m (Text replacement - "Restored Elrianode Armor" to "Elrianode Armor")
Tags: Mobile edit Mobile web edit
 
(78 intermediate revisions by 3 users not shown)
Line 8: Line 8:
<div class="stats">
<div class="stats">
{{Segment
{{Segment
|SectionCls=mw-collapsible mw-collapsed section-border
|SectionCls=mw-collapsible section-border
|Title1=[[File:Stats 1.png]]&nbsp;&nbsp;Combat Stats
|Title1=[[File:Stats 1.png]]&nbsp;&nbsp;Combat Stats
|Content1=<dfn>{{</dfn>
|Content1=<dfn>{{</dfn>
Line 80: Line 80:


{{Segment
{{Segment
|SectionCls=mw-collapsible mw-collapsed section-border
|SectionCls=mw-collapsible section-border
|Title1=[[File:Stats 2.png]] {{gap}}Defensive Stats
|Title1=[[File:Stats 2.png]] {{gap}}Defensive Stats
|Content1=<dfn>{{</dfn>
|Content1=<dfn>{{</dfn>
Line 279: Line 279:
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]].
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]].


*'''Additive''' effects {{Stat|A}} increase the base stat by adding into its multiplier before other effects. They are affected by maximum stat limits (also referred to as "the stat cap"). These increases show in the statistics window and affect your Combat Power (as long as they come from fixed options).  
==== Additively calculated ====
**Some stats are affected by normalization. Normalized increases for stats that normalize will be marked as {{Stat|N}} throughout the wiki. Certain increases ignore the efficiency stages, and therefore will be marked as unnormalized 
{{Stat|A}}
{{Stat|U}} . Most commonly received from fixed effects of [[:Category:Passive Skills|Passive Skills]]. These increases also ignore stat limits. They also no longer display in the statistics window, nor affect your Combat Power.
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.


{| class="wikitable"
===== 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="3" | Name
! rowspan="2" |Stat Name
! colspan="6" |Normalization - Efficiency Stage
! colspan="2" |Breakpoint
! rowspan="2" |Efficiency Factor
|-
|-
! colspan="2" | Stage 1
!Actual Percentage
! colspan="2" |Stage 2
!Total Percentage
! colspan="2" |Stage 3
|-
|-
!Breakpoint
| rowspan="3" |'''Critical'''  
!Factor
|40%
!Breakpoint
!Factor
!Breakpoint
!Factor
|-
|'''Critical'''  
|40%
|40%
|×0.8
|×0.8
|-
|68%
|68%
|75%
|×0.6
|×0.6
|-
|86%
|86%
|105%
|×0.4
|×0.4
|-
|-
|'''Maximize'''
| rowspan="3" |'''Maximize'''
|40%
|40%
|40%
|×0.75  
|×0.75  
|-
|70%
|70%
|80%
|×0.5
|×0.5
|-
|90%
|90%
| ×0.25
|120%
|×0.25
|-
|-
|'''Additional Damage'''
| rowspan="3" |'''Additional Damage'''
|40%
|40%
|40%
| ×0.75
| ×0.75
|-
|70%
|70%
|80%
|×0.5
|×0.5
|-
|92.5%
|92.5%
|125%
|×0.25
|×0.25
|-
|-
|'''Damage Reduction'''
| rowspan="3" |'''Damage Reduction'''
|20%
|20%
|20%
|×0.5
|×0.5
|-
|32.5%
|32.5%
|45%
|×0.35
|×0.35
|-
|41.25%
|41.25%
|70%
|×0.15
|×0.15
|-
|-
|'''Awakening Charge'''
| rowspan="3" |'''Awakening Charge'''
|20%
|20%
|20%
| ×0.85
| ×0.85
|-
|32.75%
|32.75%
|35%
|×0.75
|×0.75
|40.25%  
|-
|40.25%
|45%
|×0.65
|×0.65
|-
|-
|'''MP Gain (Attack)'''
| rowspan="3" |'''MP Gain (Attack)'''<br/>'''MP Gain (Attacked)'''
| rowspan="2" |30%
|30%
| rowspan="2" |×0.35
|30%
| rowspan="2" |38.75%
|×0.35
| rowspan="2" |×0.25
|-
| rowspan="2" |46.25%
|38.75%
| rowspan="2" |×0.15
|55%
|×0.25
|-
|-
|'''MP Gain (Attacked)'''
|46.25%
|85%
|×0.15
|-
|-
|'''Action Speed'''
| rowspan="3" |'''Action Speed<br/>Movement Speed<br/>Jump Speed'''
| rowspan="3" |20%
|20%
| rowspan="3" |×0.3
|20%
| rowspan="3" |24.5%
|×0.3
| rowspan="3" |×0.2
| rowspan="3" |28.5%
| rowspan="3" |×0.1
|-
|-
|'''Movement Speed'''
|24.5%
|35%
|×0.2
|-
|-
|'''Jump Speed'''
|28.5%
|55%
|×0.1
|}
|}
The difference in real damage when obtaining an additive stat increase for stats like All Skill Damage or Boss Damage will naturally scale with your current value of the stat - the more you have, the less effective in comparison it gets<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.'''


* '''Multiplicative''' effects {{Stat|M}} most commonly come from buffs. They are not affected by normalization and will ignore stat limits. These apply to your final stat and multiply it by the 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.
* 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


=== Skill Damage ===
{| 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%
|}
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]]
*[[Sharp Sword]]
*[[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]
 
====Other interactions====
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'''.
 
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.
 
===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)
 
* ''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
<math>\text{Skill Damage} = (1 + \text{ASD}) \times (1 + \text{STD} + \text{SSD}) \times (1 + \text{STSD})</math>
*''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
*''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
*''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
* ''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
* ''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>.
* ''SSD'' = Sum of all increase in damage towards a specific Skill due to the effect of a [[Elrianode Armor|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>.


===Critical Damage===
===Critical Damage===
The formula for calculating '''Critical Damage''' is:
The formula for calculating '''Critical Damage''' is:
Critical Damage = ((1.5 × (1 + MI) + EI) × DI
 
* ''MI'' = Product of all multiplicative increase in Critical Damage from passives and buffs
<math>\text{Critical Damage} = ((1.5 \times \text{Multiplicative}) + \text{Additive}) \times \text{Debuff}</math>
*''EI'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
*''Multiplicative'' = Product of all multiplicative increase in Critical Damage from passives and buffs
*''DI'' = Sum of all increase in Critical Damage from debuffs
*''Additive'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
*''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===
===Base Stats===
The formulas for calculating base stats are:
The formulas for calculating base stats are:
Base HP = (Level × 1500 + 8500) × BCM
 
<math>\text{Base HP} = (\text{Level} \times 1500 + 8500) \times \text{BCM}</math>
*''Level'' = Your character's current level
*''Level'' = Your character's current level
*''BCM'' = Base HP Class Modifier of your base class
*''BCM'' = Base HP Class Modifier of your base class<br/>
Base Attack/Defense = ((Level - 1) × 0.1125 + 4) ×  (BCM + ICM)
 
 
<math>\text{Base Attack/Defense} = ((\text{Level} - 1) \times 0.1125 + 4) \times (\text{BCM} + \text{ICM})</math>
*''Level'' = Your character's current level
*''Level'' = Your character's current level
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental 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]]).


====Class Modifiers ====
=== 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 Armor|Amethystine Prophecy]]
![[Tenebrous Armor|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}}
{{Class Modifiers}}


Line 402: Line 758:
The formulas for calculating enemy stats are:
The formulas for calculating enemy stats are:
  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)
  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)
*''FLOOR'' = This function rounds the input number down to the closest integer.
* ''FLOOR'' = This function rounds the input number down to the closest integer.
* ''D'' = A hidden Defense Modifier depending on the enemy, usually between 0 and 4. Mostly identical between Physical and Magical Defense.
*''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.
*''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
  Max HP = FLOOR((340 + 60 × L) × (9.994 + 0.006 × L²) × H × M)
  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.
*''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.
*''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
*''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 × ((H - 70) / 36)^(2.5) + 0.7)</pre>• '''Luto Mode''': <pre>0.9 * (1 × ((H - 70) / 36)^(3.5) + 1.5)</pre>Otherwise equals to 1.}}
*''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)
  Attack = FLOOR((340 + 60 × L) × (0.98 + 0.02 × L) × A × M)
*''FLOOR'' = This function rounds the input number down to the closest integer.
*''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.
*''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.
* ''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
*''M'' = 2 if Luto Mode, 1 otherwise<br />
<br />


<!--
<!--
Line 490: Line 845:
! 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" |
Line 527: Line 882:
*{{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 534: Line 889:
*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.}}
|-
|-
Line 542: Line 897:
*{{buff|Adaptation and Polarize cap increased to 55%.}}
*{{buff|Adaptation and Polarize cap increased to 55%.}}
|}
|}
==References==
<references />
<br>
<br>
{{Guides}}
{{Guides}}

Latest revision as of 04:50, 4 September 2024

  • English
Information: This article is currently under development. Please be patient while we're adding the finishing touches!

Similar to many other games, characters have numerous customizable statistics that will affect their abilities in certain ways. These stats can be increased by equipping and socketing equipment, accessories, costumes, titles, pets, and through the use of certain skills. Some stats can also be increased with El Resonance and certain customizations.

List of Statistics

   Combat Stats
{{

Combat Statistics are stats which determine your offensive performance in combat. Stats in this category have a direct effect on your Combat Power.

Name Effect Max
NA UK
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
Magical Attack Power Magic Attack Magical Attack Power is a measure of your offensive capabilities when using Magical type attacks. This stat is the base value used in all forms of Magical damage calculations. N/A
Critical Chance Critical Hit Critical grants your attacks a chance to trigger a critical hit, which will increase their damage. When a critical hit is triggered, the resulting damage numbers will be colored red instead of yellow. By default, Critical hits deal 150% damage. 100%
Critical Damage Determines the amount of damage inflicted by Critical hits, enabling you to increase it beyond the default 150%. N/A
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.

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 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
Polarize: Damage Dealt / Received Increased Polarisation: all hit damage ↑ Also known as Attack/Attacked Damage, this stat will increase your attack power by a specified amount, however it will also cause you to receive an equivalent amount of extra damage when you are attacked by enemies, making it a double-edged sword. 55%
Command Attack Damage Increase Combo damage ↑ This stat will increase the attack power of your basic commands. N/A
Active Skill Damage Increase Active skill damage ↑ Increases the amount of damage dealt when using Active Skills. N/A
Tenacity Skill Damage Increase Damage of Tenacity Skills ↑ Increases the amount of damage dealt when using Tenacity Skills. N/A
Strength Skill Damage Increase Damage from Strength Skills ↑ Increases the amount of damage dealt when using Strength Skills. N/A
Bravery Skill Damage Increase Damage from Transcendence Skills ↑ Increases the amount of damage dealt when using Bravery Skills. N/A
Hyperactive Skill Damage Increase Damage from Hyper Skills ↑ Increases the amount of damage dealt when using Hyper Active Skills. N/A
All Skill Damage Increase All skill damage ↑ Increases the amount of damage dealt when using any skill. N/A
Ignore Enemy Physical Defense Ignore enemy defence Ignores your enemies Physical Defense Power by a certain percentage. 20%
Ignore Enemy Magical Defense Ignore enemy magic defence Ignores your enemies Magical Defense Power by a certain percentage. 20%
Action Speed Attack Speed Action Speed increases the animation speed of attacks, entering Awakening Mode, and idle animations. 130%
Skill MP Cost Decrease MP consumption of skills ↓ Lowers the MP cost of using all skills. 35%
MP Recovery when attacking Increase MP gain on dealt hits ↑ Increases the amount of MP gained upon attacking enemies. 50%
MP Recovery when attacked Increase MP gain on dealt hits ↑ Increases the amount of MP gained upon being attacked by enemies. 50%
Active Skill Cooldown Decrease Active skill cooldown ↓ Decreases the cooldown time for Active Skills. 35%
Tenacity Skill Cooldown Decrease Tenacity skill cooldown ↓ Decreases the cooldown time for Tenacity Skills. 35%
Strength Skill Cooldown Decrease Strength skill cooldown ↓ Decreases the cooldown time for Strength Skills. 35%
Bravery Skill Cooldown Decrease Transcendence skill cooldown ↓ Decreases the cooldown time for Bravery Skills. 35%
Awakening Charge Speed Increase / DP Gain Power Boost Charge Speed / DP Charge ↑ Increases the rate of charging the Awakening Gauge. Normally, dealing 100 hits or receiving 50 hits is needed to charge the gauge for one Awakening Bead. Increasing this stat will increase the value of each hit dealt and received, thus decreasing the number of hits needed.

For players playing Add, this stat is replaced with the DP Gain stat, which functions similarly by increasing the rate at which Add gains DP when attacking or being attacked.
50%
Awakening Duration Increase / DP Cost Power Boost Duration ↑ / DP Consumption ↓ Increases the duration of the player's Awakening.

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%
}}
   Defensive Stats
{{

Defensive Statistics are stats which determine your defensive capabilities in combat. Stats in this category have a direct effect on your Defensive Power.

Name Effect Max
NA UK
HP HP, also known as Hit Points is the amount of life your character has. When your character's HP reaches 0, they will faint in battle, requiring you to revive if applicable, retry, or exit. If this happens in PvP, you will lose the battle. Having higher HP means you can endure more hits and survive much longer in battle. 50%
Physical Defense Power Defence Physical Defense Power measures your defensive capabilities when enduring Physical-based attacks, reducing the amount of physical damage taken by a certain percentage. N/A
Magical Defense Power Magic Defence Magical Defense Power measures your defensive capabilities when enduring Magical-based attacks, reducing the amount of magical damage taken by a certain percentage. N/A
Damage Reduction Damage Resistance Damage Reduction, sometimes referred to as Red. Damage, absorbs the amount of damage taken by a certain percentage. 45%
Damage Decrease from Boss Monsters Damage taken from bosses ↓ Decreases the amount of damage endured when attacked by bosses. This stat does not affect mini-bosses or normal mobs. 45%
Recovery Item Effect Increase Recovery Item Effect ↑ Increases the effectiveness of consumable recovery items. N/A
}}
   Miscellaneous Stats
{{

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.

Name Effect Max
NA UK
EXP Gain Increase EXP gain ↑ Determines the rate in which you gain EXP. By default the stat is 0%, which mean you are gaining EXP at the server's default rate. It can be increased in order to speed up the leveling process. N/A
ED Gain Increase ED gain ↑ Increases the amount of ED you gain upon defeating enemies. The default value is 0%, which will earn you ED at your server's default rate. It can be increased in order to earn ED faster. N/A
Item Drop Rate Increase Item drop rate ↑ Affects the probability of obtaining additional item drops from monsters.
  • This stat does not actually affect the rate at which items drop, but merely adds a chance to obtain more drops in addition to regular drops.


This stat does NOT affect item drops in:

  • Special dungeons
  • Event dungeons
  • Master road dungeons
  • Raids
N/A
Movement Speed Increases the character's walk/dash speed. 130%
Jump Speed Jump power Increases the speed and height of the character's jump. 130%
Adaptation Adaptability Helps you adapt to the harsh environments of the dungeon and partially negate the stat decrease, regaining some of your Power. 55%

Unlisted Stats

Stats that exist in-game and can be increased, but are not listed on your character's detailed stat listing.

Name Effect Max
Pet Attack Power Increase Increases the amount of damage dealt by Pet Attacks. N/A
Stage 1 Master Skill Damage Increase Increases the amount of damage dealt when activing Stage 1 Master Skills. N/A
Stage 2 Master Skill Damage Increase Increases the amount of damage dealt when activing Stage 2 Master Skills. N/A
Stage 3 Master Skill Damage Increase Increases the amount of damage dealt when activing Stage 3 Master Skills. N/A
Stage 4 Master Skill Damage Increase Increases the amount of damage dealt when activing Stage 4 Master Skills. N/A
Passive Skill Damage Increase Increases the amount of damage dealt when activing Passive Skills. N/A
Pet Skill Damage Increase Increases the amount of damage dealt when using Pet Skills. N/A
Mount Skill Damage Increase Increases the amount of damage dealt when using Mount Skills. N/A
Special Effect Damage Increase Increases the amount of damage dealt when activing Special Effects. N/A
Pet Skill MP Cost Decrease Lowers the MP cost of using Pet Skills. N/A
Stage 1 Master Skill MP Cost Decrease Lowers the MP cost of using Stage 1 Master Skills. 35%
Stage 2 Master Skill MP Cost Decrease Lowers the MP cost of using Stage 2 Master Skills. 35%
Stage 3 Master Skill MP Cost Decrease Lowers the MP cost of using Stage 3 Master Skills. 35%
Stage 4 Master Skill MP Cost Decrease Lowers the MP cost of using Stage 4 Master Skills. 35%
Encourage Duration Increase Increases the duration for Encourage Skills. N/A
Stage 1 Master Skill Cooldown Decrease Decreases the cooldown time for Stage 1 Master Skills. 35%
Stage 2 Master Skill Cooldown Decrease Decreases the cooldown time for Stage 2 Master Skills. 35%
Stage 3 Master Skill Cooldown Decrease Decreases the cooldown time for Stage 3 Master Skills. 35%
Stage 4 Master Skill Cooldown Decrease Decreases the cooldown time for Stage 4 Master Skills. 35%
Encourage Cooldown Decrease Decreases the cooldown time for Encourage Skills. N/A
Recovery Item Cooldown Decrease Decreases the cooldown time of consumable recovery items. 30%
Stage 1 Master Skill Size Increase Increases the skill size for Stage 1 Master Skills. 40%
Stage 2 Master Skill Size Increase Increases the skill size for Stage 2 Master Skills. 40%
Stage 3 Master Skill Size Increase Increases the skill size for Stage 3 Master Skills. 40%
Stage 4 Master Skill Size Increase Increases the skill size for Stage 4 Master Skills. 40%
Character MP Recovery when Pet Skill Used Recovers a certain amount of your MP whenever a Pet Skill is used. N/A
Double Attack Chance Increase Increases the chance of Double Attack. This effect does another hit from the hit that activated it, meaning a 100% hit will do another 100% hit, this effect also works on actives. N/A
Critical Damage Received Affects the amount of damage received from Critical attacks. Increasing this stat will cause critical hits from your opponent to deal more damage, while decreasing it will make them deal less damage. N/A
Critical Chance Resistance Reduces the chance of being hit by Critical attacks. N/A
Additional Damage Received Affects the amount of damage received based on your opponent's Additional Damage stat. Increasing this stat will cause you to take more damage this way, while decreasing it will cause you to take less damage. N/A
Additional Damage Resistance Reduces the chance of receiving Additional Damage from attacks. N/A
MP Recovery when entering mana regeneration state Increase Increases the amount of MP gained upon entering mana regeneration state. N/A
Debuff Effect Duration Decreases the duration of debuff effect. N/A
Damage upon attacking an enemy with 30% HP or less Increases the amount of damage dealt when attacking an enemy with 30% HP or less. N/A
Damage upon attacking an enemy with 50% HP or higher Increases the amount of damage dealt when attacking an enemy with 50% HP or higher. N/A
Damage upon attacking an enemy with 50% HP or less Increases the amount of damage dealt when attacking an enemy with 50% HP or less. N/A
Damage against Knocked-down mobs Increase the amount of damage dealt when an enemy is knocked-down. N/A
Damage received when 30% HP or less Reducing the amount of magical damage taken by a certain percentage when 30% HP or less. 50%
Skill Cooldown Time upon defeating a Supreme Monster Decreases the cooldown time when defeating a Supreme Monster. N/A
Damage increase in proportion to HP lost Increases the amount of damage dealt when HP lost. N/A
Repair Cost Discount the repair cost. 70%
Bite Time Decrease Decreases the time between attempted catches. N/A
Bite Success Rate Increase Increases the chances of a successful catch. N/A
Fishing Life Stamina Consumption Decrease Decreases the amount of Life Stamina consumed while fishing. N/A
Fishing Equipment Durability Reduce Rate Decrease Decreases the amount of durability consumed by your rod and tools while fishing. N/A
Expedition ED Cost Decrease Decreases the amount of ED cost during pet expedition. N/A
Expedition Mission Duration Decrease Decreases the time during pet expedition. N/A
Expedition Life Stamina Cost Decrease Decreases the amount of Life Stamina consumed while pet expedition. N/A
Expedition Mission Success Rate Increase Increases the chances of a successful expedition mission. N/A
Master Artifact EXP Increase Determines the rate in which you gain Master Artifact EXP. By default the stat is 0%, which mean you are gaining EXP at the server's default rate. It can be increased in order to speed up the leveling process. N/A


Deleted Stats

A list of stats that were around in older versions of the game, and are no longer used.

Name Effect Max
Accuracy Increases the chance of successfully landing an attack on an enemy. 30%
Evasion Increase the chances of completely dodging an attack from an enemy. 30%
Specialization A The Specialization stats are special stats that augment the player's character-exclusive system. The effects given are dependent on the player's character. This stat is separated into two: Specialization A and Specialization B. N/A
Specialization B N/A
}}

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 skill pages.

Additively calculated

This effect is additive
to your current stats. 
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
    This effect is normalized
    to your current stats. 
    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.

Stat Name Breakpoint Efficiency Factor
Actual Percentage Total Percentage
Critical 40% 40% ×0.8
68% 75% ×0.6
86% 105% ×0.4
Maximize 40% 40% ×0.75
70% 80% ×0.5
90% 120% ×0.25
Additional Damage 40% 40% ×0.75
70% 80% ×0.5
92.5% 125% ×0.25
Damage Reduction 20% 20% ×0.5
32.5% 45% ×0.35
41.25% 70% ×0.15
Awakening Charge 20% 20% ×0.85
32.75% 35% ×0.75
40.25% 45% ×0.65
MP Gain (Attack)
MP Gain (Attacked)
30% 30% ×0.35
38.75% 55% ×0.25
46.25% 85% ×0.15
Action Speed
Movement Speed
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
    This effect is unnormalized.
    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[1] (for the same stat increase). This happens all the time and has no magic breakpoints. Not to be confused with normalization.

Multiplicatively calculated

This effect is multiplicative
to your current stats. 
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.[2]

 

  • 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
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%

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:

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[3]:

 

  • Defense - Defense percentage of the enemy
  • Defense Ignore - Defense Ignore value

Different sources of Defense Ignore stack multiplicatively (mentioned above):

 

  • Defense Ignoren - Defense Ignore value from the n source

Some innate passive effects are additive to innate defense ignore from skills. These include:


Unlike Defense Ignore, Defense Pierce reduces the percentage value of Defense.

 

  • 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:

Other interactions

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.

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 Damage Received Increase, but when combining both of these, their products will be added.

Skill Damage

The formula for calculating Skill Damage is:

 

  • 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)
  • SSD = Sum of all increase in damage towards a specific Skill due to the effect of a 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 old Heroic/Elrianode Gloves.

Critical Damage

The formula for calculating Critical Damage is:

 

  • Multiplicative = Product of all multiplicative increase in Critical Damage from passives and buffs
  • Additive = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
  • Debuff = Product of all increase in Critical Damage from debuffs

Additional Damage

The formula for the Additional Damage stat is:

 

  • Attack - Physical or Magical Attack stat displayed in the stat window
  • 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:

 

  • Level = Your character's current level
  • BCM = Base HP Class Modifier of your base class


 

  • 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

 

  • 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
  • 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.[4]

Attack and Defense of weapons and armors:

 

HP of weapons and armors:
 

  • 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

Slot Physical Attack Magical Attack Physical Defense Magical Defense HP
Base Transcendence Base Transcendence
Weapon 1 1 0 0.08 0 0.08 0.1
Top 0.03 0 0.3 0.25 0.35
Bottom 0 0.05 0.25 0.3 0.3
Gloves 0.05 0 0.2 0.25 0.1
Shoes 0 0.03 0.25 0.2 0.15

Enhancement Modifiers

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

Reforge Level Bonus
Amethystine Prophecy 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

List of Class Modifiers
{{
Class Physical Attack Magical Attack Physical Defense Magical Defense HP
Base Incremental Base Incremental Base Incremental Base Incremental Base Incremental
Elsword 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Lord Knight 114.0 66.0 29.0 51.0 13.20 13.80 11.50 13.50 1.00 1.25
Knight Emperor 182.0 78.0 29.0 51.0 20.00 15.00 20.00 15.00 1.00 2.50
Rune Slayer 29.0 51.0 122.5 67.5 8.95 13.05 13.20 13.80 1.00 1.25
Rune Master 29.0 51.0 190.5 79.5 15.75 14.25 21.70 15.30 1.00 2.50
Infinity Sword 131.0 69.0 29.0 51.0 11.50 13.50 8.95 13.05 1.00 1.25
Immortal 190.5 79.5 29.0 51.0 21.70 15.30 15.75 14.25 1.00 2.50
Sacred Templar 29.0 51.0 131.0 69.0 8.95 13.05 11.50 13.50 1.00 1.25
Genesis 29.0 51.0 190.5 79.5 17.45 14.55 20.00 15.00 1.00 2.50
Aisha 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Elemental Master 29.0 51.0 114.0 66.0 11.50 13.50 13.20 13.80 1.00 1.25
Aether Sage 29.0 51.0 182.0 78.0 20.00 15.00 20.00 15.00 1.00 2.50
Void Princess 29.0 51.0 114.0 66.0 13.20 13.80 11.50 13.50 1.00 1.25
Oz Sorcerer 29.0 51.0 190.5 79.5 13.20 13.80 24.25 15.75 1.00 2.50
Dimension Witch 131.0 69.0 29.0 51.0 11.50 13.50 8.95 13.05 1.00 1.25
Metamorphy 190.5 79.5 29.0 51.0 17.45 14.55 20.00 15.00 1.00 2.50
Mystic Alchemist 122.5 67.5 37.5 52.5 11.50 13.50 8.95 13.05 1.00 1.25
Lord Azoth 182.0 78.0 29.0 51.0 21.70 15.30 17.45 14.55 1.00 2.50
Rena 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Wind Sneaker 122.5 67.5 29.0 51.0 7.25 12.75 15.75 14.25 1.00 1.25
Anemos 190.5 79.5 29.0 51.0 13.20 13.80 24.25 15.75 1.00 2.50
Grand Archer 29.0 51.0 114.0 66.0 11.50 13.50 13.20 13.80 1.00 1.25
Daybreaker 29.0 51.0 182.0 78.0 17.45 14.55 21.70 15.30 1.00 2.50
Night Watcher 114.0 66.0 29.0 51.0 13.20 13.80 11.50 13.50 1.00 1.25
Twilight 190.5 79.5 29.0 51.0 20.00 15.00 17.45 14.55 1.00 2.50
Tale Spinner 29.0 51.0 122.5 67.5 11.50 13.50 11.50 13.50 1.00 1.25
Prophetess 29.0 51.0 182.0 78.0 18.30 14.70 21.70 15.145 1.00 2.50
Raven 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Blade Master 131.0 69.0 29.0 51.0 13.20 13.80 7.25 12.75 1.00 1.25
Furious Blade 190.5 79.5 29.0 51.0 20.00 15.00 17.45 14.55 1.00 2.50
Reckless Fist 29.0 51.0 114.0 66.0 11.50 13.50 13.20 13.80 1.00 1.25
Rage Hearts 29.0 51.0 182.0 78.0 21.70 15.30 17.45 14.55 1.00 2.50
Veteran Commander 29.0 51.0 131.0 69.0 7.25 12.75 13.20 13.80 1.00 1.25
Nova Imperator 29.0 51.0 190.5 79.5 17.45 14.55 20.00 15.00 1.00 2.50
Mutant Reaper 122.5 67.5 29.0 51.0 11.50 13.50 11.50 13.50 1.00 1.25
Revenant 182.0 78.0 29.0 51.0 21.70 15.30 17.45 14.55 1.00 2.50
Eve 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Code: Nemesis 29.0 51.0 114.0 66.0 17.45 14.55 7.25 12.75 1.00 1.25
Code: Ultimate 29.0 51.0 182.0 78.0 24.25 15.75 15.75 14.25 1.00 2.50
Code: Empress 122.5 67.5 29.0 51.0 11.50 13.50 11.50 13.50 1.00 1.25
Code: Esencia 182.0 78.0 29.0 51.0 20.00 15.00 20.00 15.00 1.00 2.50
Code: Battle Seraph 29.0 51.0 122.5 67.5 7.25 12.75 15.75 14.25 1.00 1.25
Code: Sariel 29.0 51.0 190.5 79.5 13.20 13.80 24.25 15.75 1.00 2.50
Code: Failess 131.0 69.0 29.0 51.0 11.50 13.50 8.95 13.05 1.00 1.25
Code: Antithese 190.5 79.5 29.0 51.0 20.00 15.00 17.45 14.55 1.00 2.50
Chung 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Iron Paladin 122.5 67.5 29.0 51.0 15.75 14.25 7.25 12.75 1.00 1.25
Comet Crusader 182.0 78.0 29.0 51.0 17.45 14.55 17.45 14.55 1.00 2.50
Deadly Chaser 29.0 51.0 131.0 69.0 8.95 13.05 11.50 13.50 1.00 1.25
Fatal Phantom 29.0 51.0 182.0 78.0 17.45 14.55 21.70 15.30 1.00 2.50
Tactical Trooper 29.0 51.0 122.5 67.5 13.20 13.80 8.95 13.05 1.00 1.25
Centurion 29.0 51.0 182.0 78.0 20.00 15.00 20.00 15.00 1.00 2.50
Divine Phanes 122.5 67.5 29.0 51.0 11.50 13.50 11.50 13.50 1.00 1.25
Dius Aer 182.0 78.0 29.0 51.0 20.00 15.00 20.00 15.00 1.00 2.50
Ara 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Sakra Devanam 114.0 66.0 29.0 51.0 17.45 14.55 7.25 12.75 1.00 1.25
Apsara 182.0 78.0 29.0 51.0 20.00 15.00 20.00 15.00 1.00 2.50
Yama Raja 29.0 51.0 114.0 66.0 13.20 13.80 11.50 13.50 1.00 1.25
Devi 29.0 51.0 190.5 79.5 17.45 14.55 20.00 15.00 1.00 2.50
Asura 122.5 67.5 29.0 51.0 11.50 13.50 11.50 13.50 1.00 1.25
Shakti 190.5 79.5 29.0 51.0 20.00 15.00 17.45 14.55 1.00 2.50
Marici 29.0 51.0 122.5 67.5 7.25 12.75 15.75 14.25 1.00 1.25
Surya 29.0 51.0 182.0 78.0 15.75 14.25 24.25 15.75 1.00 2.50
Elesis 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Grand Master 114.0 66.0 29.0 51.0 13.20 13.80 11.50 13.50 1.00 1.25
Empire Sword 182.0 78.0 29.0 51.0 20.00 15.00 20.00 15.00 1.00 2.50
Blazing Heart 29.0 51.0 122.5 67.5 8.95 13.05 13.20 13.80 1.00 1.25
Flame Lord 29.0 51.0 190.5 79.5 15.75 14.25 21.70 15.30 1.00 2.50
Crimson Avenger 131.0 69.0 29.0 51.0 11.50 13.50 8.95 13.05 1.00 1.25
Bloody Queen 190.5 79.5 29.0 51.0 21.70 15.30 15.75 14.25 1.00 2.50
Patrona 29.0 51.0 131.0 69.0 8.95 13.05 11.50 13.50 1.00 1.25
Adrestia 29.0 51.0 190.5 79.5 17.45 14.55 20.00 15.00 1.00 2.50
Add 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Lunatic Psyker 29.0 51.0 122.5 67.5 11.50 13.50 11.50 13.50 1.00 1.25
Doom Bringer 29.0 51.0 190.5 79.5 18.30 14.70 18.30 14.70 1.00 2.50
Mastermind 122.5 67.5 29.0 51.0 11.50 13.50 11.50 13.50 1.00 1.25
Dominator 190.5 79.5 29.0 51.0 13.20 13.80 24.25 15.75 1.00 2.50
Diabolic Esper 29.0 51.0 131.0 69.0 7.25 12.75 13.20 13.80 1.00 1.25
Mad Paradox 29.0 51.0 190.5 79.5 17.45 14.55 20.00 15.00 1.00 2.50
Dissembler 122.5 67.5 29.0 51.0 11.50 13.50 11.50 13.50 1.00 1.25
Overmind 182.0 78.0 29.0 51.0 20.00 15.00 20.00 15.00 1.00 2.50
Demon Power 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Dreadlord 114.0 66.0 29.0 51.0 13.20 13.80 11.50 13.50 1.00 1.25
Catastrophe 182.0 78.0 29.0 51.0 21.70 15.30 17.45 14.55 1.00 2.50
Noblesse 29.0 51.0 114.0 66.0 11.50 13.50 13.20 13.80 1.00 1.25
Innocent 29.0 51.0 182.0 78.0 17.45 14.55 21.70 15.30 1.00 2.50
Demonio 131.0 69.0 29.0 51.0 7.25 12.75 13.20 13.80 1.00 1.25
Diangelion 190.5 79.5 29.0 51.0 11.50 13.50 25.95 16.05 1.00 2.50
Turbids 46.0 54.0 122.5 67.5 7.25 12.75 11.50 13.50 1.00 1.25
Demersio 29.0 51.0 182.0 78.0 20.0 15.00 20.00 15.00 1.00 2.50
Rose 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Storm Trooper 131.0 69.0 29.0 51.0 11.50 13.50 13.20 13.80 1.00 1.25
Tempest Burster 182.0 78.0 29.0 51.0 20.00 15.00 20.00 15.00 1.00 2.50
Crimson Rose 114.0 66.0 29.0 51.0 15.75 14.25 7.25 12.75 1.00 1.25
Black Massacre 182.0 78.0 29.0 51.0 17.45 14.55 21.70 15.30 1.00 2.50
Freyja 29.0 51.0 114.0 66.0 13.20 13.80 11.50 13.50 1.00 1.25
Minerva 29.0 51.0 182.0 78.0 20.00 15.00 20.00 15.00 1.00 2.50
Optimus 29.0 51.0 112.5 67.5 8.95 13.05 13.20 13.80 1.00 1.25
Prime Operator 29.0 51.0 182.0 78.0 20.00 15.00 20.00 15.00 1.00 2.50
Ain 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Arme Thaumaturgy 131.0 69.0 29.0 51.0 11.50 13.50 8.95 13.05 1.00 1.25
Richter 190.5 79.5 29.0 51.0 17.45 14.55 20.00 15.00 1.00 2.50
Erbluhen Emotion 29.0 51.0 114.0 66.0 13.20 13.80 11.50 13.50 1.00 1.25
Bluhen 29.0 51.0 182.0 78.0 20.00 15.00 20.00 15.00 1.00 2.50
Apostasia 29.0 51.0 122.5 67.5 7.25 12.75 15.75 14.25 1.00 1.25
Herrscher 29.0 51.0 190.5 79.5 17.45 14.55 20.00 15.00 1.00 2.50
Schatz Reprise 122.5 67.5 29.0 51.0 11.50 13.50 11.50 13.50 1.00 1.25
Opferung 182.0 78.0 29.0 51.0 21.70 15.30 17.45 14.55 1.00 2.50
Laby 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Rumble Pumn 114.0 66.0 29.0 51.0 13.20 13.80 11.50 13.50 1.00 1.25
Eternity Winner 190.5 79.5 29.0 51.0 20.00 15.00 17.45 14.55 1.00 2.50
Shining Romantica 29.0 51.0 122.5 67.5 7.25 12.75 15.75 14.25 1.00 1.25
Radiant Soul 29.0 51.0 182.0 78.0 15.75 14.25 24.25 15.75 1.00 2.50
Daydreamer 122.5 67.5 29.0 51.0 15.75 14.25 7.25 12.75 1.00 1.25
Nisha Labyrinth 190.5 79.5 29.0 51.0 15.75 14.25 21.70 15.30 1.00 2.50
Punky Poppet 29.0 51.0 131.0 69.0 11.50 13.50 8.95 13.05 1.00 1.25
Twins Picaro 29.0 51.0 190.5 79.5 20.00 15.00 17.45 14.55 1.00 2.50
Noah 29.0 51.0 29.0 51.0 7.25 12.75 7.25 12.75 1.00 0.00
Silent Shadow‎‎ 131.0 69.0 29.0 51.0 11.50 13.50 8.95 13.05 1.00 1.25
Liberator‎‎ 190.5 79.5 29.0 51.0 20.00 15.00 17.45 14.55 1.00 2.50
Stellar Caster 29.0 51.0 131.0 69.0 8.95 13.05 11.50 13.50 1.00 1.25
Celestia 29.0 51.0 190.5 79.5 17.45 14.55 20.00 15.00 1.00 2.50
Pale Pilgrim 122.5 67.5 29.0 51.0 11.50 13.50 11.50 13.50 1.00 1.25
Nyx Pieta 182.0 78.0 29.0 51.0 20.00 15.00 20.00 15.00 1.00 2.50
Hazy Delusion 29.0 51.0 131.0 69.0 8.95 13.05 11.50 13.50 1.00 1.25
Morpheus 29.0 51.0 190.5 79.5 17.45 14.55 20.00 15.00 1.00 2.50
}}

Enemy Stats

The formulas for calculating enemy stats are:

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)
  • FLOOR = This function rounds the input number down to the closest integer.
  • 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
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 =
    A function that determines an extra multiplier for certain game modes.

    Utilizes special formulas for the following:

    Secret Dungeon:
    0.9 × (1.8 × ((L - 70) / 36)^(2.5) + 0.7)
    Luto Mode:
    0.9 * (1 × ((L - 70) / 36)^(3.5) + 1.5)
    Otherwise equals to 1.
    Game mode multiplier
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


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.


Updates

Date Changes
KR NA PvE PvP
??/??/2016 ??/??/2016
  • Damage Decrease from Boss Monsters stat now capped to 45%.
??/??/2016 05/03/2016
  • Maximize, Specialization A, and Specialization B stats added.
  • Accuracy and Evasion stats removed.
  • Accuracy changed to MP Recovery Attacking.
  • Evasion changed to MP Recovery Attacked.
06/28/2018 07/11/2018
  • Specialization A and Specialization B stats removed.
03/28/2019 03/27/2019
  • Damage received when 30% HP or less stat now capped to 50%.
07/18/2019 07/17/2019
  • Fixed issue where the cap of Repair Cost stat (10%) would not work.
  • Repair Cost stat now capped to 70%.
06/04/2020 07/01/2020
  • Adaptation stat now capped to 45%.
  • Polarize stat now capped to 45%.
07/02/2020 08/12/2020
  • Recovery Item Cooldown stat now capped to 30%.
07/16/2020 08/12/2020
  • Combat Power is no longer affected by Recovery Item Effect stat.
03/11/2021 03/10/2021
  • Master Skill MP Cost and Cooldown stat now capped to 35%.
05/13/2021 06/23/2021
  • Master Skill Size stat now capped to 40%.
07/08/2021 08/04/2021
  • Physical/Magical Attack Power buffs cannot exceed +200% when summed up.
  • Multiplicative Action Speed buffs cannot exceed +40% when summed up.
  • None
  • Action Speed no longer affects the animation for taking a hit.
07/09/2021
  • Physical/Magical Attack Power cap removed.
07/21/2022 08/17/2022
  • Adaptation and Polarize cap increased to 55%.

References


General Guides
{{
Story
Gameplay
Character Progression
Systems
Items
Equipment
Cash
Miscellaneous
Other Media
}}