There are a total of 27 different stats in Blade & Soul, subdivided into 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.|
|PvP Attack Power||Affects your skill damage output. Applies to other players.|
|Boss Attack Power||Affects your skill damage output. Applies to Bosses.|
|Piercing (Penetration)||Piercing negates the opponent's damage decrease, thereby increasing your direct damage output against opponents with good defense.|
|Accuracy||Affects % chance of hitting the target. If accuracy is greater than 100%, the extra percentage lowers passive evade/block chance by that amount.|
|Concentration||Allows your attack to penetrate the opponent's Counter or Block.|
|Critical||Affects % chance of critically hitting the target.|
|Critical Damage||Affects % damage increase on critical hit.|
|Mastery||Increases the duration of buffs and positive status effects by 20% per level.|
|Additional Damage||Increases damage output.|
|Threat||Increases the likelihood of an enemy to target you over other assailants based on Damage you inflict.|
|Debuff Attack||Increases damage dealt to enemies under crowd control effects.|
|Mystic||Increases damage dealt by Mystic (elemental) attacks. Ex: fire, ice, wind, earth, lightning, void.|
Defensive Stats[edit | edit source]
Defensive stats focuses on increasing your own and your allies survivability.
|HP||Increases your total health.|
|Defense||Reduces damage taken from non-Evolved targets.|
|PvP Defense||Reduces damage taken from other players.|
|Boss Defense||Reduces damage taken from Bosses.|
|Evasion||Affects % passive evade chance and % damage reduction on counter. An evaded attack deals no damage.|
|Block||Affects % passive block chance, % damage reduction on passive block, % damage reduction on active block.|
|Critical Defense||Lowers chance to receive and damage taken from Critical hits.|
|Willpower||Reduces duration incoming debuffs by crowd control by 20% per level.|
|Damage Reduction||Reduces damage taken.|
|Health Regen||Affects passive healing every 2 sec in/out of combat.|
|Recovery||Increases healing from all sources by a %. Ex: potions, lifesteal gems, skills etc.|
|Debuff Defense||Damage reduction while under crowd control effects.|
Other[edit | edit source]
|HM Focus||Grants Hongmoon Focus on hit.|
|Move Speed||Increases % Movement Speed.|
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|