Base parameters
There are 7 base parameters for all characters in Abyss Awakening.
These parameters are :
- HP - Health
- ATK - Attack
- MAT - Magic attack
- DEF - Defense
- MDF - Magic Defense
- LUK - Luck
- AGI - Agility
HP
HP represents the hit points of the character.
The character will be knocked out when their HP reaches 0.
HP is capped at 99999.
Attack
Attack is the value that affects physical damage dealt.
Each physical attack, skill or EX deal a different ammount of damage based on attack.
Basic attacks will always deal 100% of attack if using a physical damage weapon.
Attack is capped at 9999.
Magic Attack
Magic Attack is the value that affects magic damage dealt.
Each magic attack, skill or EX deal a different ammount of damage based on Magic attack.
Basic attacks will always deal 100% of Magic attack if using a magic damage weapon.
Magic Attack is capped at 9999.
Defense
Defense is the value that affects physical damage taken.
Physical damage received will be divided by the defense value.
The base value for defense is 10. At this point it does not reduce any physical damage.
Each point in defense over 10 will grant more physical damage reduction.
Defense can be lowered under 10, in this case, physical damage taken will be increased.
Defense is capped at 100 (90% damage reduction).
Magic Defense
Magic Defense is the value that affects magic damage taken.
Magic damage received will be divided by the Magic Defense value.
The base value for Magic Defense is 10. At this point it does not reduce any magic damage.
Each point in Magic Defense over 10 will grant more magic damage reduction.
Magic Defense can be lowered under 10, in this case, magic damage taken will be increased.
Magic Defense is capped at 100 (90% damage reduction).
Luck
Luck affects critical strike chance and critical damage.
For every 25 points in luck, critical strike chance will be increased by 1%.
For every 20 points in luck, critical strike damage will increase by 1%
For every 5 points in luck, critical strikes will deal 1 extra flat damage.
Luck is capped at 2000.
Agility
Agility will affect turn order.
Allies will play their turn in order from highest agility to lowest agility in the party.
Agility is capped at 9999.
Extra parameters
Additionally to base parameters, there are extra parameters.
These parameters are :
- HIT - Hit rate
- EVA - Evasion rate
- CRI - Critical rate
- HPR - HP Regen
- TPR - TP Regen
HIT
Hit rate represents the chance for any attacks to land on the target.
Base hit rate is 100% for all actors, but can be reduced via debuff states.
EVA
Evasion rate represents the chance for an actor to dodge attacks.
Dodging an attack will entirely negate the damage.
CRI
Critical rate represents the chance for an actor to land a critical hit.
Critical is rolled for every hit of multi-hit attacks.
A critical strike will increase damage by 50%.
Luck will increase the critical chance, critical damage multiplier and add a flat damage bonus to critical strikes.
HPR
HP regen represents the ammount of %Max HP an actor heals at the end of the turn.
HP regen is increased primarily via equipment and skills.
TPR
TP regen represents the ammount of TP an actor recovers at the end of the turn.
TP regen is increased primarily via equipment and skills.
Special parameters
There also exist special parameters.
These parameters are :
- HOS - Hostility
- HLR - Healing received
- TCR - TP Charge rate
HOS
Hostility reprensents the chance for an actor to be targeted by an enemy.
Hostility starts at 100% for all actors, but it can be increased via equipment and states.
HLR
Healing received increase healing from any source received by the target.
Some effects will only increase one specific healing source.
TCR
TP Charge rate represents the ammount of TP recovered via attacks, guard and other effects.
It increases TP gains multiplicatively.
Damage multipliers
Damage multipliers will increase or decrease damage dealt and taken there exist several types.
Damage dealt
Damage dealt multipliers will increase or decrease the final damage dealt to the target.
These multipliers can affect all damage, or specific sources.
All sources of damage dealt multipliers will stack additively.
These multipliers will affect all damage, including negative damage (healing)
Damage taken
Damage taken multipliers will increase or decrease the final damage taken by the target.
These multipliers can affect all damage, or specific sources.
All sources of damage taken multipliers will stack additively.
These multipliers will affect all damage, including negative damage (healing)
Damage cap
Damage is capped at 999,999.
Soft cap starts at over 750,000 damage.