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Attributes

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There are a total of 27 different stats in Blade & Soul, subdivided into 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.
PvP Attack Power Affects your skill damage output. Applies to other players.
Boss Attack Power Affects your skill damage output. Applies to Bosses.
Piercing (Penetration) Piercing negates the opponent's damage decrease, thereby increasing your direct damage output against opponents with good defense.
Accuracy Affects % chance of hitting the target. If accuracy is greater than 100%, the extra percentage lowers passive evade/block chance by that amount.
Concentration Allows your attack to penetrate the opponent's Counter or Block.
Critical Affects % chance of critically hitting the target.
Critical Damage Affects % damage increase on critical hit.
Mastery Increases the duration of buffs and positive status effects by 20% per level.
Additional Damage Increases damage output.
Threat Increases the likelihood of an enemy to target you over other assailants based on Damage you inflict.
Debuff Attack Increases damage dealt to enemies under crowd control effects.
Mystic Increases damage dealt by Mystic (elemental) attacks. Ex: fire, ice, wind, earth, lightning, void.

Defensive Stats[edit | edit source]

Defensive stats focuses on increasing your own and your allies survivability.

Stat Description
HP Increases your total health.
Defense Reduces damage taken from non-Evolved targets.
PvP Defense Reduces damage taken from other players.
Boss Defense Reduces damage taken from Bosses.
Evasion Affects % passive evade chance and % damage reduction on counter. An evaded attack deals no damage.
Block Affects % passive block chance, % damage reduction on passive block, % damage reduction on active block.
Critical Defense Lowers chance to receive and damage taken from Critical hits.
Willpower Reduces duration incoming debuffs by crowd control by 20% per level.
Damage Reduction Reduces damage taken.
Health Regen Affects passive healing every 2 sec in/out of combat.
Recovery Increases healing from all sources by a %. Ex: potions, lifesteal gems, skills etc.
Debuff Defense Damage reduction while under crowd control effects.

Other[edit | edit source]

Stat Description
HM Focus Grants Hongmoon Focus on hit.
Move Speed Increases % Movement Speed.

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