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. Note: The table below may not be accurate. Mainly this will just describe the concept.
- R <= 0: Critical miss - 0% damage
- 0 < R < 10: Glancing hit - 50% damage
- 10 < R <= 25: Weak hit - 75% damage
- 25 < R < 75: Normal hit - 100% damage
- 75 <= R < 90: Solid hit - 120% damage
- 90 <= R < 100: Strong hit - 140% damage
- R >= 100: Critical hit - 160% 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 = Randomized: 20-55% chance of poison hit on each battle turn (see Luck). When it hits, deals X damage, subtracts X from opponent's damage% and subtracts X from opponent's defense%. Fades by 50% per turn. No poison damage added on Critical misses, but any previous poison damage still applies (see Accuracy & Dodge).
Taint= Randomized: 20-55% chance of taint hit on each battle turn (see Luck). When it hits, deals X damage. Taint "carries" and "stacks" - If you have taint of 20, and it hits on one turn, the opponent receives 20 taint dmg on that turn. If taint doesn't hit on the next turn, opponent still receives 20 taint dmg. When/if taint hits again on a following turn, opponent receives 40 dmg. No Taint damage added on Critical misses, but any previous Taint damage still applies (see Accuracy & Dodge).
Health Gain % = Regain % of damage taken. Max health shrinks by 50% of difference between max and current health per turn.
Example: Player B has 500 health and has 10% Health Gain. Player A attacks and deals 100 damage. B=400. On B's turn he regains 10% of the difference of his current health and his max health. 10% of (500-400) = 10. B=410. His max health then shrinks by half the difference, so his max health is now 455. Next turn A attacks for 100 again. B=310. On B's turn he gains 15 health ((455-310)*10% = 14.5 . Round up to 15). B = 325.
Damage to Self
Damage to self % = Percent of your attack damage 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: (40+(attacker's Luck/2)-(defender's Luck))% chance. Minimum chance is 20%. Maximum is 55%.
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 equip 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 defended the first turn also adds half their speed to their 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 players 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 follow stats showing how each works. Good luck!
Speed = Bonus added to you 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 16 added back on to make 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!