Character Stats: Difference between revisions
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==Primary Attributes== | ==Primary Attributes== | ||
Primary Attributes are | 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)''' | ||
* | * 1 point = +2 to [[#Base_Damage|Physical Damage]] formula | ||
* | * 1 point = +0.5 to the [[#Critical_hit_Chance|Physical Crit Chance]] formula | ||
* (''1H only'') | * (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwhelming Strikes]] Chance | ||
* (''1H only'') | * (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance | ||
* (''2H/Niten only'') | * (''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)''' | ||
* | * 1 point = +6 Health Points | ||
* | * 1 point = +1 to [[#Mitigation|Physical Mitigation]] formula | ||
* 1 point = +1 to [[#Mitigation|Magical Mitigation]] formula | |||
* | * (''1H only'') 100 points = +1% [[Fighting_Styles#One-Handed|Overwelming Strikes]] Chance | ||
* (''1H only'') | |||
|- | |- | ||
| 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 the [[#Critical_hit_Chance|Physical Crit Chance]] formula | ||
* | * 25 points = +1% Attack Accuracy and Parry Chance | ||
* (''1H only'') | * (''1H only'') 50 points = +1% [[Fighting_Styles#One-Handed|Counter-Attack]] Chance | ||
* (''2H/Niten only'') | * (''2H/Niten only'') 50 points = +1% [[Fighting_Styles#Two-Handed|Domino Strike]] Chance | ||
* (''DW/Niten only'') | * (''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)''' | ||
* | * 1 point = +2 to [[#Base_Damage|Magical Damage]] formula | ||
* | * 1 point = +0.5 to the [[#Critical_hit_Chance|Magical Crit Chance]] formula | ||
* (''Staff only'') | * (''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)''' | ||
* | * 1 point = +0.5 to [[#Mitigation|Physical Mitigation]] formula | ||
* | * 25 points = +1% Evade Chance | ||
* | * 1 point above the player's [[level]] = +(10%/level) Attack [[Speed]] | ||
* (''DW/Niten only'') | * (''DW/Niten only'') 100 points = +1% [[Fighting_Styles#Dual_Wielding|Offhand Strike]] Chance | ||
| '''Wisdom (WIS)''' | |||
* | * 1 point = +1 Magic Points | ||
* | * 1 point = +0.04 Magic Regen per minute | ||
* | * 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 | ||
* | * 25 points = +1% Magic Accuracy and Resist Chance | ||
* (''Staff only'') | * (''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 | ||
* | * +1/600 Spirit Regen | ||
|} | |} | ||
===Limits=== | |||
*Proc chances from fighting styles are capped | *Proc chances from [[fighting styles]] are capped at various values. | ||
*Mitigation | *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 | *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 {{Keypress|Shift}} while clicking moves by 10 points instead of 1 and {{Keypress|Ctrl}} by 100 points. | |||
The [[EXP]] needed to raise an attribute increases as it goes up. The amount of EXP needed to [[level up]] begins to exceed the amount of EXP needed to raise all primary attributes by one point as the player rises in level. The total EXP cost required to raise an attribute from zero to the next level is: | |||
<pre style="overflow: auto;{{{style|}}}">(current_stat + 1)^(2.5475566751265^(1+(current_stat/950)))</pre> | |||
= | 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. | 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''' | 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=== | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | 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 | <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|}}}">''' | <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=== | |||
It is possible to exceed 100% 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. | |||
<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> | |||
*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. | |||
*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=== | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Phys. Crit Chance''' = (1 - | 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 - (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%. | |||
*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 + [[ | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Cast Speed''' = (1 + [[Detailed Equip Characteristics|equipment_bonus]] + [[Proficiency|proficiency_bonus]])</pre> | ||
===Evade=== | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Evade''' = 1 - (1 - [[Spells#Supportive_Magic |shadow_veil | 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=== | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Parry''' = 1 - (1 - [[ | <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 | |||
with total_DEX being the DEX of the whole build</pre> | |||
=== | ===Resist=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''Resist''' = 1 - (1 - [[Detailed Equip Characteristics|equipment_bonus]]) * (1 - WIS * 0.04%)</pre> | ||
=== | ===Block=== | ||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">''' | <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|}}}">''' | ===[[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''' = ( | |||
===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 | *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. | *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. | |||
<pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''MP gained per | <pre<includeonly></includeonly> style="overflow: auto;{{{style|}}}">'''MP gained per tick''' = 5 + (WIS/25) * [[Hath_Perks|perk_bonus]] | ||
'''SP gained per | '''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. | |||
==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:
- 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 (gray). Any pieces that have 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:
Strength (STR)
|
Endurance (END)
|
Dexterity (DEX)
|
Intelligence (INT)
|
Agility (AGI)
|
Wisdom (WIS)
|
Every point invested in any attribute:
| |
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)
- Where TYPE = 5 for Dual Wielding, 4 for 1-Handed, and 3 for the rest, when the associated weapon ability is maxed out.
- Where OFFHAND_FACTOR = 0.8 for Dual Wielding and for Niten Ichiryu, 0 otherwise.
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.