Game GuideStatistics: Overview
Statistics: Overview
Statistics Overview


Proving Grounds test is located here; formula is located here.
Defense training (amount of damage withstood) is located here; formula is located here.
Raw shooting / defense = no weapons, armor, or equipment.
Shooting range and Defense training only show the duel Game-type effectiveness.
Game-type effectiveness can be found here.

The Five Statistics


Hover your mouse over the top row to find out more about each section.

Accuracy
- Points per A.P. point: 1.0
- Encampment Training: 0.005 to 0.015
- Earth Training: 0.005 to 0.025
- Raw Damage: 2.0
- Net-worth effect: 1/6th
- Skill type: Offensive

Agility
- Points per A.P. point: 1.0
- Encampment Training: 0.005 to 0.015
- Earth Training: 0.005 to 0.025
- Raw Damage: 2.0
- Net-worth effect: 1/6th
- Skill type: Defensive

Attack
- Points per A.P. point: 2.0
- Encampment Training: 0.01 to 0.03
- Earth Training: 0.01 to 0.05
- Raw Damage: 1.0
- Net-worth effect: 1/6th
- Skill type: Offensive

Defense
- Points per A.P. point: 2.0
- Encampment Training: 0.01 to 0.03
- Earth Training: 0.01 to 0.05
- Raw Damage: 1.0
- Net-worth effect: 1/6th
- Skill type: Defensive

Luck
- Points per A.P. point: 0.2
- Training: You cannot train Luck.
- Raw Damage: Effect 1
- Net-worth effect: 1/30th
- Skill type: Other

Luck Effect 1: randomly gives a damage boost in Head to Head combat.
Luck Effect 2: Required to equip items from Earth.

Formulas


Defense Training Formula:
(DEF x G1 + AGI x G2) / (1 + AE / 1000 x 3) x (1 + EE)

- AGI = Agility
- DEF = Defense
- AE = Armor Effectiveness
- EE = Equipment Effectiveness (add them together)
- G1 = Game-type effectiveness
- G2 = Game-type effectiveness

Dual-Wield Formula:
(ATK x G1 + ACC x G2) x (1 + [(WE1 + WE2) x .66] / 1000 x 3) x (1 + EE)

- ACC = Accuracy
- ATK = Attack
- EE = Equipment Effectiveness (add them together)
- WE1 = Effectiveness of first weapon
- WE2 = Effectiveness of second weapon
- G1 = Game-type effectiveness
- G2 = Game-type effectiveness

Networth Formula:
(Accuracy + Agility + Attack + Defense + Luck + Level) / 6

- Every six points of any of the above statistics equals 1 point of net-worth.
- It takes 30 A.P. spent on Luck to gain 1 net-worth.
- It takes 300 Head to Head (H2H) wins in a row to gain enough Luck for 1 point of net-worth.
- It takes 3 A.P. spent on either Attack or Defense to gain 1 net-worth.
- It takes 6 A.P. spent on either Accuracy or Agility to gain 1 net-worth.

Shooting Range Formula:
(ATK x G1 + ACC x G2) x (1 + WE1 / 1000 x 3) x (1 + EE)

- ACC = Accuracy
- ATK = Attack
- EE = Equipment Effectiveness (add them together)
- WE1 = The effectiveness of your first weapon (see dual-wield formula)
- G1 = Game-type effectiveness
- G2 = Game-type effectiveness

Miscellaneous


1) Regarding effectiveness:
- a) Best Weapon effectiveness: 1127
- b) Best Armor effectiveness: 1000
- c) Best Defensive equipment effectiveness: 0.27
- d) Best Offensive equipment effectiveness: 0.33
- e) Offensive modifier for the best items is 5.54 damage for each point of raw damage.
- f) Defensive modifier for the best items is 5.32 damage for each point of raw damage.

2) Balance adjustments:
- a) Defensive stats have a boost in one Game-type each with 0.8 raw damage per AP.
- b) Attack and defense have a boost over accuracy and agility in two Game-types each with 0.2 raw damage per AP.
- c) With Inverted, defensive stat users gain the 8th Game-type while pure offensive users will at best stalemate.

3) Distribution of stats:
Focusing on fewer stats makes you stronger in certain game-types, but leaves others weaker.

- a) Training only offensive stats grants roughly 2 to 1.5 times duel effectiveness in those game-types.
- b) Training evenly gives no huge bonus, but avoids major weaknesses.

4) Total effectiveness per 1 A.P. with best items:
- a) Defense total: 113.21
- b) Agility total: 111.09
- c) Attack total: 103.96
- d) Accuracy total: 101.74

5) 1 A.P. of Attack gives the same duel damage as 1 A.P. of Accuracy (2 damage).
6) Equipment, weapons, and armor do not work in Team Games.
7) There is no single best way to train; variety across game-types matters.
- a) If focusing on Team Games, Accuracy is currently best because it receives only positive bonuses.
8) For inventory impact and game-type behavior, visit this page.
9) Durability:
- a) Any loss has a 50/50 chance to reduce equipped weapon/armor durability by 1%.
- b) Dual-wielding affects both weapons.
- c) Effectiveness drops 1% per durability lost (90% durability on a 100 effectiveness weapon = 90 effectiveness).
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