Scheduled Game Maintenance
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Health Points: The unit will die when this reaches 0. All units start with their HP full. |
Jewels: The mana pool that a unit draws from when using a skill. Also referred to as MP/MPmax. For calculations, MP refers to the portion of MPmax that a unit starts a battle with (also referred to as initial jewels). |
Physical Attack: Used in most damage formulas. Note: some damage formulas do not use PATK, making the stat useless. |
Physical Defense: Determines damage reduction when receiving physical attacks. |
Magic Attack: Used in some damage formulas. Also used to determine healing from skills. Note: some damage formulas do not use MATK, making the stat useless. |
Magic Defense: Determines damage reduction when receiving magical attacks. |
Dexterity: Influences attack accuracy (hit rate). |
Agility: Determines how quickly and how often a unit can take an action. |
Critical: Determines how often a unit will land a critical hit when attacking. |
Luck: Reduces the chance of receiving a critical hit when taking damage. |
Combo: Determines the chance of activating a combo attack (blue aura). |
Move: The number of tiles a unit can move. |
Jump: How high a unit can jump when moving between tiles. |
abs(BlindHitRate) + abs(BlindAvoidRate)
abs(ConfuseAtkRate) + abs(ConfuseDefRate)