Below is a list of all the current item stats and what their effects are.
Damage Min — Damage Max = base attack damage
±Damage% = multiplies calculated attack damage by x%
Block min — Block max = base damage blocking
±Defense% = +Defense% reduces opponents Damage%. -Defense% increases opponent's Damage%
Accuracy and Dodge
Accuracy & Dodge = Used to determine the strength of an attack. For each attack, a random number (R) between 0 and 100 is generated. This number determines the attacks effectiveness and applies a damage bonus or penalty accordingly.
- R <= 0: Critical miss = -100% damage
- 0 < R < 10: Glancing hit = -50% damage
- 10 < R <= 25: Weak hit = -25% damage
- 25 < R < 75: Normal hit = +0% damage
- 75 <= R < 90: Solid hit = +20% damage
- 90 <= R < 100: Strong hit = +40% damage
- R >= 100: Critical hit = +60% damage
Your accuracy number gets added to this number, so if you have an accuracy bonus of 5 and R=72, then your hit will be a Solid one (77). However, the defenders dodge skill will be subtracted from this, so if they have a dodge of 3, that would bump it back down to a normal hit (74).
Poison = 40-75% chance of poison hit on each battle turn (see Luck). When it hits, it increases the poison stack on the target by X. The target then takes the current poison stack as damage, regardless if the poison hit or not. In addition, poison subtracts from opponent's damage% and opponent's defense% half the amount of poison damage they just received.
The poison stack fades for each character by 25% every turn (start of your turn and end of your opponents). Note: If the attacker has a Critical Miss, their chance of applying poison damage is cut in half (20-37.5%) that turn.
Taint = 40-75% chance of taint hit on each battle turn (see Luck). When it hits, it increases the target's taint by X. Taint stacks and does not fade from turn to turn. On each players turn, they take 1 damage for each taint point they have received so far this battle. Note: Taint can be applied even if the attacker misses.
Example: If Player A has a taint stat of 20 and the taint hits Player B, Player B will take 20 damage on each of their turns for the remainder of the battle. If Player A hits Player B with taint again on their next turn, Player B will then take 40 damage on each of their remaining turns.
Health Gain % = Regain % of damage taken since your last turn. Only up to 75% can be regained. Any effects that raise health gain to above 75% will instead add +2% defense for each 1% health gain above 75% (so 100% health gain = 75% health gain and 50% defense).
Damage to Self
Damage to self % = Percent of your attack damage, that was actually dealt to your opponent (not including taint and poison) that rebounds back to damage yourself.
Luck = Increases percentage of coin won in duels (base amount is 10% of opponent's pocket coin + 1% for each Luck point), and increases chance of item drops from NPCs (base amount is 50% + 2% for each Luck point). Doesn't affect quality of items dropped, just chance of drops happening.
Luck also affects if Poison and Taint hit: (60+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 40%. Maximum is 75%. The formula applies per turn within a duel.
There are 4 stats the affect the order of players' turns during battle. All 4 work to give you more turns than your opponent, but do so in different way. Speed and First Strike try to make you faster, while Wound and Stun try to slow your opponent down. Speed and Wound have more of an impact for the whole battle, but are more expensive for equipment points. First strike and Stun are cheaper, but have a smaller effect. There are lots of different strategies that can be applied with these.
The actual math behind how they are applied is pretty complex, so digging into it may break you. If you want to try, there are a couple things to remember when trying to calculate turn order.
- Each player has a running speed total that is tracked throughout the battle. Whoever has the higher number at the start of a turn gets to attack.
- All players have a base speed of 20. Speed bonuses are added/subtracted from that.
- After it's determined who gets the first turn, both players current speed total is cut in half(round down). The player who defended the first turn also adds half their speed back to their total. This is weird, but it's there to balance out the first strike and stun bonuses. Trust The Creator.
- At the end of a player's turn, the other player adds their speed to total again.
- In case of a tie in speed total, the person who didn't attack last will go. If it's the first attack, the person attacking will get the first hit.
To make it easier to follow, there are examples in each of the following stats showing how each works. Good luck!
Speed = Bonus added to your base speed (20) to determine the turn order. If your speed is higher than your opponent's, you're likely to get more turns in.
Player A has +5 Speed and Player B has +20 Speed. So their totals at this point would be A=25 and B=40. Player B would attack first. At this point both scores get cut in half, but then A gets to add half their speed back in since they aren't going first. The end result is A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Then B adds 40 more. A=49, B=60. B attacks next. A adds 25 more. A=74, B=60. A attacks. B adds 40 more. A=74, B=100. B attacks. A adds 25 more. A=99, B=100. B still has the highest, so B attacks again. A adds 25 more. A=124, B=100. A attacks. And so on.
First Strike = Similar to speed, but only applied on the first turn. A high enough first strike CAN give 2 to 3 hits at the beginning of the battle, but the formula for turns makes this harder than you'd think it should be.
Player A has +30 First Strike and +5 speed. Player B has +4 First Strike and +16 speed. To start the battle, A=55 and B=40 so A goes first. Both scores get cut in half, so A=27 and B=20. B then gets 18 added back on to offset things. So at the end of turn 1, A=27 and B=36. B gets their speed added again so we have A=27 and B=72 (assuming no stun/wound). B attacks on turn 2. A adds their speed, so A=52 and B=72. B goes again on turn 3. A adds their speed to get A=77 and B=72. A attacks. And so on.
Stun = 80% chance to lower opponents speed total by a value of between 0 and whatever your Stun bonus is for 1 turn.
Let's take our Speed example, with a minor tweak. Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +30 Stun. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. This time though, let's say A's Stun hits for 18 (between 0 and 30). B loses 18 from their total. A=49 B=2. Then B adds 40 more. A=49, B=42. So A attacks again. This time their stun misses completely. B adds 40 more. A=49 B=82. B attacks. A adds 25. A=74 B=82. B goes again. And so on.
Wound = 80% chance to hit. Wound is like a permanent stun (until the end of the duel) because it decreases your opponent's speed anywhere from 0 to your wound stat. Wound does not stack though and only the highest wound is in affect. (ie- Player One attacks and wounds Player Two for 8, no other wound will count unless it is higher than 8.)
Player A has a +5 Speed and Player B has +20 Speed, but Player A also has +20 Wound. So their totals at this point would be A=25 and B=40. Player B would attack first. Cut the totals in half, but then A gets to add half their speed back in. A=24 B=20. At the end of Player B's turn, 25 more get added on to Player A's speed total. That makes A=49, B=20. So A attacks next. Let's say A's Wound hits for 8 (between 0 and 20). B loses 8 from their speed bonus for the rest of the battle. So B only adds 32 more. A=49 B=52. B attacks. A adds 25. A=74 B=52. This time A gets lucky and their wound hits for 19. This is bigger than 8, so it gets subtracted from B's original speed bonus. B only adds 21. A=74 B=73. A attacks again. This time wound would have hit for 3, but since that's less than 19 no wound is applied. B adds 21 again. A=74 B=94. B attacks. And. So. ON!