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Attributes

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There are a total of 20 different stats in Blade and soul, and they are all subdivided into 2 major groups. Offensive Stats and Defensive Stats.

Offensive Stats[edit | edit source]

Offensive Stats focuses on dealing damage and dealing with threats.

Stat Description
Attack Power Affects your damage output.
Accuracy Affects % chance of hitting the target. If accuracy is greater than 100%, the extra percentage lowers passive evade/block chance by that amount.
Additional Damage Additional damage.
Critical Affects % chance of critically hitting the target.
Critical Damage Affects % damage increase on critical hit (also affected by critical stat above).
Elemental Damage Affects damage dealt by elemental attacks by a %. Ex: fire, ice, wind, earth, lightning, void.
Focus Ignores damage reduction on active block or counter.
Piercing (Penetration) Affects % defense(stat) penetration (ignores damage reduction by that percentage) and % block penetration (ignores damage reduction on block by that percentage).
Status Damage Affects damage dealt to enemies under crowd control effects by a %.
Threat Affects how npc's perceive damage dealt to them.
Training For each step, increases the duration of all crowd control effects by 20%.

Defensive Stats[edit | edit source]

Defensive stats focuses on increasing your own and your allies survive-ability.

Stat Description
Block Affects % passive block chance, % damage reduction on passive block, % damage reduction on active block.
Critical Defense Lowers critical hit chance and damage to your character.
Damage Reduction Reduces damage taken.
Defense Affects % damage reduction, cannot be lower than 0%.
Evasion Affects % passive evade chance, % damage reduction on counter, an evaded attack deals no damage.
Healing Increases healing from all sources by a %. Ex: potions, lifesteal gems, skills etc.
Health Increases your total HP, Hit Points.
HP Recovery (Regeneration) Affects passive healing every 2 sec in/out of combat.
Spirit For each step, decreases the duration of all crowd control effects by 20%.
Status Defense Damage reduction while under crowd control effects.

Caps & Scaling Factors[edit | edit source]

Stat Soft Cap Hard Cap Scaling Factor
Critical Chance 50% unknown unknown
Penetration unknown penetration == target defense unknown

Formulas & Calculations[edit | edit source]

These formulas can be used to theoreticaly calculate certain in-game values. Such as damage numbers and % chances/risks.
These calculations are assuming that no passive and or active evade, block or counter are being used.

Name Constants Formula
Skill: Minimum damage c = weapon dependent constant. g = damage from gems. ( scale * (attack - c) + additional damage) * (target defense(stat) - penetration) * elemental damage * critical hit damage + g
Skill: Maximum damage c = weapon dependent constant. g = damage from gems. ( scale * (attack + c) + additional damage) * (target defense(stat) - penetration) * elemental damage * critical hit damage + g

In-game[edit | edit source]

Stats.PNG