at a rate of 1 every 8640 seconds.
<pre style="overflow: auto;{{{style|}}}">(current_stat + 2)^(2.5475566751265^(1+((current_stat + 1)/950))) - (current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre>


==Derived Attributes==
==Derived Attributes==
Derived attributes are stats calculated from the player's primary attributes. These stats are displayed on the player's [[Character Menu#Character|Character page]] of the HentaiVerse. Note that these formulas may be partially inaccurate.
Derived attributes are stats calculated from the player's effective primary attributes. These stats are displayed on the player's [[Character Menu#Character|Character page]] of the HentaiVerse. '''''These formulae may be partially inaccurate.'''''


For '''base 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: 1-(1-bonus_a)*(1-bonus_b)*(1-bonus_c)... where bonus_x is the equipment's bonus in percentage.
For '''base damage''', '''accuracy''', '''crit damage''', and '''cast speed''', 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. 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.


====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'' = 4 for 1-Handed, 3 for Staff, 2-Handed, and Niten, and 5 for Dual Wielding.
<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|}}}">'''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) +  (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)</pre>


====Accuracy====
===Accuracy===
It is possible to exceed 100% accuracy, with additional accuracy granting 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 (but not parry or resist).
The accuracy (called hit chance in the character stats) 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)


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Accuracy''' = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + DEX * 0.04%
'''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>
*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.
'''Magic Accuracy''' = 80% + [[Equipment |equipment_bonus]] + [[Proficiency|proficiency_bonus]] + WIS * 0.04%</pre>
*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
*Contrarily to the Attack Accuracy, the Magic Accuracy of the offhand weapon ''is'' counted in the Magical hit chance


====Critical Strike Chance====
===Critical Hit Chance===
<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)
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 - (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 - 0.95 * (1 - [[Equipment |equipment_bonus]]) * (1 - [[Proficiency|proficiency_bonus]]) * (3750 / (3750 + WIS + INT / 2))) * Max(1 - ([[Interference]] * 0.02)^1.5, 0)</pre>


====Attack Speed====
'''Magic Crit Chance''' = (1 - (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>
<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>
*The base physical/magical crit chance is 5%.
*Every point of [[burden]] beyond 70 decreases crit chance by 2%, effectively negating crit chance at 120 burden.
*Every point of [[interference]] reduces magic crit chance by 2%, effectively negating crit chance at 50 interference.


====Cast Speed====
===Attack Speed===
All bonuses are applied as "layers". The following formula expresses overall speed compared to a normal speed with no bonus. It does '''not''' give the value of "Attack Speed Bonus" shown in the character stats UI.
<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>
 
===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>
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''' = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil]]) * (1- (1 - Min(([[Burden]] * 4/3%)^1.5 , 1)) * (1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - [[Ranks |title_bonus]]) * (1 - AGI * 0.04%)))</pre>


====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''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - DEX * 0.04%) * (1 - [[Proficiencies#Weapons |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:
<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


====Resist====
  with total_DEX being the DEX of the whole build</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = 1 - (1 - [[Equipment |equipment_bonus]]) * (1 - WIS * 0.04%)</pre>


====Block====
===Resist===
<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|}}}">'''Resist''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - WIS * 0.04%)</pre>


====[[Damage|Mitigation]]====
===Block===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (AGI/2)))</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Block''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - [[Proficiencies#Weapons |proficiency_bonus]])</pre>


<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[Equipment |equipment_bonus]]) * (900/(900 + END + (WIS/2)))</pre>
===[[Damage|Mitigation]]===
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Physical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1000 /(1000 + END + (AGI/2)))</pre>


====Points====
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Magical Mitigation''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1000 /(1000 + END + (WIS/2)))</pre>
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health Points''' = (50 + ([[Level]] * 10) + (END * 6)) * [[Abilities#General|HP Tank]] * [[Hath Perks|vigorous_vitality]]
 
===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]]
'''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]]
'''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>
'''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 1.25 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.
 
====Regeneration Rates====
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Health Regen (per minute)''' = 20 + (END / 5) * [[Hath Perks|perk_bonus]]
'''Magic Regen (per minute)''' = 5 + (WIS / 25) * [[Hath Perks|perk_bonus]]
'''Spirit Regen (per minute)''' = 1 + (STR + DEX + AGI + END + INT + WIS) / 600 * [[Hath Perks|perk_bonus]]</pre>
*The '''perk_bonus''' is 1.50 if Resplendent Regeneration (or [[Stars#Gold|Gold star]]) is obtained, 2 if both are possessed, and otherwise is 1.


=====Battle Regen=====
====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 is a stat that is provided by various [[Equipment Basics|Equipment]], [[Item_World#Potencies|Potencies]], [[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.



Latest revision as of 03:38, 13 November 2025

Primary Attributes

Primary Attributes are the base stats for the calculation of all derived stats. Players can increase their Primary Attributes by three means and are displayed in 3 colors on the UI:

The sum of all 3 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)
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 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. 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 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.

Base Damage

The base damage granted by Primary Attributes, equipment's Attack Damage Bonus (ADB) and abilities are all added together.

Attack base damage = (log(3330 + STR * 2 + DEX , 1.0003) - 27039.81) + (weapon_prof * TYPE) + (main_hand_Attack_Damage_Bonus) + (off_hand_Attack_Damage_Bonus * OFFHAND_FACTOR ) + (helmet_Attack_Damage_Bonus) + ... + (feet_Attack_Damage_Bonus) 
Magic base damage = (log(3330 + INT * 2 + WIS , 1.0003) - 27039.81) + (staff_prof * 0.5) + (main_hand_Magic_Damage_Bonus) +  (helmet_Magic_Damage_Bonus) + ... + (feet_Magic_Damage_Bonus)

Accuracy

The accuracy (called hit chance in the character stats) 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.

Physical Hit chance = 80% + DEX * 0.04% + proficiency_bonus + (main_hand_Attack_Accuracy) + (helmet_Attack_Accuracy) + ... + (feet_Attack_Accuracy)

Magical Hit chance = 80% + WIS * 0.04% + proficiency_bonus + (main_hand_Magic_Accuracy) + (off_hand_Magic_Accuracy) + (helmet_Magic_Accuracy) + ... + (feet_Magic_Accuracy) 
  • The attack accuracy of the offhand in a Dual Wielding or Niten setup doesn't contribute to the overall accuracy, but is used to raise the offhand strike chance instead.
  • 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
  • Contrarily to the Attack Accuracy, the Magic Accuracy of the offhand weapon is counted in the Magical hit chance

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.

Phys. Crit Chance = (1 - (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 - (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)
  • The base physical/magical crit chance is 5%.
  • Every point of burden beyond 70 decreases crit chance by 2%, effectively negating crit chance at 120 burden.
  • Every point of interference reduces magic crit chance by 2%, effectively negating crit chance at 50 interference.

Attack Speed

All bonuses are applied as "layers". The following formula expresses overall speed compared to a normal speed with no bonus. It does not give the value of "Attack Speed Bonus" shown in the character stats UI.

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)) * (1 -  Min((Max((Burden - 40), 0) * 0.02)^1.5, 1))

Cast Speed

Unlike Attack Speed, Cast Speed is additive.

Cast Speed = (1 + equipment_bonus + proficiency_bonus)

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's malus is applied to the overall chance to evade, while shadow_veil applies a base evade in battle that cannot be negated by Burden.

Evade = 1 - (1 - shadow_veil) * (1- (1 - Min((Burden * 4/3%)^1.5 , 1)) * (1 - (1 - equipment_bonus) * (1 - title_bonus) * (1 - AGI * 0.04%)))

Parry

Parry = 1 - (1 - equipment_bonus) * (1 - DEX * 0.04%) * (1 - proficiency_bonus)

As a consequence, in case of a whole build one of the following formulas can be used, depending on the current set:

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

Resist

Resist = 1 - (1 - equipment_bonus) * (1 - WIS * 0.04%)

Block

Block = 1 - (1 - equipment_bonus) * (1 - proficiency_bonus)

Mitigation

Physical Mitigation = 1 - (1 - equipment_bonus) * (1000 /(1000 + END + (AGI/2)))
Magical Mitigation = 1 - (1 - equipment_bonus) * (1000 /(1000 + 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 is a stat that is provided by various Equipment, Potencies, 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 potency.
  • This is multiplicative.

See also

HentaiVerse Navigation
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