Secondary Stats

Secondary stats mostly influenced by Primary Stats, Equipment and Skills.

Attack ATK
Attack is divided into two, Status ATK and Weapon ATK. Status ATK is contributed by the primary stats while Weapon ATK comes from the weapon use. Total damage can be computed by formula ((Status ATK x 2) + Weapon ATK). Also, usage of % modifier cards only amplify Weapon ATK and does not effect the Status ATK (changes by % modifier cards are hidden - not shown on the status tab).

Magic Attack MATK
Magic Attack also is divided into Status MATK and Weapon ATK. Status MATK is contributed by the primary stats while Weapon MATK comes from the weapon use. The computation of Magic damage is quite complicated, but it usually contributed more by Weapon MATK that depends on the weapon level.

Defense DEF
Defense is the secondary stats that will effect the reduction of physical attack damage received from other player or mobs. There are two types of DEF, the Soft Defense and the Hard Defense. Soft Defense derived from AGI and VIT, which reduce damage received by flat amount. Meanwhile, Hard Defense come from Equipment and reduce damage received by percentage. For instance, 200 Hard Defense reduce physical damage received by 25%.

Magic Defense MDEF
Magic Defense is the secondary stats that will effect the reduction of magic attack damage received from other player or mobs. There are two types of MDEF, the Soft Magic Defense and the Hard Magic Defense. Soft Magic Defense derived from VIT, INT and DEX, which reduce damage received by flat amount. Meanwhile, Hard Magic Defense come from Equipment and reduce damage received by percentage. For instance, 20 Hard Magic Defense reduce magical damage received by 15%.

Hit Rate
Hit rate refer to the accuracy of your attack, or the rate of landing your physical attack. It is affected by DEX and LUK and can be increased by Equipment and Cards. The ability to land physical attack depends on your hit rate and low hit rate will result in red Miss attack showing on your screen, indicating you fail to land attack. Hit can be computed using formula (175 + Base Level + DEX+ (LUK ÷ 3) + Bonus).

Flee Rate
Flee Rate is a secondary stat that focus on your ability to dodge a physical attack by the opponent. This however does not include evasion from Critical Hit by the opponent. You can compute Flee by using formula (100 + Base Level + AGI + (LUK ÷ 5) + Bonus).

Perfect Dodge PD
Perfect Dodge is similar like Flee, except for the fact that you can dodge the opponent's Critical Hit. It gives you the ability to dodge all kind of physical attack including Critical Hit. Every 1 Perfect Dodge gives you 1% chance to dodge a physical attack. Hence, with 100 Perfect Dodge, you are immune to physical attack. PD base value is 1, and can only be increase through LUK (each 10 points of LUK give 1 Perfect Dodge) and by Equipment and Cards.

Critical Rate
Critical Rate is the secondary stats mainly contributed by primary stats LUK. Its a physical attack with extra 40% more damage and ignore flee, resulting in higher damage and never miss.Your Critical Rate however can be reduced by the opponents' LUK with damage also reduced by the opponents' Defense. The good news about Critical Hit is that you can boost your damage up to 200% more with right combination of Equipment and Cards.

Attack Speed ASPD
Attack Speed refer to the amount of hit per second your character can do. The higher your ASPD, the faster you do you physical attack. It is mainly affected by your character class, weapon used, speed modifier, and the primary stats of AGI and DEX. The maximum ASPD you can get is 190, with exponential increase as it is getting higher.

Cast Time
Cast Time is the time taken for you to completely activate a skill. Some skills have a casting time while some are not, ranging between 0.5 second to 20 seconds. It is divided into Fixed Cast Time, which is impossible to remove, and Variable Cast Time, that can be reduced by primary stats INT and DEX.

Delay and Cooldown
Delay is the time taken for you to cast another skill AFTER casting a skill. On the other hand, Cooldown refer to the time taken for a specific skill to be able to use again after casting it.

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