Character Stats
Summary
Character stats on Chainbreaker are sometimes unique in how they may increase your character's power level. They can be increased by equipping more powerful gear, gaining levels, and spending alternate advancement points for specific attributes.
Adjusting Attributes
In the Alternate Advancement window, you can spend AA points to attributes and re-specialize your attributes.
- Spending AA points in an attribute increases the attribute
- Select "Respec AA" and click "Train" to remove all AA points for reassignment
- At level 40, you'll get access to train "Ratio Spend", which will spend all remaining AA points in the same ratio your current points are assigned to.
- For instance, if you bought 2 Strength and 3 Stamina, and had 10 more AA points, training "Innate Fire Protection" will spend those 10 points in the same Strength:Stamina ratio of 2:3, so you would assign them as 4 more Strength and 6 more Stamina
Attributes
These character stats may be raised by spending alternate advancement points. They primarily provide the following effects:
- Strength
- Primary stat for melee/range damage
- Stamina
- Increases AC
- Increases endurance
- May act as a substitute for primary stats
- When stamina is ~2.5x (rough guess, exact amount unknown) your strength, stamina will increase the damage of melee/range instead of strength
- When stamina is ~2.5x (rough guess, exact amount unknown) your intelligence, stamina will increase the damage of spells instead of intelligence
- When stamina is ~2.5x (rough guess, exact amount unknown) your wisdom, stamina will increase the effect of healing instead of wisdom
- In other words, stamina may scale the same traits as strength, intelligence, and/or wisdom, but it does not scale as strongly
- Agility
- Provides haste
- Slightly increases the base damage of your melee, ranged and attaching/healing spells
- Improves your run speed and jump height
- Dexterity
- Increases the critical chance of melee attacks, range attacks, damage spells, and healing spells
- HoT and DoT critical chance are normalized so crit chance will scale their damage without you seeing any actual crits from them.
- Slightly increases the potency of melee attacks, range attacks, damage spells, and healing spells
- Increases Dodge chance with some relation towards Parry chance, so you can Dex stack to have a tanky dps [per Ailia, don't know how exactly their response to how dex scales dodge chance it was just Parry chance]
- Increases the critical chance of melee attacks, range attacks, damage spells, and healing spells
- Wisdom
- Primary stat for healing
- Increases total mana
- Intelligence
- Primary stat for offensive spell damage
- Increases the base damage of your spells, weapon procs and clickable items
- Charisma
- Increases your base melee, spell and healing amounts at a factor less than the values of the primary stats
- Increases mana to a larger degree than wisdom other attributes.
Derived Stats
- Hitpoints
- Standard for an RPG - don't let it reach zero
- Increases to any stat will increase the HP total, HP gain seems to scale the same no matter which stat.
- Recovery is increased outside of combat
- Mana
- Consumed by casting healing spells, including health taps
- Does not recover during combat
- Is not affected by Flowing Thought or Clarity type spells
- Endurance
- Consumed by offensive spells and abilities
- Recovers relatively quickly in combat
- Recovery is increased outside of combat
- Is affected by Flowing Thought and Clarity type spells
- Armor Class
- Mitigates incoming melee damage
- Raised by AC on gear, as well as stamina
- Attack
- 10 Atk : 1% Melee/Ranged Damage was a rough estimate. To be retested at some point.
- Soft Cap of 2500, updated to have 6.666x more impact per point [Nov7,2023 per Ailia]
- Resists
- Reduces incoming spell damage
- Spells can not be resisted altogether, e.g., Tashani will always land
- Monster resists are set to 0
- Haste
- Affects rate of melee and range attacks
- Affects the casting speed of spells
- Similar stacking rules as classic EQ [Nov7,2023 per Ailia]
- "Spell haste" Currently does nothing
- Rough formula: Agility Haste * (mod2 (the 'Haste: +XX%' on items) + hastev1 (Unspecified haste and Attack Speed, Worn Haste) + hastev2 (Bard Songs) + hastev3 (Bard Songs)) * hundred hands
- Damage Shields
- It is affected by stats differently and the below information should be taken with a grain of salt as the margin of error on the numbers is likely high.
- From a rough test: Int>Agi>Chr>Sta>Dex>Wis=Str
- Int is 15x, Agi is 12x, Chr is 11x, Sta is 6x, Dex is 4.5x, and Str and Wis is 1x (all being compared to Strength/Wisdom's numbers)
Stat Scaling
The effects of attributes are in most cased, based on the flat amount of a given stat. However, in some cases, scaling is based on the relative amount of that stat compared to everything else.
As an example of relative scaling, haste from agility scales with how much of your character's total stats are in agility, and not a flat amount. For example, a character with 100 total stats and 90 of them in agility (90% agility), will have more agility haste than a character with 100,000 total stats and 5,000 of them agility (5% agility).