Stats

In Dragon Saga, each and every player has their own "stats" viewable in their Character window, by pressing "U"

Stats are not possible to upgrade manually (except STR,AGI,HLT,INT after a player reaches lvl 60), they depend on what gear you have equipped on your character.

Each of those Stats, in common with many MMO's will grant you the benefits of being stronger and better in the game, among with the different stats, different stats will grant different bonuses to different classes, depending on you're type.

STR (Strength)
Increases:
 * Base ATK
 * DEF

INT (Intelligence)
Increases:
 * Base MATK
 * DEF
 * MP recovery

HLT (Health)
Increases:


 * HP
 * HP recovery
 * Base ATK
 * DEF

AGI (Agility)
Increases:


 * Critical rate
 * Base ATK
 * Base MATK
 * DEF
 * MDEF

Movemnt Spd (Movement speed)
Increases your character's movement speed. Max limit: 400 (due to technical reasons).

ATK (Physical attack)
Increases your physical attack.

Consists of:


 * Base ATK = (STR * 1.5 + HLT / 6) * (1 + AGI / 500)
 * Equipment ATK
 * Passive and activated skills ATK
 * Class Damage Multiplier

MATK (Magical attack)
Increases your magical attack.

Consists of:


 * Base MATK = log10(INT_up) * INT_up * (1 + AGI_up / 600)
 * Equipment MATK
 * Passive and activated skills MATK
 * Class Damage Multiplier

Critical Rate
Increases your chance to deal a critical hit. This stat has percentage value (can be seen in Critical Rate Details). Max limit: 40%

Critical Dmg
Increases your damage, when you hit a critical hit ability on something.

ATK Speed (attack speed)
Increases your attacking speed.

Decrease performance time of some skills (Shootdown, Sniping).

DEF (Defense)
Increases your physical defense and makes it harder for you to die against physical enemies.

Formula: STR * 1.0 + HLT * 0.4 + AGI* 0.75

MDEF (Magical defense)
Increases your Magical defense, and makes it harder for you to die against magical enemies.

Formula: (INT * 1.2 + INT * PlayerLevel / 100) * 2 + AGI * 0.3

HP recovery (Health recovery)
Makes your health recover faster.

MP recovery (Mana recovery)
Makes your mana recover faster.

Dmg Drop % (Physical/Magic Damage Drop)
The amount of damage drop is soft capped at 10% permanent damage drop. Every amount above 10% is divided by 10 and added to the capped 10%. Therefore it is not possible to get more than 19% permanent damage drop.

Example:

The Fifth Hero Bracelet comes with 17% Damage Drop. The formula is calculated as follows:

10% of the 17% amount are the capped base amount you'll get as permanent damage drop. The remaining 7% are dived by 10 = 0.7% which is added to the 10% base amount you already have. Then you'll have a permanent damage drop of 10.7%.

Now you get your hands on Zeus Wing which give 10% magical damage drop. Your damage drop amount is now 27%. The calculation is now as follows:

10% of the 27% amount are the capped base amount you'll get as permanent magic damage drop. The remaining 17% are dived by 10 = 1.7% which is added to the 10% base amount you already have. Then you'll have a permanent magic damage drop of 11.7% and a permanent physical damage drop of 10.7%.

Additionally you always have a chance to get the full % damage drop amount you have on your gear on any hit. The chance to get that full amount is at 7.5% if you have a damage drop of 100%.

The formula for that calculation is as follow:

7.5% * ParticularDamageDrop / 100

Example for this Calculation:

Taken the above example with the bracelet and the wings, the chance you'll get the full drop amount when being hit is:

Physical: 7.5% * 17% / 100 = 1.28% - means you have a chance of 1.28% on a physical hit that the damage drops by 17% instead of only 10.7%

Magical: 7.5% * 27% / 100 = 2.03% - means you have a chance of 2.02% on a magic hit that the damage drops by 27% instead of only 11.7%

Bonus stats
Stats you manually set when lvlup. These values are included in Default stats.

Critical Damage Reduction Amount and Chance
With Critical Damage Reduction the player has the possibility to counter an enemy's critical attack. When the effect is applied only the critical damage of the attacker is reduced by the Critical Damage Reduction Amount of the target. The base damage of the attack stays untouched. How often the effect appears is based on the Critical Damage Reduction Chance.

Example:

An attacker attacks with 5000 Damage and deals a critical hit with 300% Critical Damage, which means 15000 Damage in total, the target has built a Critical Damage Reduction Amount of 25%. The portion the critical damage has on the total Damage is reduced by 25%. In this example the 10000 Critical Damage dealt is reduced by 25%, which means that the total damage the attacker will deal after the reduction is 12500 (5000 Base Damage + 7500 Critical Damage).

Final Damage Reduction Amount and Chance
With Final Damage Reduction the player has the possibility to reduce the attackers final damage when hit. This includes the Element Damage the attacker deals. The Final Damage is reduced by the built Final Damage Reduction Amount. How often it happens is based on the Final Reduction Chance.

Important! A Final Damage Reduction can only appear if the attack was not critical.

The Damage of the attacker will always be 1 damage even if the amount is built to 100%.

X-Attack Damage Reduction
This stat is only useful for PvP since attacks of monsters are never considered as X-Attack. The X-Attack reduces the damage an enemy player deals when using a skill which is considered as X-Attack. The damage is reduced by the amount of the built X-Attack Damage Reduction but it does not affect the Element Damage the attacker deals.

Following skills are considered as X-Attack:


 * Destroyer Class Path
 * Main X-Combo (new and old)
 * Random Shot
 * Two Action Shot
 * Shootdown


 * Sentinel Class Path
 * Main X-Combo (new and old)


 * Ninja Class Path
 * Main X-Combo (new and old)
 * Ninja-Form X-Combo
 * Savage Class Path
 * Main X-Combo (new and old)
 * Dragoon Class Path
 * Main X-Combo (new and old)
 * Overlord Class Path
 * Main X-Combo (new and old)
 * Twin
 * Main X-Combo (new and old)
 * Summoner
 * Main X-Combo (new and old)
 * Sorcerer Class Path
 * Main X-Combo (new and old)
 * Invoker Class Path
 * Main X-Combo (new and old)
 * Diffusion Cannon
 * Double Shot
 * Chain Lightning

Cooldown Time Reduction
When building this stat the cooldown time of several (but not all) skills can be reduced. Skills now have a fixed and a variable cooldown. The variable cooldown can be reduced by the stat or the cooldown reduction skill (Time Reverse Aura). The fixed portion of the cooldown time cannot be lowered.

100% Cooldown Time Reduction means that the whole variable cooldown can be reduced to zero. If the cooldown time reduction is built to 50% only the half of the variable cooldown is reduced.

Cast Time Reduction
Works the same as the cooldown reduction but for Cast Time.

Critical Defense Break Chance and Amount
With Critical Defense Break the player is able to break the enemy's defense when attacking. It can only appear if the hit was a critical hit. Every critical hit has a chance of the built Critical Defense Break Chance to become a critical defense break hit. The defense amount of the target is broken by the built amount of Critical Defense Break Amount.

Element dmg
Grants you an extra flat damage amount on top of your regular damage. All the monsters and players are able to take element damage.

Elemental defense
Increases your defense agains element dmg. Negative value will decrease defense.

Aim Rate
Increases your hit chance on enemies. ****This stat is no longer valid and was removed with the Evolved update****

Evade Rate
Increases your chance of dodging an attack. ****This stat is no longer valid and was removed with the Evolved update****

Block Rate
Increases your chance of blocking the certain amount of damage. ****This stat is no longer valid and was removed with the Evolved update****