Stats
Contents
Stats[edit]
- tables are outdated, refer to individual sections below. Table will be removed once the individual sections are complete *
Color Key: |
---|
Offensive |
Utility |
Defensive |
Stat | Effect | Softcap |
---|---|---|
ACC | Accuracy - Chance to hit targets that have dodge | 1500 |
ATK | Attack, either Physical or Magical | None |
ATK SPD | Increases auto-attack speed | 1600 |
Block | Chance to block any both physical or magical attacks. Blocked attacks do half damage, or reduced further with toughness modifier(s). | 225 |
CC ACC | Accuracy of CC skills to cause effect | 900 (Hard-capped) |
CC Resist | Chance to resist Crowd Control skills | 1000 |
Crit | Critical Chance a hit will use the Crit DMG bonus to a skill or auto-attack. Note:Crits will inflict status effect regardless of CC Resist. | 1500 |
Crit DMG | Critical Damage % bonus extra damage (100% + Crit DMG% of current attack is the crit dmg atk value). | None |
Crit Resistance | Reduces chance of opponent's crit chance of both magical and physical attacks. | 1000 (Hard-capped) |
Debuff ACC | Accuracy of debuffs that skills do. This counters CC Resist if enemy/opponent has any. | ??? |
DEF | Defense. Reduces damage from both Physical and Magical attacks/skills. | None |
Dodge | Chance to dodge all attacks or skills. Dodged attacks do no damage. Will say "Miss" on hero or target. | 500 |
HP (Max HP) | Health Points. Increases max health of heroes. | None |
Lifesteal | HP that recovered by X% from total attack damage. | 500 |
M. Block | Chance to block magic attacks to reduce damage by half (increased with M. Tough) | 500 |
M. Crit Resistance | Reduces opponent crit chance for magic attacks/skills. | 1000 (Hard-capped) |
M. DEF | Reduces damage from magic attacks. | None |
M. Dodge | Chance to dodge magic attacks. Dodged attacks/skills do no damage. Will say "Miss" on hero or target. | 500 |
MP Recovery/Attack | X% of attacks will recover as MP. 1000 MP = 1 MP orb. | 1200 |
MP Recovery/Sec | Generates X MP per second. 1000 MP = 1 MP orb. | None |
M. Tough * | Increases the reduction of damage when a magic attack is blocked. | 450 |
P. Block | Chance to block physical attacks to reduce damage by half | 500 |
P. Crit Resistance | Reduces opponent crit chance for physical attacks/skills. | 1000 (Hard-capped) |
P. DEF | Reduces damage from physical attacks. | None |
P. Dodge | Chance to dodge physical attacks. Dodged attacks/skills do no damage. Will say "Miss" on hero or target. | 500 |
P. Tough * | Increases the reduction of damage when a physical attack is blocked. | 450 |
Penetration | Amount of defense that attacks will ignore. | 450 |
Recovery * | A hero's natural HP recovery rate | None |
* Can only obtain from Runes or Enchantments
General Stats
Max HP
Pretty self explanatory. Max HP gear options apply a percentage increase to the BASE HP of the hero, not compounded on top of whatever the current max HP value is
CC Resist
CC Resist is a flat numeric value that is calculated into a percentage chance to ignore CC effects. CC resist has no soft cap and thus scales linearly until hitting the hard cap of 1000 (or 100% CC resist/completely immune to CC). Percentage is calculated as {CC Resist/10}%
Defense/Damage Reduction Formula
There are more than a few defence stats on your heroes, and the game doesn't do a good job at explaining how they work in terms of reducing incoming damage. The Basic stats are P. Def and M. Def, represented by a flat numerical value. In addition there are the P.Dodge, M.Dodge, P. Block, M. Block, P. Block Def, M. Block Def, P. Tough and M. Tough stats. These stats reduce incoming damage in a waterfall system by passing various "checks" and reductions.
For newer players, the prefixes P refers to physical damage while M refers to magic damage. P stats only apply to incoming physical damage and M stats only apply to incoming magic damage. Note on gear options it's possible to get stats without the prefix, in which case it applies to both types of damage.
I can't promise this will be up to date, so the following info is only accurate as of August 2018, subject to change at Vespa's will
Dodge
P. Dodge and M. Dodge are flat numeric values that are calculated into a percent chance and is the first check in damage calculation. A successful dodge reduces incoming damage to 0. Dodge has a soft cap at 500, meaning that the calculated percentage will scale linearly with the dodge value until greater than 500, at which point you'll get diminishing returns.
Warriors have a base 100 Dodge to start while Assassins have a base 200 Dodge to start.
examples in physical damage, but the same applies for magic damage.
300 P. Dodge -> 30% dodge for incoming physical damage
500 P. Dodge -> 50% dodge for incoming physical damage
600 P. Dodge -> 55% dodge for incoming physical damage
Block and Block Def
P. Block and M. Block are flat numeric values that are calculated into a percent chance and is the next check in damage calculation following the Dodge check. A successful block reduces incoming damage by 50%, assuming 0 Block DEF. If Block Def > 0, then incoming damage is reduced by 50% + Block DEF percent. Block has a soft cap at 500, meaning that the calculated percentage will scale linearly with the block value until greater than 500, at which point you'll get diminishing returns. Block DEF is only obtainable through runes and gear enchanments, and (probably?) doesn't have a soft cap (hard to reach even if there is given the difficulty to obtain). <p> Knights (Tanks) have a base 100 Block to start, and Wizards have 250 M. Block to start. All classes have 0 base Block DEF, or 50% reduction on successful block.
examples in physical damage, but the same applies for magic damage.
300 P. Block, 0 P. Block DEF -> 30% block, reduces 50% damage on successful block
700 P. Block, 0 P. Block DEF -> 60% block, reduces 50% damage on successful block
700 P. Block, 200 P. Block DEF -> 60% block, reduces 70% damage on successful block
DEF
Following the Dodge and Block checks, the remaining damage (if non 0) is further reduced by DEF. The exact damage reduction formula for this stat is unclear (lol). At level 90, a Knight with T7-T8 gear can have DEF values in the 5, maybe 6 digits range. However, how this value is applied to reduce incoming damage is anyone's guess ... DEF is also susceptible to enemy's Penetration stat, which reduces the effectiveness of the DEF stat. <p> Base DEF values vary per hero.
Tough
P. Tough and M. Tough, is the last reduction step in damage calculation and are flat numeric values that are calculated into a percentage reduction of the remaining damage following Dodge check, Block check, and DEF reduction. Tough is only obtainable through runes and gear enchantments, and has a soft cap of 450. This means that the calculated percentage will scale linearly with the Tough value until greater than 450, at which point you'll get diminishing returns. Toughness cannot be reduced by penetration stat, making it very valuable in PVP and some end game content where even after all previous checks incoming damage is still enough to one shot some characters
Knights (Tanks) have a base 250 Tough to start.
examples in physical damage, but the same applies for magic damage.
300 P. Tough reduces 30% of remaining incoming damage
450 P. Tough reduces 45% of remaining incoming damage
500 P. Tough reduces 47.5% of remaining incoming damage