Difference between revisions of "Stats"

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== Other use ==
== Other use ==
Some equipment pieces may require specific values of some stat to be able to equip the item.
Some equipment pieces may require specific values of some stats to be able to equip the item.


Also, some skills may use total values of some stat in their calculations.
Also, some skills may use total values of some stats in their calculations.


== Additional Attribute Info ==
* Base critical hit chance is 1%.
* Base critical hit damage is 1.4x, but it can be increased via certain cards/equipment/enchantsments/etc.
* Crafting Success rate increase per 1 LUK Stat : Proper crafting is not implemented yet, so the value isn't defined for now. (27.06.2022)
* Balance : Affects the difference between characters Minimal Attack and Maximal Attack. Basically increases amount of hits which will deal damage closer to the maximal attack value rather then minimal.





Revision as of 19:26, 1 July 2022

Ymirheim Stats
Stats in the original game

Stats are main character attributes that can be increased by spending status points obtained by leveling up.

They are not being used in combat directly but instead they affect many other attributes.

Unlike the original version of the game, there are six stats available on Ymirheim:

Abbreviation Title Description
STR Strength Increases physical melee attack and maximum weight capacity.
INT Intelligence Increases magical power, magic defence, and mana capacity.
CON Concentration Increases physical ranged attack, accuracy, and balance.
DEX Dexterity Increases evasion rate, attack speed, and casting speed.
VIT Vitality Increases maximum amount of health, and physical defence.
LUK Luck Increases critical hit rate, evasion rate, and crafting success rate.

Status Points

Each time you level up your base level, you receive 2 status points.

Additionally, you receive one bonus status point when you reach levels 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, and 99.

One status point allows you to increase any stat by one (up to 99). New characters always start with all stats set to 1 with no status points available.

Affect on other attributes

Strength

Strength directly affects:

  • Melee Attack: MeleeAttackPerStrength = Strength * 2.0
  • Ranged Attack: RangedAttackPerBaseStrength = Strength / 2.0

Intelligence

Intelligence directly affects:

  • Magic Attack: MagicAttackPerIntelligence = Intelligence * 3.0
  • Mana: ManaMultiplierPerIntelligence = 1 + (Intelligence * 0.03)
  • Mana Recovery: ManaRecoveryPerIntelligence = Intelligence / 48.0
  • Magic Defense: MagicDefensePerIntelligence = Intelligence

Concentration

Concentration directly affects:

  • Melee Balance: MeleeBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
  • Ranged Balance: RangedBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
  • Magic Balance: MagicBalancePerConcentration = Math.Pow(Concentration, 0.5) * 35.0
  • Melee Attack: MeleeAttackPerBaseConcentration = Concentration / 2.0
  • Ranged Attack: RangedAttackPerConcentration = Concentration * 2.0
  • Magic Attack: MagicAttackPerBaseConcentration = Concentration / 2.0
  • Melee Hit Rate: MeleeHitRatePerConcentration = Concentration
  • Ranged Hit Rate: RangedHitRatePerConcentration = Concentration
  • Magic Hit Rate: MagicHitRatePerConcentration = Concentration

Dexterity

Dexterity directly affects:

  • Magic Defense: MagicDefencePerBaseDexterity = Dexterity / 4.0
  • Melee Evasion Rate: MeleeEvasionRatePerDexterity = Dexterity
  • Ranged Evasion Rate: RangedEvasionRatePerDexterity = Dexterity
  • Magic Evasion Rate: MagicEvasionRatePerDexterity = Dexterity
  • Attack Speed: AttackSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 5.0
  • Cooldown Speed: CooldownSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 40.0
  • Casting Speed: CastingSpeedPerDexterity = Math.Pow(Dexterity, 1.5) / 3.0

Vitality

Vitality directly affects:

  • Health: HealthMultiplierPerVitality = 1.0 + (Math.Pow(Vitality, 0.7) * 0.1)
  • Health Recovery: HealthRecoveryPerVitality = Vitality / 15.0
  • Defense: DefensePerVitality = (Vitality / 2.0) + Math.Max(Vitality * 0.03, (Math.Pow(Vitality, 2) / 150.0) - 1)

Luck

Luck directly affects:

  • Melee Critical Hit Rate: MeleeCriticalHitRatePerLuck = Luck / 3.0
  • Ranged Critical Hit Rate: RangedCriticalHitRatePerLuck = Luck / 3.0
  • Magic Critical Hit Rate: MagicCriticalHitRatePerLuck = Luck / 3.0

Other use

Some equipment pieces may require specific values of some stats to be able to equip the item.

Also, some skills may use total values of some stats in their calculations.



Reverting spent status points