Statistics

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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
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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%
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 Defensive Stats
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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
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 Miscellaneous Stats

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

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


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