## Character Statistics Explained

*By S4U.*

Today we’re going to be talking about something I call “comparative stats”, and the interactions and mechanics associated with them. This is going to be more of a lesson as to how the game’s designers made a choice with the way certain stats work, and how you can plan your builds around that.

If you want to follow along in game, you can find the official stat descriptions in the game tips section, hopefully this guide will help you achieve a more clear understanding alongside it.

### Comparative VS Absolute

This is the main difference the game makes, the question of “How does a stat work?”

If I told you a unit had 100% crit chance, you would most likely think that the unit crits on every attack, and that is true if the stat is “absolute”, but IH chooses to use a different system.

In its simplest terms, an absolute stat is one that is solely referenced in its calculations, 100% crit and 100% dodge would mean you always crit and always dodge.

A comparative stat, on the other hand, references both itself, and a stat of the other unit involved. Tenacity and crit, then, are two sides of the same coin. While crit raises the crit rate of the attacker, tenacity lowers crit rate of attacks against the defender.

### How and Which Stats?

First off, I want to explain the exact math behind the system. In this game, comparative stats apply linearly to each other, as opposed to multiplicatively. This means that 100% tenacity does not remove all crit chance, but reduces the attackers crit chance by exactly 100%. This implies two things: 100% Crit or Hit over Tenacity or Dodge means guaranteed crits or hits, and having Tenacity or Dodge equal to the attackers Crit or Hit implies full avoidance. This means the stats are in a constant arms race with each other, and every point counts, even those past 100.

So then, which stats in this game are comparative, and what are their counterparts, here is a list of most of the relevant stats at the moment:

- Defense and armor break
- Armor break on an attacker reduces the defense value of the defender when determining damage.

- Hit and Dodge
- Dodge reduces the attackers hit chance against you.

- Crit and Tenacity
- Tenacity reduces the attackers Crit chance against you.

- Crit Damage and Crit Damage Reduce
- Crit damage Reduce reduces the Crit Damage multiplier.
- Crit damage is multiplicative with all other sources of damage amplification.

- Crit damage Reduce reduces the Crit Damage multiplier.

- Final Damage and Final Damage Reduce
- Final Damage Reduce reduces the Final Damage multiplier.
- Final Damage is multiplicative with all other sources of damage amplification.
- Notably, Final Damage Reduce can reduce Final Damage to less than 0, which will then reduce damage by the end result. This means that the best way to counter a unit with high Final Damage Reduce is actually to increase your units Final Damage.

- Final Damage Reduce reduces the Final Damage multiplier.

- M/P damage increase and immunity
- Important for units such as Nene, Minamoto, Hannibal, and Zhao Yun (earth), these stats are multiplicative with other sources of damage amplification.
- Zhao Yun was a recent change, her passive used to give 40 Final Damage Reduce, but I noticed it was changed to Magic and Physical.

- (Element) damage increase/reduce
- (Element) Damage Increase raises the damage dealt to units of that element.
- (Element) Damage Reduce lowers the damage dealt by units of that element.
- Prometheus is currently the only unit that deals with this stat.
- Scales additively with type advantage (i believe), and multiplicatively with all other forms of damage amplification.

- Speed
- Speed is compared to determine initiative ordering. This functions differently than every other stat listed here, but it’s important nonetheless.

There are several other unused stats that are comparative, such as block, block damage reduction / penetration, and more. But these stats have yet to be incorporated into the game as a whole.

### Uses of the System

So then the practical part of the guide, what does this let us achieve. It lets us make more informed decisions about stat allocation against certain enemies.

**Bossing**

Most bosses have exactly 35 or 70 tenacity, meaning Crit beyond 135 or 170 is essentially useless. See my guide to bossing for the specifics

**Crit Damage and Final Damage**

These two stats will become the most important for damage amplification once you max out Crit chance, and with Final Damage having very few sources, it’s important to fight to keep this above units Final Damage Reduce.

**Damage Reduction**

Since damage amplifications are multiplicative with each other, it is best to focus on one source of mitigation rather than spreading out to all of them.

- Zhao Yun + Nene can be 90% Mdmg reduction.
- Full tenacity can nullify all crit damage, if they don’t crit you, then it doesn’t matter.
- Final Damage and Final Damage Reduce are very hard to acquire, so maxing out Final Damage Reduce can make you invincible.

I hope this was helpful to you!

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