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)
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Endurance (END)
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| Dexterity (DEX)
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Intelligence (INT)
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| Agility (AGI)
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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
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Every point invested in any attribute:
- +0.2 Spirit Points
- +1/600 Spirit Regen
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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 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