The basic combat properties are known as stats. These characteristics have a visible value number that are compared to enemy units when calculating damage, evasion, block and area of effect. Stats can be obtained by leveling up, by completing collections, through equipment and boss cards. Officially, stats are split into main stats and sub-stats.
Main Stats[]
The first type of stat seen in game is known as main stats. These kinds of stats have little to no direct application in combat and is primarily used as a sub-stat generator. Every main stat will provide a specific set of sub-stats for every point obtained and an additional bonus for every 10 points stacked. Percentage based sub-stats are only applied to the base stat value and won't interact with any stat obtained by external means.
Main Stat | Gain per Point | Gain per 10 Points |
---|---|---|
STR | Physical Attack +2. | Base Physical Attack +5%. |
CON | Base Maximum HP +0.3%. | Base Maximum HP +1%. |
Physical Defense and Magic Defense +2. | Base Physical Defense and base Magic Defense +5%. | |
INT | Magic Attack +2. | Base Magic Attack +5%. |
SPR | Summoned units damage = ((stat / (level + 1)) * 100)%. | |
Healing +1. | Base Healing +3%. | |
Critical Magic Attack +2. | Base Critical Magic Attack +5%. | |
DEX | Attack Speed = ((stat / 1000) ^ 0.5) | |
Critical Physical Attack +2. | Base Critical Physical Attack +5%. |
Main stats are automatically assigned based on the character class combination stat rate average and base level, being updated upon leveling up. Whenever a character advances into a new class it will have all main stats readjusted to the new average.
[MSR] Main Stat Ratio = (Base Class Stat Ratio + Advancement A Stat Ratio + Advancement B Stat Ratio + Advancement C Stat Ratio) / (1 + Number of Class Advancements) Main Stat Value = MSR x Base Level
Example
Main stat points can also be obtained by praying at different Statues of Goddess Zemyna and finishing specific quests. These can be allocated at will permanently. It is possible to reassigned free allocation points by using Stat Point Reset Potions.
Sub Stats[]
Just like main stats, sub-stats are also obtained by leveling up. However their distribution is determined by the base class only. Sub-stats are the real parameters used in combat. They will determine the success rate of each combat layer and how much damage is applied.
Generic Sub-stats | |
---|---|
HP | Determines how much damage a unit can take. Monsters will be defeated when their HP is depleted, granting rewards for the feat. Playable character's HP are different and will become incapable of combat instead. |
SP | The resource used by playable characters to cast skills. |
HP Recovery | Determines how much HP is recovered after the regeneration timer resets. |
SP Recovery | Determines how much SP is recovered after the regeneration timer resets. |
Stamina | A resource used for extra mobility actions, reducing your Movement Speed and disabling their use when it reaches 0. |
Movement Speed | Determines the speed at which you move. Movement Speed buffs don't stack and only the highest value will be taken. |
Cast Time Ratio | A multiplier applied to cast time skills, used to reduce their charging time. Cast Time Reduction is capped at 0.1 (10%). |
Weight Capacity | Determines how much items you can carry in your inventory. Item weight can vary from 0 to 1 000 per unit. It's possible to go over the Weight Capacity limit. However, this will prevent the character from being able to purchase items or collect loot and will have their Movement Speed drastically reduced. |
Healing | Determines amount of HP recovered when using healing skills. |
Offensive Sub-stats | |
Physical Attack | Improves the physical damage delivered through primary weapon and physical skills. The variant Sub Physical Attack is used for Scout classes and offhand attacks instead. |
Magic Attack | Improves the damage from magic attacks and skills. |
Critical Rate | Increases the likelihood of critical hit when dealing damage, boosting the damage dealt by 1.5x. Critical Rate is applied to both physical and magical attacks. |
Physical Critical Attack | Increases physical damage dealt when landing a critical hit. |
Magic Critical Attack | Increases magic damage dealt when landing a critical hit. |
Attack Speed | Reduces the time delay interval from basic attacks. Efficiency per point decreases exponentially. Attack Speed isn't limited to a cap but is subject to latency. |
AoE Attack Ratio | Determines how many enemies can be hit at once when using skills and basic melee attacks based on their AoE Defense Ratio. Skills that don't use AoE Attack Ratio will inform the number of targets it is applied to. |
Accuracy | Increases the likelihood of landing attacks and skills. |
Block Penetration | Decreases the chance of having attacks and skills blocked. |
Property Damage | Adds a flat amount of additional elemental damage to your attacks, skills and damage over time debuffs. Property Damage is subject to enemy's defensive properties and will be reduced or amplified based on them. |
Defensive Sub-stats | |
Physical Defense | Reduces damage taken from physical attacks. |
Magic Defense | Reduces damage taken from magical attacks. |
Critical Resistance | Decreases the likelihood of enemies landing critical hits. |
AoE Defense Ratio | Reduces the enemy ability to hit ally units with attacks and skills that use AoE Attack Ratio. |
Evasion | Increases the likelihood of evading enemy attacks and skills, nullifying damage completely. Evasion effectiveness decreases when being targeted by multiple enemies. |
Block | Increases the likelihood of blocking enemy attacks and skills, halving the incoming damage. |
Property Resistance | Reduces damage taken from elemental attacks after the full damage calculation. |
References[]
All items (3)