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Since it's sometimes awkward looking ingame (or people are too lazy to/can't find find the help topics >_< ), here's what the stats do (copied from the game and slightly organised):

 

Base stats

Stamina
- Stamina represents your ability to survive wounds and injuries. As you equip weapons and armor that grant a higher Stamina value, your character's Hit Points will go up.

 

Attack
- Attack is a general measure of your hero's ability to damage enemies. As you equip weapons and armor that grant higher Attack values, your hero's Attack DPS will go up.

 

Will
- Will represents your ability to draw on the magical, or supernatural. As you equip weapons and armor that grant you a higher Will value, your character's Ability DPS will go up.

 

Agility
- Agility represents your hero's precision, and converts into Critical Hit Chance. However, the higher your hero's level, the tougher enemies become, so you will need more Agility for your hero to keep the same Critical Hit Chance.

 

Armor
- Armor represents the ammount of damage that your hero mitigates with their gear. As their Armor increases, they absorb a higher percentage of damage from enemy attacks. But, as their level goes up, monsters become tougher and a higher Armor value is required to have the same percentage of damage reduction.

 

Block Value
- Block value represents your hero's ability to deflect damage when blocking. Whenever a hero blocks, they will take no damage. But, they lose a percentage of Focus equal to the percentage of their health that the damage would have inflicted. Block Value is subtracted from the incoming damage before the percentage is calculated, so having a higher Block Value means your hero can block attacks without losing as much Focus.

Derived stats

Attack DPS
- Attack DPS (damage per second) is a mreasure of the average damage dealt with your character's attacks each second. It is an average value because the actual damage of your attacks will vary based on the speed of the attack, and the number of targets it is capable of hitting. Additionally, when you use Special Abilities, your Attack DPS is added to your Ability DPS to determine the ammount of damage dealt.

 

Ability DPS
- Ability DPS (damage per second) is a measure of the average effectiveness of your hero's Abilities. For Offensive Abilities, your Attack DPS is added to this value to determine the damage dealt, whereas Defensive Abilities generaly rely only on your Ability DPS.

 

Critical Hit Chance
- Critical Hit Chance determines how likely it is that your character will score a critical hit. Note that more Agility is required to score a critical hit against targets of higher level, so you must continue to increase your Agility as you fight tougher monsters to keep the same Critical Hit Chance.

Gear Abilities

Offensive

Doom
- The Doom statistic grants you additional damage when you critically hit monsters. The ammount of damage is increased with slower attacks.

 

Momentum
- Momentum grants your hero additional Focus when attacking enemies. The ammount of Focus gained per point of Momentum is dependent on your level - as you become more powerful, your attacks require more Momentum to generate the same ammount of Focus.

 

Stagger
- The Stagger statistic grants your attacks a chance to stun your enemies. The chance is determined by the value of your Stagger statistic - however, as you gain levels and your enemies become tougher, it will require a higher Stagger value to have the same chance to stun an enemy.

 

Chaos Statistics
- There are several Chaos statistics you will find on armor and weapons. These statistics provide you with a chance to inflict an effect on your enemies. The chance to inflict the effect and the duration of the effect are always the same, but the higher the Chaos statistic is, the higher the damage of the inflicted effect.

Chaos: Bloodletting
- Chaos: Bloodletting grants your attacks a high chance to inflict bleeding wounds on your enemies, dealing moderate damage over 6 seconds.

 

Chaos: Fire
- Chaos: Fire grants a moderate chance to set enemies on fire, dealing moderate damage over 6 seconds.

 

Chaos: Ice
- Chaos: Ice grants your attacks a moderate chance to freeze your enemies, dealing low damage over 9 seconds.

 

Chaos: Lightning
- Chaos: Lightning grants your attacks a small chance to electrocute your enemies, dealing moderate damage over 2 seconds.

 

Chaos: Poison
- Chaos: Poison grants your attacks a moderate chance to poison your enemies, dealing heavy damage over 9 seconds.

 

Chaos: Vampire
- Chaos: Vampire grants your attacks a moderate chance to drain life from your enemies, returning that life to you.

 

Chaos: Weakening
- Chaos: Weakening grants your attacks a moderate chance to weaken your enemies, dealing low damage over 9 seconds and reducing the ammount of damage they deal.

 

Chaos: Withering
- Chaos: Withering grants your attacks a moderate chance to wither your enemies, dealing low damage over 9 seconds and increasing the ammount of damage they take from subsequent attacks.

Defensive

Retribution
- Retribution grants your hero a high chance to deal damage to enemies that attack them. The ammount of damage dealt is equal to your character's total Retribution score. Note that Retribution will take effect even against blocked attacks.

 

Warding
- Warding grants your hero a low chance to stun enemies that attack them. The chance of the stun is increased with additional points of Warding, however as you gain levels and fight more difficult enemies you will need a greater Warding score to have the same chance of stunning enemies. Note that warding will still take effect even against blocked attacks.
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Definitely nice to have all that info in one easy post to read/study, nice work.

 

Maybe you could do one for all the known controls, too? Like I was clueless that you had to press E/use key to save the game at the save points (vs. it autosaving when I approached or something). Keep wondering if there's more things like that I'm yet unaware of. Most likely.

“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
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  • 3 years later...

Here is a simplified version:

 

Stamina: Increases HP by 10 per point.

Attack: Increases your Attack DPS by 1 per point.

Will: Increases your Ability DPS by 1 per point. 

Agility: Increases Crit Chance percentage per point.

Armor: Decreases the damage you take by a small percentage per point.

Block: Decreases the amount of Focus lost when blocking per point.

 

Attack DPS: Affects damage done by default attacks.

Ability DPS: Affects damage done by character skills by a percentage with Attack DPS value added on top. Does not affect Defensive abilities.

Crit Chance: Chance of doing double damage to enemies. Each level gained lowers the base value of each point of Agility towards Crit Chance.

 

Doom: Adds additional damage dealt when landing a Critical hit. Slower attack/skill cast speeds increase the additional damage dealt. (Apparently)

Momentum: Increases Focus gained when attacking enemies. Each level gained lowers the base value per point. 

Stagger: Chance to stun the enemy. Each level gained lowers the chance to stun per point in Stagger.

Retribution: High chance to reflect damage back to the attacker. Damage reflected is base on total Retribution score. Effective whilst blocking.

Warding: Low chance to Stun the attacker. Each level gained lowers the chance per point.

 

Chaos Stats: These have a base chance of effect and duration, however, each point attributes to the damage dealt. Must hit the target for affects to apply.

Bloodletting: High chance to inflict bleeding on target for 6 seconds. 

Fire: Moderate chance to inflict burn on target for 6 seconds.

Ice: Moderate chance to freeze target for 9 seconds.

Lightning: Small chance to electrocute enemies for 2 seconds.

Poison: Moderate chance to poison target for 9 seconds.

Vampire: Moderate chance to absorb Hit Points from target.

Weakening: Moderate chance to lower target attack DPS for 9 seconds.

Withering: Moderate chance to increase damage dealt to target for 9 seconds.

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