10-21-2021, 12:41 AM
(This post was last modified: 08-20-2022, 03:57 AM by Gift. Edited 6 times in total.)
Disclaimer: I take no credit for this guide. All credit goes to Shippuu.
Player Stats Pt.1
Before we get into more complex situations, let's first cover the stats themselves individually. Some of these will potentially be getting quite confusing later in, so let's start slow and work our way there gradually.
ATT/M.ATT
This is one stat with two names, really. When you look at your stat screen, if it shows ATT, you are a STR-type character; if it shows M.ATT, you are an INT-type character. There is no gameplay difference between the two types, but it is relevant for calculating them.
Despite what normal RPG intuition may tell you, just stacking on more Att/M.Att won't necessarily make you do more damage. In Vindictus, each battle you run has an Att Cap. When running battles, you are not able to use more Att/M.Att than the Att Cap allows. All Att/M.Att above this amount does nothing for you.
STR-type chars gain a bonus chunk of Att from Str, calculated at a ratio of 2.7 Att per 1 Str. EX: If you have 3000 Str, you will gain 8,100 Att from it. This value rounds down to the nearest whole number.
INT-type characters gain a bonus chunk of M.Att from Int, calculated at a ratio of 2 M.Att per 1 Int. EX: If you have 3000 Int, you will gain 6000 M.Att from it.
Att/M.Att is one of the most abundant stats, and can be obtained from a wide range of sources. Those are: almost all equipment, outfits (up to +500), weapon enhancement, accessory enhancement, power infusion, higher quality ratings, enchant scrolls, and buffs. Att chars start with 486 Att, and M.Att chars start with 700 M.Att.
Balance
Balance dictates the variance in your attack damage. It is easy to make this stat sound more complicated than it is, so I will just immediately present an example: Character A has 80 Balance. Every attack Character A does will deal between 80% and 100% of the damage the game calculates it can do. At 85 Balance, this range becomes 85-100%. Your average damage, then, can be calculated as (100 + your Balance) / 2. EX: (100 + 80) / 2 = 90%.
The Balance stat has a soft cap at 90. After 90 Balance, it becomes a 3:1 ratio to increase critical damage* (Windictus exclusive).
EX: If you have 98 Balance, it would show as 90 and give you 2 Crit Damage. The leftover 2 Balance is wasted. At 90 Balance, your attacks will deal an average of 95% of normal damage.
Balance is primarily decided by your weapon, but can also be found on enchant scrolls, some accessories, and from power infusing equipment. Passive Balance is present regardless of which gear you are or aren't wearing.
Critical
Critical hits are attacks that deal higher damage based on your Critical Damage stat (explained in the next section). Only some of your attacks will be critical hits. The chance of an individual hit being a critical hit is determined by your critical hit rate. You can find this rate by taking your Critical value and subtracting the target's Critical Resistance from it. The maximum critical hit rate you can have is 50% except for Lann, as he has a skill that increases it to up to 65%. The minimum critical hit rate you can have is 3%, in any circumstance.
Your weapon provides the majority of your Critical stat, but you can also gather it from a variety of other sources such as: some accessories, power infusion, enchant scrolls, and a bonus chunk based on your WIL. Every 133 WIL gives 1 Critical up until this bonus caps and ends at 2000 WIL, to a max of 15 Critical. Aside from gear and WIL, every character starts with 3 Critical, which can be increased further through the Critical Hit skill
Critical Damage
Critical Damage is a multiplier for how much damage your critical hits will do. This one is pretty straightforward.
The majority of Critical Damage comes from your Critical Hits skill. At Rank 3, it grants +65% Critical Damage. The remaining portion comes from STR or INT, depending on your character's stat type, up to 2000. Whichever it is, you can calculate it as 0.3 * ([Stat] / 2000). As this caps at 2000, the highest bonus you can get from it is 0.3 (+30%). This caps Critical Damage at 195% except for Sword Lann, whom has a skill that adds a further +30% and raises the max to 225%.
Additional Damage
Additional Damage is the most challenging of the stats to explain. A later post has the full details on its workings, but I will provide as simple an explanation as I can think up here. If you are interested in the fine details, check out the deep dive post below.
Additional Damage is not a flat damage increase to your attacks, or anything like that. It is an extra source of Att/M.Att that is not subject to the Att Cap, but it is not a 1:1 ratio. There is quite a bit of number work involved in determining the exact ratio, but there is a convenient reference point to use. When you are Att capped for a battle, this ratio is 1:6.25. What this means is that if you have 4000 Additional Damage, you are not getting +4000 Att/M.Att, you are getting +25000 Att/M.Att. Shockingly big, isn't it? If you are not Att capped, this ratio will slowly decay to 1:1.875 at minimum, when your Att is barely better than the enemies Def.
Additional Damage almost exclusively comes from enhancing weapons and armor. The Superior Campfire buff and Goddess Guidance buff are both able to temporarily increase Additional Damage.