Stats

All Heroes, Titans, and Pets have stats that determine their overall performance. They are divided into primary stats and secondary stats. See Calculation for details on how the total Stats and Power is determined.

Primary stats
The primary stats get an increase of 2 for each promotion level, they can also affect secondary stats.

Heroes
Heroes have the following three primary stats and the following effects on secondary stats:


 * Each Intelligence point gives
 * 3 Magic attack
 * 1 Magic defense
 * 1 Physical attack if Intelligence is the hero's main stat
 * Each Agility point gives
 * 1 Armor
 * 2 Physical attack
 * 1 Physical attack if Agility is the hero's main stat
 * Each Strength point gives
 * 40 Health
 * 1 Physical attack if Strength is the hero's main stat

Titans
None

Pets
Pets have the following two primary stats:


 * Skill Power
 * Patronage Power

Secondary
Secondary stats are the same for Heroes, Titans, and Pets, if present.


 * Health
 * Physical attack - Determines the damage of the basic attack and affects physical-based skills
 * Magic attack - Affects magic-based skills, and Cornelius's basic attack
 * Armor - Reduces damage from physical attacks, 1,000 absorbs 25%, 3,000 absorbs 50%
 * Magic Defence - Reduces damage from magic attacks, 1,000 absorbs 25%, 3,000 absorbs 50%
 * Dodge - Dodge allows to completely ignore physical damage. Heroes can’t dodge magic damage or pure damage. Successful dodges grant the Energy the heroes would have gotten if they had received the damage.
 * Armor penetration - Reduce enemy armor, 1 point in Armor penetration reduces the armor stat by 1 point
 * Magic penetration - Reduce enemy magic defense, 1 point in Magic penetration reduces magic defense stat by 1 point
 * Vampirism - Heals the given percentage of damage dealt
 * Critical hit chance - Critical hit chance allows dealing double damage with physical attacks, does not affect magic and pure damage
 * Elemental Damage - Increases the damage against the vulnerable element
 * Elemental Armor - Protects from the damage of the vulnerable element on the attacking side and from any element on the defending side
 * Damage to Fire - Extra damage to Fire Titans
 * Defense from Fire - Extra armor if attacked by Fire Titans
 * Damage to Earth - Extra damage to Earth Titans
 * Defense from Earth - Extra armor if attacked by Earth Titans
 * Damage to Water - Extra damage to Water Titans
 * Defense from Water - Extra armor if attacked by Water Titans

Formulas
There are formulas to calculate the effects of the stats.

Attack, armor and penetration


The damage of the physical and magic attack is determined by the armor, magic defense, armor penetration, and magic penetration values. If the penetration is greater than the armor/defense then the armor/defense is set to 0.


 * Received damage coefficient is: $$\frac{1}{1 + \frac{\max(0, \text{Armor/Defense} - \text{Penetration})}{3000}}$$
 * Damage reduction is: $$1 - \text{Received damage coefficient} = \frac{1}{1 + \frac{3000}{\max(0, \text{Armor/Defense} - \text{Penetration})}}$$
 * Received damage is: $$\text{Attack} * \text{Received damage coefficient}$$

This formula raises the damage reduction fast and slows down with higher values of defense.

Dodge and Crit hit chance
The chance to dodge or critical hit is determined by this formula: $$\frac{1}{1 + \frac{\text{Opponent's main stat}}{\text{Dodge/Crit hit stat}}} = \frac{\text{Dodge/Crit hit stat}}{\text{Dodge/Crit hit stat} + \text{Opponent's main stat}}$$

This formula is similar to the damage reduction formula, except it uses the Opponent's main stat instead of the fixed 3,000. Therefore dodge/crit hit chances have the same benefits, even low values grant huge benefits, e.g: if the Opponent's main stat is 4 times higher than the dodge/crit hit stat it still results in a 20% chance.

Elemental Damage and Elemental Armor
Both elemental damage and elemental armor are similar to physical attack and armor but they are affected by the level difference between attacker and defender.

Elemental Damage
Elemental damage will be added to the physical attack if the target is the vulnerable element. The level difference works only for the defender, if the attacker has a higher level it will return the full elemental damage.

The effective elemental damage is: $$\frac{\text{Elemental Damage}}{1 + \frac{\max(0, \text{Defender level} - \text{Attacker Level})}{10}}$$

The following table shows how the level difference affects the output:

Elemental Armor
Elemental armor works both against the vulnerable element and if fighting on the defending side against any element. The level difference works only for the attacker, if the defender has a higher level it will return the full elemental armor.

The effective elemental armor is: $$\frac{\text{Elemental Armor}}{1 + \frac{max(0, \text{Attacker Level} - \text{Defender level})}{10}}$$

The received damage coefficient is: $$\frac{1}{1 + \frac{\text{Effective Elemental Armor}}{300000}}$$

Since the dividend is 300,000 the overall damage reduction isn't that high, at the far right the maximum elemental armor values for non-tanks (89,982) and for tanks (139,047) (only if the defender has the same or higher level than the attacker otherwise the previous formula applies beforehand).