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.
|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.
|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|
|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.
|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|