Statistics: Difference between revisions

 
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== List of Statistics ==
== List of Statistics ==
===[[File:Stats 1.png]] Combat Stats===
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<div class="stats">
{{Segment
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|Title1=[[File:Stats 1.png]]&nbsp;&nbsp;Combat Stats
|Content1=<dfn>{{</dfn>
Combat Statistics are stats which determine your offensive performance in combat. Stats in this category have a direct effect on your Combat Power.
Combat Statistics are stats which determine your offensive performance in combat. Stats in this category have a direct effect on your Combat Power.
{| width="100%" cellspacing="0" cellpadding="5" border="1" style="border-collapse: collapse;"
{| width="100%" cellspacing="0" cellpadding="5" border="1" style="border-collapse: collapse;" class="wikitable sortable"
|-
|-
! width="20%" colspan=2 | Name
! width="20%" colspan=2 | Name
! width="70%" rowspan=2 | Effect
! width="70%" rowspan=2 class="unsortable" | Effect
! width="10%" rowspan=2 | Max
! width="10%" rowspan=2 | Max
|-
|-
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! width="10%" | UK
! width="10%" | UK
|-
|-
| colspan=2 align="center" | '''MP''' || MP, also known as ''Mana Points'', is a measure of your character's maximum MP. MP is required in order to use most skills and certain commands, as well as to [[Mana Break]]. All characters start out with a default amount of 300 MP, but gain an additional 100 MP through Class Passives. Some characters also possess an additional passive or a skill that can temporarily increase Maximum MP: [[Oz Sorcerer]] gets it through [[Energy Discharge]] passive and Awakening, [[Metamorphy]] through [[Magical Makeup]] that comes from [[Makeup Enchant]] passive and [[Richter]] through [[Autosuggestion]]. || N/A
| colspan=2 align="center" | '''MP''' || MP, also known as ''Mana Points'', is a measure of your character's maximum MP. MP is required in order to use most skills and certain commands, as well as to [[Mana Break]]. All characters start out with a default amount of 300 MP, but gain an additional 100 MP through Class Passives. Some characters also possess an additional passive or a skill that can temporarily increase Maximum MP: [[Oz Sorcerer]] gets it through [[Energy Discharge]] passive and Awakening, [[Metamorphy]] through [[Magical Makeup]] that comes from [[Makeup Enchant]] passive, [[Lord Azoth]] through [[Supplement Aura]] and [[Richter]] through [[Autosuggestion]]. || N/A
|-
|-
| '''Physical Attack Power''' || '''Attack''' || Physical Attack Power is a measure of your offensive capabilities when using Physical type attacks. This stat is the base value used in all forms of Physical damage calculations. || N/A
| '''Physical Attack Power''' || '''Attack''' || Physical Attack Power is a measure of your offensive capabilities when using Physical type attacks. This stat is the base value used in all forms of Physical damage calculations. || N/A
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| '''Maximize''' || '''Devastation''' || This stat that raises the lower limit of a character's '''Physical/Magical Attack Power''' range. During damage calculation, this stat can also give a chance of using the maximum value of the attack power's upper limit.<br><br>If the character is not equipped with a weapon, Maximize will have no effect. If a character possesses 50% Maximize, they will be able to do damage equal to or greater than the listed attack power of their equipped weapon. If they possess 100% Maximize, their attack power will always be equal to the upper limit of their Attack range. || 100%
| '''Maximize''' || '''Devastation''' || This stat that raises the lower limit of a character's '''Physical/Magical Attack Power''' range. During damage calculation, this stat can also give a chance of using the maximum value of the attack power's upper limit.<br><br>If the character is not equipped with a weapon, Maximize will have no effect. If a character possesses 50% Maximize, they will be able to do damage equal to or greater than the listed attack power of their equipped weapon. If they possess 100% Maximize, their attack power will always be equal to the upper limit of their Attack range. || 100%
|-
|-
| '''Additional Damage''' || '''Damage Bonus''' || Also known as ''Add. Damage'', this stat provides extra damage to attacks after normal damage calculation. The damage added by this stat is not affected by critical hit multipliers and is dependent on the damage percentage of the skill or command used. || 102.5%
| '''Additional Damage''' || '''Damage Bonus''' || Also known as ''Add. Damage'', this stat provides extra damage to attacks after normal damage calculation. The damage added by this stat is not affected by Critical Damage, Attack Power buffs and is dependent on the damage percentage of the skill or command used. || 102.5%
|-
|-
| '''Damage Increase to Boss Monsters''' || '''Damage to bosses ↑''' || Increases the amount of damage dealt to boss monsters. This effect will add a percentage of extra attack damage when fighting bosses, however it will not affect mini-bosses or normal mobs. || N/A
| '''Damage Increase to Boss Monsters''' || '''Damage to bosses ↑''' || Increases the amount of damage dealt to boss monsters. This effect will add a percentage of extra attack damage when fighting bosses, however it will not affect mini-bosses or normal mobs. || N/A
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|-
|-
| '''Awakening Duration Increase / DP Cost''' || '''Power Boost Duration ↑ / DP Consumption ↓''' || Increases the duration of the player's [[Awakening Mode|Awakening]].<br><br>For players playing [[Add]], this stat is replaced with the '''DP Cost''' stat, which lowers the rate at which Add consumes DP when attacking or entering Dynamo Configuration Mode. || 40%
| '''Awakening Duration Increase / DP Cost''' || '''Power Boost Duration ↑ / DP Consumption ↓''' || Increases the duration of the player's [[Awakening Mode|Awakening]].<br><br>For players playing [[Add]], this stat is replaced with the '''DP Cost''' stat, which lowers the rate at which Add consumes DP when attacking or entering Dynamo Configuration Mode. || 40%
|}
|}<dfn>}}</dfn>
}}


<br>
{{Segment
 
|SectionCls=mw-collapsible  section-border
===[[File:Stats 2.png]] Defensive Stats===
|Title1=[[File:Stats 2.png]] {{gap}}Defensive Stats
|Content1=<dfn>{{</dfn>
Defensive Statistics are stats which determine your defensive capabilities in combat. Stats in this category have a direct effect on your Defensive Power.
Defensive Statistics are stats which determine your defensive capabilities in combat. Stats in this category have a direct effect on your Defensive Power.
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{| width="100%" cellspacing="0" cellpadding="5" border="1" style="border-collapse: collapse;" class="wikitable sortable"
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|-
! colspan=2 width="20%" | Name
! colspan=2 width="20%" | Name
! rowspan=2 width="70%" | Effect
! rowspan=2 width="70%" class="unsortable" | Effect
! rowspan=2 width="10%" | Max
! rowspan=2 width="10%" | Max
|-
|-
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|-
|-
| '''Recovery Item Effect Increase''' || '''Recovery Item Effect ↑''' || Increases the effectiveness of consumable recovery items.|| N/A
| '''Recovery Item Effect Increase''' || '''Recovery Item Effect ↑''' || Increases the effectiveness of consumable recovery items.|| N/A
|}
|}<dfn>}}</dfn>
 
}}
<br>


===[[File:Stats 3.png]] Miscellaneous Stats===
{{Segment
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|Title1=[[File:Stats 3.png]] {{gap}}Miscellaneous Stats
|Content1=<dfn>{{</dfn>
The following stats have no direct influence on your Combat or Defensive Power. However, they offer other useful stats which can greatly improve your gameplay experience.
The following stats have no direct influence on your Combat or Defensive Power. However, they offer other useful stats which can greatly improve your gameplay experience.
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|-
! colspan=2 width="20%" | Name
! colspan=2 width="20%" | Name
! rowspan=2 width="70%" | Effect
! rowspan=2 width="70%" class="unsortable" | Effect
! rowspan=2 width="10%" | Max
! rowspan=2 width="10%" | Max
|-
|-
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| '''Adaptation''' || '''Adaptability''' || Helps you adapt to the harsh environments of the dungeon and partially negate the stat decrease, regaining some of your Power.|| 55%
| '''Adaptation''' || '''Adaptability''' || Helps you adapt to the harsh environments of the dungeon and partially negate the stat decrease, regaining some of your Power.|| 55%
|}
|}
<br>


===Unlisted Stats===
===Unlisted Stats===
Stats that exist in-game and can be increased, but are not listed on your character's detailed stat listing.
Stats that exist in-game and can be increased, but are not listed on your character's detailed stat listing.
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|-
! width="20%" | Name
! width="20%" | Name
! width="70%" | Effect
! width="70%" class="unsortable" | Effect
! width="10%" | Max
! width="10%" | Max
|-
|-
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===<font color="red">Deleted Stats</font>===
===<font color="red">Deleted Stats</font>===
A list of stats that were around in older versions of the game, and are no longer used.
A list of stats that were around in older versions of the game, and are no longer used.
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! width="20%" | Name
! width="20%" | Name
! width="70%" | Effect
! width="70%" class="unsortable" | Effect
! width="10%" | Max
! width="10%" | Max
|-
|-
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|-
|-
| '''Specialization B''' || N/A
| '''Specialization B''' || N/A
|}<dfn>}}</dfn>
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</div>
==Stat Calculations==
===Calculation patterns===
In Elsword, stats from various sources can be calculated in a multitude of ways, depending on the stat increase and its settings.
There are two common ways of stat increase application. It will vary across effects. To figure out the calculation of a desired effect, one needs to test it. Once tested and confirmed, the calculation method is listed on the [[:Category:Skills|skill pages]].
==== Additively calculated ====
{{Stat|A}}
Additive effects increase the base stat by adding into its multiplier before other effects. They are affected by maximum stat limits (also referred to as "stat caps"). These increases show in the statistics window and affect your Combat Power (as long as they come from fixed options).
*Some stats are affected by normalization. Normalized increases for stats that normalize will be marked as {{Stat|N}} across the wiki.
===== Efficiency Stages =====
When normalized stats reach a certain percentage, their efficiency will begin to drop in set jumps, requiring more of the stat to actually raise it.
{| class="wikitable mw-collapsible mw-collapsed"
|+
! rowspan="2" |Stat Name
! colspan="2" |Breakpoint
! rowspan="2" |Efficiency Factor
|-
!Actual Percentage
!Total Percentage
|-
| rowspan="3" |'''Critical'''
|40%
|40%
|×0.8
|-
|68%
|75%
|×0.6
|-
|86%
|105%
|×0.4
|-
| rowspan="3" |'''Maximize'''
|40%
|40%
|×0.75
|-
|70%
|80%
|×0.5
|-
|90%
|120%
|×0.25
|-
| rowspan="3" |'''Additional Damage'''
|40%
|40%
| ×0.75
|-
|70%
|80%
|×0.5
|-
|92.5%
|125%
|×0.25
|-
| rowspan="3" |'''Damage Reduction'''
|20%
|20%
|×0.5
|-
|32.5%
|45%
|×0.35
|-
|41.25%
|70%
|×0.15
|-
| rowspan="3" |'''Awakening Charge'''
|20%
|20%
| ×0.85
|-
|32.75%
|35%
|×0.75
|-
|40.25%
|45%
|×0.65
|-
| rowspan="3" |'''MP Gain (Attack)'''<br/>'''MP Gain (Attacked)'''
|30%
|30%
|×0.35
|-
|38.75%
|55%
|×0.25
|-
|46.25%
|85%
|×0.15
|-
| rowspan="3" |'''Action Speed<br/>Movement Speed<br/>Jump Speed'''
|20%
|20%
|×0.3
|-
|24.5%
|35%
|×0.2
|-
|28.5%
|55%
|×0.1
|}
* Certain increases ignore the efficiency stages, and therefore will be marked as unnormalized {{Stat|U}} . Most commonly received from fixed effects of Passive Skills. These increases ignore stat limits. They also no longer display in the statistics window, nor affect your Combat Power.
===== Relative loss of efficiency =====
The difference in damage when obtaining an additive stat increase for stats like All Skill Damage, Adaptation, EXP or Boss Damage will naturally scale with the current value of the stat - the more you have, the less effective it gets in comparison<ref>https://ashal.eu/faq#effectiveness</ref> (for the same stat increase). This happens all the time and has no magic breakpoints. '''Not to be confused with normalization.'''
==== Multiplicatively calculated ====
{{Stat|M}}
Multiplicative increases are commonly associated with buffs. They are not affected by normalization and will ignore stat limits, applying to your final stat and multiplying it by their value. In most cases, the difference between damage with such effect and without equals the effect's value. The only exception is Critical Damage, where multiplicative effects apply to the 150% base before additive increases are added. Multiplicative effects do not show in the statistics window, but may affect your Combat Power if they come from gear.
==== Adaptation ====
Adaptation reduces the effect of the Environmental Debuff that decreases your Attack and HP. Since the debuff cannot exceed 0%, the relative effect of adaptation increases as the debuff value increases.<ref>https://ashal.eu/faq#adaptation</ref>
<math>\text{Effectiveness} = 1 + \frac{{\text{Adaptation Increase}}}{{1 - \text{Debuff} + \text{Current Adaptation}}}</math>
* ''Debuff'' - Percentage of the Environmental Debuff dependent on the dungeon
*''Adaptation Increase'' - The value of your Adaptation stat increase
*''Current Adaptation'' - The value of your Adaptation stat
{| class="wikitable mw-collapsible mw-collapsed"
|+
!Debuff value
!Adaptation effectiveness
|-
|10%
|111.11%
|-
|20%
|125%
|-
|30%
|142.86%
|-
|40%
|166.67%
|-
|50%
|200%
|-
| 60%
|250%
|-
| 70%
|333.33%
|-
|80%
|500%
|-
|90%
| 1000%
|}
|}
<br>
The effect of Adaptation is that it reduces the debuff value '''directly''', thus still making the same increase less effective the more you have.
 
====Defense Ignore & Defense Pierce====
Elsword utilizes numeric Defense values. Defense can be partially ignored using:
 
*[[Socketing Equipment|Sockets]]
*innate effects, e.g. [[Double Slash]] or [[Skill Traits]]
*buffs, e.g. {{Mod|Phoenix Talon|1}}
*debuffs, e.g. [[Armor Break]]
 
Defense Ignore reduces the numeric value of Defense, making the outcome generally unexpected due to its formula. When the enemy's Defense is high, even low Defense Ignore stats might have a big effect. Conversely, these might not be as helpful when the Defense is low. Also, there might be a considerable difference of damage dealt to the enemy when increasing the value of Defense Ignore by the same percentage but much contrasted starting Defense Ignore.
 
To calculate the damage increase effect of Defense Ignore, you can convert the Defense percentage to a number, decrease it by Defense Ignore, convert it back to a percentage and compare the values. However, a quick formula can be utilized<ref>https://ashal.eu/faq#defence_ignore</ref>:
 
<math>\text{Damage increase from Defense Ignore} = \frac{1}{(1 - \text{Defense} \times \text{Defense Ignore})}</math>
*''Defense'' - Defense percentage of the enemy
*''Defense Ignore'' - Defense Ignore value
 
Different sources of Defense Ignore stack multiplicatively (mentioned above):
 
<math>\text{Total Defense Ignore} = 1 - (1 - \text{Defense Ignore}_{1}) \times (1 - \text{Defense Ignore}_{2})</math>
 
*''Defense Ignore<sub>n</sub>'' - Defense Ignore value from the n source<br />
 
Some innate passive effects are additive to innate defense ignore from skills. These include:
*[[Counter Wave]]
*[[Moonlight System|Blood Moon]] persistent effect
*[[Death Wish]] Phantom's Mark / Hunter's Mark effect
-----
 
Unlike Defense Ignore, Defense Pierce reduces the percentage value of Defense.
 
<math>\text{Damage Increase from Defense Pierce} = (1 - \text{Defense} \times (1 - \text{Defense Pierce})) / (1 - \text{Defense})</math>
 
*''Defense'' - Defense percentage of the enemy (base, '''not''' decreased by Defense Ignore)
*''Defense Pierce'' - Defense Pierce value
 
Different sources of Defense Pierce also stack multiplicatively (there might be exceptions). The currently known sources of Defense Pierce are:
*[[Attributing Equipment|Water Attribute]]
*[[Chivalry System|Annihilation Mode]]
*[[Spell: Spiritual Eye]]
*[[Infernal Blade]]'s effect relative to [[Attributing Equipment|Fire Resistance]]
*[[The Justiciar]]'s effect on enemies under [Freeze] or [Holy Shackles]


== Stat Calculations ==
====Other interactions====
=== Base Stats ===
The product of '''All Damage''' stat increases (not to be confused with '''Physical/Magical Attack''') contributes to the same multiplier as the product of '''Received Damage'''.
The formulas for calculating base stats are:
Base HP = (Level × 1500 + 8500) × BCM
*''Level'' = Your character's current level
*''BCM'' = Base HP Class Modifier of your base class
Base Attack/Defense = ((Level - 1) × 0.1125 + 4) ×  (BCM + ICM)
*''Level'' = Your character's current level
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class


==== Class Modifiers ====
For example, [[Awakening Mode]] and [[Giga Drive - Limiter]] '''All Damage Increase''' will multiply each other, as well as [[Fire Lotus]] and {{Mod|Dragon Stance 3: Eight Trigram Palm|1}} '''Damage Received Increase''', but when combining both of these, their products will be added.
{{Class Modifiers}}


===Skill Damage===
===Skill Damage ===
The formula for calculating '''Skill Damage''' is:
The formula for calculating '''Skill Damage''' is:
Skill Damage = (1 + ASD) × (1 + STD + SSD) × (1 + STSD)
 
<math>\text{Skill Damage} = (1 + \text{ASD}) \times (1 + \text{STD} + \text{SSD}) \times (1 + \text{STSD})</math>
*''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
*''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
*''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
* ''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
*''SSD'' = Sum of all increase in damage towards a specific Skill due to the effect of a [[Elrianode Equipment|Destruction El Tear]] or certain passive skills
* ''SSD'' = Sum of all increase in damage towards a specific Skill due to the effect of a [[Elrianode Equipment|Destruction El Tear]] or certain passive skills
*''STSD'' = Sum of all increase in damage towards a specific Skill Tier due to the "Upon Using a [Skill Tier] Skill, increase [Skill Tier] Skill's damage for 𝑥 sec. by 𝑥%" effect from <font color=red>old Heroic/Elrianode Gloves</font>.
*''STSD'' = Sum of all increase in damage towards a specific Skill Tier due to the "Upon Using a [Skill Tier] Skill, increase [Skill Tier] Skill's damage for 𝑥 sec. by 𝑥%" effect from <font color="red">old Heroic/Elrianode Gloves</font>.


===Critical Damage===
===Critical Damage===
The formula for calculating '''Critical Damage''' is:
The formula for calculating '''Critical Damage''' is:
Critical Damage = ((1.5 + AI) × (1 + MI) + EI) × DI
 
*''AI'' = Sum of all additive increase in Critical Damage from passives and buffs
<math>\text{Critical Damage} = ((1.5 \times \text{Multiplicative}) + \text{Additive}) \times \text{Debuff}</math>
*''MI'' = <!-- Sum of all(?) --> Multiplicative increase in Critical Damage from passives and buffs
*''Multiplicative'' = Product of all multiplicative increase in Critical Damage from passives and buffs
*''EI'' = Sum of all increase in Critical Damage from equipment and accessories
*''Additive'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
*''DI'' = Sum of all increase in Critical Damage from debuffs
*''Debuff'' = Product of all increase in Critical Damage from debuffs


===Additional Damage===
===Additional Damage===
The formula for the '''Additional Damage''' stat is:
The formula for the '''Additional Damage''' stat is:
Additional Damage = A × 0.5 × S × P
 
*''A'' = Attack Stat
<math>\text{Additional Damage} = \text{Attack} \times 0.5 \times \text{Stat Increase} \times \text{Damage Percentage}</math>
*''S'' = Percentage of Additional Damage stat
*''Attack'' - Physical or Magical Attack stat displayed in the stat window
*''P'' = Damage percentage of Attack
*''Stat Increase'' = Additional Damage stat percentage increase displayed in the stat window
*''Damage Percentage'' = Damage percentage of an attack (combo, skill)
 
===Base Stats===
The formulas for calculating base stats are:
 
<math>\text{Base HP} = (\text{Level} \times 1500 + 8500) \times \text{BCM}</math>
*''Level'' = Your character's current level
*''BCM'' = Base HP Class Modifier of your base class<br/>
 
 
<math>\text{Base Attack/Defense} = ((\text{Level} - 1) \times 0.1125 + 4) \times (\text{BCM} + \text{ICM})</math>
*''Level'' = Your character's current level
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
'''Note''': All modifiers for base stats must come from the base class (ex. [[Knight Emperor]] takes them from [[Elsword]]).
 
=== Attack ===
<math>\text{Attack} = \text{Base Attack Stat} \times \text{Passive} \times \text{Additive} \times \text{Multiplicative}</math>
 
* ''Base Attack Stat'' - The Attack stat before modifications, can be calculated using the formulas above
* ''Passive'' - Sum of all unconditional Passive skill bonuses (such as [[Awakened One]] or [[Energy Enhancement]]) and Guild Passives
** The decrease from [[Head Hunter]] also applies here.
* ''Additive'' - Sum of all Additive bonuses
* ''Multiplicative'' - Product of all Multiplicative bonuses
 
=== Equipment Stats===
The stats for each equipment piece are determined by the following formulas.<ref>https://ashal.eu/faq#attack_defense</ref>
 
Attack and Defense of weapons and armors:
 
<math>(\text{BCM} + (\text{Level} + \text{Item Level} + \text{Bonus Level}) \times \text{ICM}) \times \text{SM} \times \text{EM} + \text{RB}</math><br/>
 
HP of weapons and armors:<br/>
<math>(110 + 18.7 \times (\text{Level} - 1)) \times \text{BCM} \times \text{Item Level} \times \text{ICM} \times \text{SM} \times \frac{\text{EM}}{\text{BCM} + \text{ICM} \times 0.1} + \text{RB} \times 10</math>
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
*''Level'' = The equipment's level required to equip
*''Item Level'' = Balance El Tear level or Heroic Equipment Level
*''Bonus Level'' = Attack/Defense Level coming from your statistics
*''SM''  - Slot Modifier
*''EM''  - Enhancement Modifier
*''RB'' - Reforge Bonus Stat
 
====Slot Modifiers====
{| class="wikitable mw-collapsible mw-collapsed"
|+
! rowspan="2" |Slot
! rowspan="2" |Physical Attack
! rowspan="2" |Magical Attack
! colspan="2" |Physical Defense
! colspan="2" |Magical Defense
! rowspan="2" |HP
|-
!Base
![[Transcendence]]
!Base
![[Transcendence]]
|-
| Weapon
|1
|1
|0
|0.08
|0
|0.08
|0.1
|-
|Top
|0.03
|0
| colspan="2" | 0.3
| colspan="2" | 0.25
|0.35
|-
|Bottom
|0
|0.05
| colspan="2" |0.25
| colspan="2" |0.3
|0.3
|-
|Gloves
|0.05
|0
| colspan="2" |0.2
| colspan="2" |0.25
|0.1
|-
| Shoes
|0
|0.03
| colspan="2" |0.25
| colspan="2" |0.2
|0.15
|}
 
====Enhancement Modifiers====
{| class="wikitable mw-collapsible mw-collapsed"
|+
!Enhancement Level
!Multiplier
|-
| + 0
| 1
|-
| + 1
|1.03
|-
| + 2
|1.06
|-
| + 3
|1.09
|-
| + 4
|1.16
|-
| + 5
|1.23
|-
| + 6
|1.3
|-
| + 7
|1.45
|-
| + 8
|1.6
|-
| + 9
|1.75
|-
| + 10
|2.15
|-
| + 11
|2.55
|-
| + 12
|2.95
|-
| + 13
|3.35
|}
 
====Reforge Bonus ====
{| class="wikitable mw-collapsible mw-collapsed"
|+
! rowspan="2" |Reforge Level
! colspan="2" |Bonus
|-
![[Amethystine Prophecy Equipment|Amethystine Prophecy]]
![[Tenebrous Equipment|Tenebrous]]
|-
| + 0
| 0
|0
|-
| + 1
|88
|93
|-
| + 2
|167
|182
|-
| + 3
| 240
|267
|-
| + 4
|308
|350
|-
| + 5
|372
|430
|-
| + 6
|432
|508
|-
| + 7
|488
|584
|-
| + 8
|541
|658
|-
| + 9
|591
|731
|-
| + 10
|638
|802
|-
| + 11
|682
|872
|-
| + 12
| 724
|940
|-
| + 13
|763
|1007
|-
| + 14
|800
|1073
|-
| + 15
|835
|1137
|-
| + 16
|867
|1200
|-
| + 17
|897
|1262
|-
| + 18
|925
|1323
|-
| + 19
|951
|1383
|-
| + 20
| 975
|1442
|-
| + 21
|1000
|1500
|}
 
====Class Modifiers====
{{Class Modifiers}}


===Enemy Stats===
===Enemy Stats===
The formula for calculating enemy stats are:
The formulas for calculating enemy stats are:
  Base Defense = (D × (258.65 + 39.35 × L) × (67.215 + 12.554 × L) / ((258.65 + 39.35 × L) - (D - 1) × (67.215 + 12.554 × L))) × M
  Base Defense = FLOOR((D × (258.65 + 39.35 × L) × (67.215 + 12.554 × L) / ((258.65 + 39.35 × L) - (D - 1) × (67.215 + 12.554 × L))) × M)
*''D'' = A hidden Defense Modifier depending on the enemy, usually between 0 and 3. Mostly identical between Physical and Magical Defense.
* ''FLOOR'' = This function rounds the input number down to the closest integer.
*''L'' = The enemy's level
*''D'' = A hidden Defense Modifier depending on the enemy, usually between 0 and 4. Mostly identical between Physical and Magical Defense.
*''L'' = The enemy's level. Enemies from [[Elrianode]] onwards have level 99, and 100 from [[Plegas's Gaze]] onwards.
*''M'' = 1.2 if Luto Mode, 1 otherwise
*''M'' = 1.2 if Luto Mode, 1 otherwise
<br>
Max HP = FLOOR((340 + 60 × L) × (9.994 + 0.006 × L²) × H × M)
*''FLOOR'' = This function rounds the input number down to the closest integer.
*''L'' = The enemy's level. Enemies from [[Elrianode]] onwards have level 99, and 100 from [[Plegas's Gaze]] onwards.
*''H'' = A hidden HP Modifier depending on the enemy
*''M'' = {{tt|Game mode multiplier| A function that determines an extra multiplier for certain game modes.<hr><p>Utilizes special formulas for the following:</p>• '''Secret Dungeon''': <pre>0.9 × (1.8 × ((L - 70) / 36)^(2.5) + 0.7)</pre>• '''Luto Mode''': <pre>0.9 * (1 × ((L - 70) / 36)^(3.5) + 1.5)</pre>Otherwise equals to 1.}}
Attack = FLOOR((340 + 60 × L) × (0.98 + 0.02 × L) × A × M)
*''FLOOR'' = This function rounds the input number down to the closest integer.
*''L'' = The enemy's level. Enemies from [[Elrianode]] onwards have level 99, and 100 from [[Plegas's Gaze]] onwards.
* ''A'' = A hidden Attack Modifier depending on the enemy. Typically, enemies have equal Physical and Magical Attack, but deal only one type of damage.
*''M'' = 2 if Luto Mode, 1 otherwise<br />


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== Updates ==
==Tips and Details==
 
*Currently glitched, Additional Damage can occasionally benefit from Critical Damage buffs. It also gets increased by the base 150% Critical Damage if that happens.
<br>
 
==Updates==
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background-color: {{ColorSel|Misc}}"
|- style="background-color: {{ColorSel|Misc}}"
! colspan=2 | Date !! colspan=2 | Changes
! colspan="2" |Date!! colspan="2" |Changes
|- style="background-color: {{ColorSel|Misc}}"
|- style="background-color: {{ColorSel|Misc}}"
! KR !! NA !! PvE !! PvP
!KR!!NA!!PvE!!PvP
|-
|-
| ??/??/2016 || ??/??/2016 || colspan=2 align="left" |  
| ??/??/2016|| ??/??/2016|| colspan="2" align="left" |
*{{nerf|Damage Decrease from Boss Monsters stat now capped to 45%.}}
*{{nerf|Damage Decrease from Boss Monsters stat now capped to 45%.}}
|-
|-
| ??/??/2016 || 05/03/2016 || colspan=2 align="left" |  
| ??/??/2016||05/03/2016|| colspan="2" align="left" |
*Maximize, Specialization A, and Specialization B stats added.
*Maximize, Specialization A, and Specialization B stats added.
*Accuracy and Evasion stats removed.
*Accuracy and Evasion stats removed.
Line 385: Line 855:
*Evasion changed to MP Recovery Attacked.
*Evasion changed to MP Recovery Attacked.
|-
|-
| 06/28/2018 || 07/11/2018 || colspan=2 align="left" |  
|06/28/2018||07/11/2018|| colspan="2" align="left" |
*Specialization A and Specialization B stats removed.
*Specialization A and Specialization B stats removed.
|-
|-
| 03/28/2019 || 03/27/2019 || colspan=2 align="left" |  
|03/28/2019||03/27/2019|| colspan="2" align="left" |
*{{nerf|Damage received when 30% HP or less stat now capped to 50%.}}
*{{nerf|Damage received when 30% HP or less stat now capped to 50%.}}
|-
|-
| 07/18/2019 || 07/17/2019 || colspan=2 align="left" |  
|07/18/2019||07/17/2019|| colspan="2" align="left" |
*Fixed issue where the cap of Repair Cost stat (10%) would not work.
*Fixed issue where the cap of Repair Cost stat (10%) would not work.
*{{buff|Repair Cost stat now capped to 70%.}}
*{{buff|Repair Cost stat now capped to 70%.}}
|-
|-
| 06/04/2020 || 07/01/2020 || colspan=2 align="left" |  
|06/04/2020||07/01/2020|| colspan="2" align="left" |
*{{nerf|Adaptation stat now capped to 45%.}}
*{{nerf|Adaptation stat now capped to 45%.}}
*{{nerf|Polarize stat now capped to 45%.}}
*{{nerf|Polarize stat now capped to 45%.}}
|-
|-
| 07/02/2020 || 08/12/2020 || colspan=2 align="left" |  
|07/02/2020||08/12/2020|| colspan="2" align="left" |
*{{nerf|Recovery Item Cooldown stat now capped to 30%.}}
*{{nerf|Recovery Item Cooldown stat now capped to 30%.}}
|-
|-
| 07/16/2020 || 08/12/2020 || colspan=2 align="left" |  
|07/16/2020||08/12/2020|| colspan="2" align="left" |
*{{nerf|Combat Power is no longer affected by Recovery Item Effect stat.}}
*{{nerf|Combat Power is no longer affected by Recovery Item Effect stat.}}
|-
|-
| 03/11/2021 || 03/10/2021 || colspan=2 align="left" |  
|03/11/2021||03/10/2021|| colspan="2" align="left" |
*{{nerf|Master Skill MP Cost and Cooldown stat now capped to 35%.}}
*{{nerf|Master Skill MP Cost and Cooldown stat now capped to 35%.}}
|-
|-
| 05/13/2021 || 06/23/2021 || colspan=2 align="left" |  
|05/13/2021||06/23/2021|| colspan="2" align="left" |
*{{nerf|Master Skill Size stat now capped to 40%.}}
*{{nerf|Master Skill Size stat now capped to 40%.}}
|-
|-
| rowspan=2 | 07/08/2021 || rowspan=2 | 08/04/2021 || colspan=2 align="left" |
| rowspan="2" |07/08/2021|| rowspan="3" |08/04/2021|| colspan="2" align="left" |
*{{nerf|Physical/Magical Attack Power buffs cannot exceed +200% when summed up.}}
*{{nerf|Physical/Magical Attack Power buffs cannot exceed +200% when summed up.}}
*{{nerf|Multiplicative Action Speed buffs cannot exceed +40% when summed up.}}
*{{nerf|Multiplicative Action Speed buffs cannot exceed +40% when summed up.}}
Line 418: Line 888:
*None
*None
| align="left" |
| align="left" |
*{{nerf|Action Speed does not affect animation for taking a hit.}}
*{{nerf|Action Speed no longer affects the animation for taking a hit.}}
|-
|-
| 07/09/2021 ||- || colspan=2 align="left" |
|07/09/2021|| colspan="2" align="left" |
*{{buff|Physical/Magical Attack Power cap removed.}}
*{{buff|Physical/Magical Attack Power cap removed.}}
|-
|-
| 07/21/2022 || 08/17/2022 || colspan=2 align="left" |
|07/21/2022||08/17/2022|| colspan="2" align="left" |
*{{buff|Adaptation and Polarize cap increased to 55%.}}
*{{buff|Adaptation and Polarize cap increased to 55%.}}
|}
|}
==References==
<references />
<br>
<br>
{{Guides}}
{{Guides}}