How Stats Work and the Damage Formula
The following damage efficiency values are based on current Korean end-game conditions, using an ideal build at the start of Season 1, with Level 50 and the introduction of Lava Heart armor. The values also incorporate support buffs.
Diminishing returns affect these values. The numbers will therefore differ at Global launch and in future Korean updates because players will have fewer total stats and experience less diminishing return impact. Some stats will have a greater discrepancy at Global launch. For example, Front/Back Damage Boost starts at 0%, while Critical Damage starts at 50%. The first 10% added to each therefore favors Front/Back Damage Boost because of diminishing returns.
Certain classes also have buffs that reduce the value of stacking particular stats. Critical Damage Boost with Gladiator is one example.
Understanding Diminishing Returns
Double Chance provides a chance to deal 2× damage. If normal damage is 1, a Double Chance proc increases it to 2.
For example:
| Double Chance | Average damage | DPS increase |
|---|---|---|
| 0% → 1% | 1.01 | 1% |
| 0% → 2% | 1.02 | 2% |
| 0% → 50% | 1.50 | 50% |
However, the value of additional Double Chance decreases as the stat increases.
Going from 1% to 2% Double Chance gives approximately a 0.99% actual DPS increase:
- At 1% Double Chance, 100 attacks produce 101 total damage.
- At 2% Double Chance, 100 attacks produce 102 total damage.
- Increasing from 101 to 102 is approximately a 0.99% DPS increase.
Practical Double Chance Example
Assume:
- Double Chance: 80%
- Double Chance Resistance: 30%
- 보빛 + 대징 support buffs: +12% Double Chance
- Final Double Chance after these effects: 62%
Increasing the final Double Chance from 62% to 63% gives:
- At 62% Double Chance: 162 total damage over 100 attacks
- At 63% Double Chance: 163 total damage over 100 attacks
The resulting DPS increase is approximately 0.617%.
Therefore, at this point:
+1% Double Chance = approximately +0.617% actual DPS
End-Game Offensive Stat Efficiency
The following values represent the stated current Korean end-game efficiency.
| Stat | Approximate efficiency | Details |
|---|---|---|
| Damage Boost | 0.35% per 1% | Based on 180% Damage Boost |
| Weapon Damage Boost | 0.5% to 0.55% per 1% | Uses a unique Damage bucket |
| Critical Damage Boost | 0.4% to 0.6% per 1% | Starts at a base value of 50% |
| Perfect | 0.1% per 1% | Procs the maximum damage range of the weapon |
| Double Chance | 0.6% to 0.65% per 1% | Highest-value offensive stat at the stated end game |
| Front/Back Attack Damage Boost | 0.57% to 0.65% per 1% | Uses a unique multiplicative bracket |
| PVP Damage Boost | 0.6% per 1% | Included for PVP |
| Attack | 0.17% per 10 Attack | Part of Pure Attack |
| Max Attack | 0.1325% per 10 Max Attack | Increases the weapon’s maximum and average Attack |
| Attack Bonus | 0.1% per 10 Attack Bonus | Added within Attack Increase |
| Multi-Hit | Approximately 0.33% per 1% | Based on a 36% to 40% Multi-Hit range |
The stated offensive stat priority is:
Double Chance > Front/Back Attack Boost > Weapon Damage Boost > approximately Critical Damage Boost > Damage Boost
For flat Attack stats:
Attack > Max Attack > Attack Bonus > all other Attack
Damage Boost
At 180% Damage Boost, each additional 1% Damage Boost provides approximately 0.35% additional damage.
Current end-game total Damage Boost reaches more than 200%. As the total increases, each additional percentage provides less damage because of diminishing returns.
For classes with access to higher Damage Boost, the value can be as low as 0.3%.
Damage Boost is less valuable than Weapon, Front/Back, and Critical Damage Boost because it is additive with additional Damage Boost sources.
The relevant formula is:
Damage Boost + Boss Damage Boost + PVE Damage Boost + Species Damage Boost
Boss Resistance of -50% gives an approximately 180% effective value in the stated example.
Weapon Damage Boost
Each 1% Weapon Damage Boost provides approximately 0.5% to 0.55% additional damage.
Weapon Damage Boost has high value because it occupies a unique Damage bucket.
The stated formula is:
[(Pure Attack × Weapon Damage Boost) + Attack Bonus] × Attack Power Increase % + PvE Attack + Boss Attack
Its value is amplified by having higher Pure Attack.
Critical Damage Boost
Each 1% Critical Damage Boost provides approximately 0.4% to 0.6% additional damage.
Critical Damage starts from a base value of 50%.
The value varies because class passives can affect Critical Hit rate and Critical Damage.
The stated values are based on:
- Classes with Critical Damage buffs reaching around 120%, corresponding to approximately the 0.4% efficiency range
- Classes without Critical Damage buffs reaching around 90%, corresponding to approximately the 0.6% efficiency range
- Classes without Critical Damage buffs and without guaranteed Critical Hit generally being around the 0.5% range
The following classes are closer to the 0.4% to 0.45% range because of Critical Damage passives:
- Gladiator: Murderous Burst
- Chanter: Wind’s Promise
- Ranger: Hunter’s Resolve, Bow of Blessing
- Sin: Assault Stance, Illusive Clone
- Cleric: Earth’s Grace
Some classes also have guaranteed Critical Hit effects, which can push the value toward 0.6%.
The calculation accounts for 25% Boss Critical Damage Resistance.
The formula is:
[(1.5 + Crit Damage% − Boss Crit Damage Resistance%) × {Guaranteed Crit Ratio% + (1 − Guaranteed Crit Ratio%) × Critical Hit Chance%} + (1 − Guaranteed Crit Ratio%) × (1 − Critical Hit Chance%)] / [(1.5 + Crit Damage% + 1% − Boss Crit Damage Resistance%) × {Guaranteed Crit Ratio% + (1 − Guaranteed Crit Ratio%) × Critical Hit Chance%} + (1 − Guaranteed Crit Ratio%) × (1 − Critical Hit Chance%)]
Perfect
Each 1% Perfect provides approximately 0.1% additional damage.
Perfect provides a chance to proc the maximum damage range of your weapon.
Perfect also has a hidden approximately 5% damage stat that affects Pure Attack. Testing has shown this effect to be real, although the exact calculation is difficult because of the variables involved.
The general efficiency is approximately 0.1% damage for every 1% Perfect.
Double Chance
Double Chance doubles your damage when it procs and is currently the highest-value offensive stat in the stated end-game conditions.
All bosses from Dying Dramata onward have 30% Double Chance Resistance.
Approximate efficiency at different Double Chance levels:
- At 50% Double Chance: approximately 0.8% damage for every additional 1%
- At 70% Double Chance: approximately 0.65% damage for every additional 1%
- At 80% Double Chance: approximately 0.60% damage for every additional 1%
Front/Back Attack Damage Boost
Front/Back Attack Damage Boost increases damage when attacking from a positional requirement.
This stat was added after the Level 50 Chapter 1 update.
It starts at 0% and occupies its own unique multiplicative bracket. Other Damage Boost sources are not added to this bracket.
Each 1% provides approximately 0.57% to 0.65% additional damage under the stated conditions.
The calculation assumes 75% uptime on successfully landing the positional attack.
Non-positional classes are currently also stacking this stat because of its impact on DPS. The interaction is stated to be likely to receive an adjustment before Global launch.
PVP Damage Boost
Each 1% PVP Damage Boost provides approximately 0.6% additional damage.
Attack
Each 10 Attack provides approximately 0.17% additional damage.
Attack belongs to the Pure Attack category and is separate from Boss Attack and PVE Attack. It is directly multiplied by Weapon Damage Boost.
Two yellow or unique Attack lines on a Manastone provide approximately the equivalent of 1% Damage Boost.
The in-game Attack value does not include Weapon Damage Boost. This can be tested by removing Weapon Damage Boost from the Marchutan Daevanion Board and checking the Attack value.
Max Attack
Each 10 Max Attack provides approximately 0.1325% additional damage.
Max Attack increases the maximum Attack value of your weapon.
For example, if a weapon has an Attack range of 641 to 709, adding 20 Max Attack changes the range to 641 to 729 because the maximum value increases from 709 to 729.
Max Attack also increases the average Attack value.
Original average:
(641 + 709) / 2 = 675
After adding 20 Max Attack:
(641 + 729) / 2 = 685
When calculating the value of Max Attack, the Perfect proc rate must also be considered because Perfect provides a chance to hit the maximum Attack range.
Max Attack directly affects Pure Attack, making it one of the strongest Attack stats per point, second only to Attack.

Attack Bonus
Each 10 Attack Bonus provides approximately 0.1% additional damage.
Attack Bonus is added after Pure Attack has been multiplied by Weapon Damage Boost and is then multiplied by Attack Increase%.
Max Attack is more valuable than Attack Bonus point for point, but Attack Bonus remains a strong stat because it is included within Attack Increase.
The stated formula is:
(((Pure Attack × Weapon Damage Boost) × Multi-Hit × Power Shard) + Attack Bonus) × Attack Increase%
Multi-Hit
Multi-Hit gives attacks a chance to land 1 to 4 additional hits.
Each additional hit deals 5% of the damage.
At a Multi-Hit rate of 36% to 40%, which represents the current Korean end-game range, each additional 1% Multi-Hit provides approximately a 0.33% damage increase.
The exact placement of Multi-Hit in the damage formula is not fully confirmed. More testing is required to determine whether it is positioned with or outside Attack Bonus.
Power Shards
Power Shards are consumables that can be equipped to increase damage by a percentage.
They have slight diminishing returns from the PVE Attack bucket.
The stated damage increases are:
| Power Shard | Damage increase |
|---|---|
| Regular Power Shard | 4.65% |
| Yellow Superior Power Shard | 8.9% |
| Superior Power Shard compared with Regular | 4.05% additional |


Accuracy, Block, and Parry
Accuracy ensures that an attack lands as a clean hit by negating Block or Parry on a 1:1 basis.
If your Accuracy covers the exact amount of Block a target has, you will land 100% of your attacks.
Accuracy has diminishing returns.
The average value of 100 Accuracy is approximately 6% to 7%.
For example, if a target has 2,000 Block and you have 1,000 Accuracy, the target has approximately a 60% to 70% chance to Parry.
Parry is capped at 80%, and a difference of 1,200 is required to reach the cap.
This gives an approximate value of 6% to 7% per 100 Accuracy:
6.66...% × 1,200 = 80%

Critical Hit and Critical Hit Resistance
Critical Hit and Critical Hit Resistance use the same formula as Accuracy and Block/Parry, including the 80% cap.
Skill passives are additive.
For example, if your Critical Hit is 70% and you take a Skill passive that increases Critical Hit by 30%, your Critical Hit percentage becomes 80%.
If you are already reaching 80% Critical Hit on a skill, you do not need to take a Critical Hit increasing Specialty Perk.
Defense and Penetration
Defense reduces damage taken by a percentage.
Penetration directly subtracts from Defense.
Penetration is generally a low-value stat because of how Defense works.
In PVE, damage is reduced by 10% of the Defense value.
In PVP, damage is reduced by 1% of the Defense value.
For example, if an attack deals 500 damage before Defense and Penetration, with 100 Penetration against a target with 200 Defense:
- Subtract Penetration from Defense:
200 − 100 = 100 Defense - Calculate 10% of the remaining Defense:
100 × 10% = 10 - Subtract the reduction from the original damage:
500 − 10 = 490
The resulting damage is 490 in PVE.
Using the PVP calculation, the corresponding result is 499 damage.
Damage Tolerance and Endurance
Damage Tolerance and Endurance are both effective defensive stats.
Damage Tolerance directly reduces the corresponding Damage Boost against you.
Endurance reduces your final damage taken by half when it activates.
Damage Tolerance
All Damage Tolerance directly counters its corresponding Damage Boost.
For PVE, the relevant Damage Tolerance categories against bosses are:
- Damage Tolerance
- Boss Damage Tolerance
- PVE Damage Tolerance
Bosses have Damage Boost, although the exact amount is impossible to measure because damage is random.
Bosses do not have:
- Front/Back Damage Boost
- Weapon Damage Boost
- Critical Hit
- Multi-Hit
Therefore, the corresponding Tolerance and Resistance stats have no value against bosses.
Endurance
Endurance is only negated by Endurance Penetration.
Bosses have no Endurance Penetration.
Therefore, the percentage shown in your stat sheet represents your percentage chance to take 50% damage.
Combat Speed, Ping, and FPS
Combat Speed is described as an S-tier individual stat that should be stacked as much as possible.
Its effectiveness is directly affected by ping and FPS.
Testing found that a difference of 150 to 200 ping corresponded to approximately 50% to 70% damage.
The tested classes were Templar, Brawler, and Assassin, and they produced roughly similar results. Spiritmaster may be an outlier because of passive pet damage.
Damage Formula
The current damage formula is:
[[[((Pure Attack × Weapon Damage Boost) × Multi-Hit × Power Shard) + Attack Bonus) × Attack Increase % + PvE Attack Power + Boss Attack Power + Species Attack Power + Front/Back Attack Power] × Skill Coefficient] + Skill Additional Damage − [(Defense − Penetration) × 0.1]] × (Damage Boost + PvE Damage Boost + Boss Damage Boost + Species Damage Boost) × Critical Damage Boost × Double × Front/Back Damage Boost × Skill Specialty Enhancement = Final Damage
In PVP, the 0.1 multiplier after Defense minus Penetration becomes 0.01.
The formula has been extensively tested and is the closest currently available damage formula. Everything except the placement of Multi-Hit is confirmed.
The exact placement of Multi-Hit requires additional testing. There is a possibility that it is outside Attack Increase.
Pure Attack
“Pure Attack” is not an official in-game stat. It is a label used to categorize Attack values that are directly multiplied by Weapon Damage Boost.
Different types of Attack stats are distributed across different parts of the damage formula.
The in-game Attack value can be checked by calculating the total Attack provided by your weapon, removing the weapon and its Weapon Damage Boost percentage, and then checking the Attack value under Stat Info > Main Stats.
The Attack value shown there does not include Weapon Damage Boost%.
The following stats fall under Pure Attack:
- Weapon Attack
- Guard Attack
- Accessories Attack
- Attack stat lines
- Manastone/Soulstone Attack
- Closet
Attack Stat Tiers
Attack stats outside Pure Attack are added together starting from PVE Attack in the damage formula.
Because these values are added after Attack Increase, they have less value than Pure Attack.
The flat Attack stat order is:
Tier 1
- Attack, which is Pure Attack
- Max Attack, which is Pure Attack
- Attack Bonus, which is within Attack Increase
Tier 2
- PVE Attack
- Boss Attack
Tier 3: Conditional
- Front/Back Attack
- Species Attack
- Critical Attack
Tier 3 stats are the weakest of these flat Attack categories because they do not fall under Pure Attack and are only added to PVE/Boss Attack when their conditions apply.
Species Attack is specific to the relevant mob type.

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