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
- 1 Magic defense
- 3 Magic attack
- 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[]
Most secondary stats are usually 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 physical damage (no matter if it is based on physical attack or magic attack), 1,000 absorbs 25%, 3,000 absorbs 50%
- Magic Defence - Reduces magic damage (no matter if it is based on physical attack or magic attack), 1,000 absorbs 25%, 3,000 absorbs 50%
- Dodge - Allows to completely ignore "physical" damage. Heroes cannot dodge any magic or pure damage (except for Ishmael who can dodge magic damage when his 1st Ascension upgrade is unlocked and his 2nd skill is active; for 6 seconds). Successful dodges grant the Energy the heroes would have gotten if they had received the damage (this damage is calculated after the armor is applied that means more armor => less potential damage => less energy)
- 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 - Allows dealing the double amount of "physical" damage dealt. It is calculated against the enemy's main stat (Agility, Intelligence, or Strength). Critical hit chance does not have any affect on magic and pure damage dealt (except for Sebastian's 3rd skill that adds pure damage to critical hits while allies are affected by his 2nd skill).
Titan-specific Stats[]
The following stats are only available for Titans:
- Elemental Damage - Increases the damage of the superior element against the vulnerable element
- Earth > Water
- Fire > Earth
- Water > Fire
- Dark deals more damage against Light (and twice as effective in offense)
- Light deals more damage against Dark (and twice as effective in offense)
- Elemental Armor - Protects from the damage of the vulnerable element on the attacking side and from some elements on the defending side
- Earth protects from Water (and Earth/Fire/Water on defense)
- Fire protects from Earth (and Earth/Fire/Water on defense)
- Water protects from Fire (and Earth/Fire/Water on defense)
- Dark protects from Light (and Dark/Light on defense)
- Light protects from Dark (and Dark/Light on defense)
Note: All of these stats are less effective when the opposing Titans have a higher level.
And none of these "Elemental" Damage and Armor stats have an effect between the "Classic" Titans (Earth/Fire/Water) versus the "New" Titans (Dark/Light) and vice versa.
Formulas[]
There are formulas to calculate the effects of the stats.
Attack, armor and penetration[]
Physical and magic damage are 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:
- Damage reduction is:
- Received damage is:
This formula raises the damage reduction fast and slows down with higher values of defense.
Armor / Magic defense | 500 | 1,000 | 2,000 | 3,000 | 4,500 | 6,000 | 9,000 | 12,000 |
---|---|---|---|---|---|---|---|---|
Damage reduction in percentage | 14.29% | 25% | 40% | 50% | 60% | 66.67% | 75% | 80% |
Dodge and Crit hit chance[]
The chance to dodge or critical hit is determined by this formula:
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.
1/4 | 1/3 | 1/2 | 1 | 2 | 3 | 4 | |
Chance in percentage | 20% | 25% | 33.33% | 50% | 66.67% | 75% | 80% |
Elemental Damage and Elemental Armor[]
Both elemental damage and elemental armor are similar to physical damage 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:
The following table shows how the level difference affects the output:
Level difference | 5 | 10 | 15 | 20 | 25 |
---|---|---|---|---|---|
Decrease in percentage | 33.33% | 50% | 60% | 66.67% | 71.43% |
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:
The received damage coefficient is:
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).
Effective Elemental Armor | 3,000 | 30,000 | 60,000 | 89,982 | 139,047 |
---|---|---|---|---|---|
Damage reduction in percentage | 0.99% | 9.09% | 16.67% | 23.07% | 31.67% |