When you increase your stats, there comes a point where those stats you add reduce their effectiveness dramatically. Each of the stats (except hp and awakening time) has a normalization point, which is nothing more than the restriction that applies as you add current value to your stats, each stat has its own normalization table.
Unnormalized Percentage | Normalized Percentage | Efficiency Stage | Efficiency Interval |
0% | 0% | 100% | 0~40% |
40% | 40% | 75% | 40~70% |
80% | 70% | 50% | 70~90% |
120% | 90% | 25% | 90~100% |
160% | 100% | 0% | Greater than 100% |
The recommended value may vary depending on the class you take, but starting from the ideal value (without character's passives/buffs) should be:
NOTE: Action Speed recommended depends the class and how much works their castings.
There are many ways to apply stats, each effect, whether buff or passive, is not displayed visually at your current stat. These stats can come in 3 different ways:
With our calculator is too easy to make calculations, trough this formula we determine the final value including rigo's Buff or any effect that you want check it:
final_value = current_value + (current_value *multiplicative_stat / 100 )
Crimson: If you want to opt for something that gives you the greatest possible damage, you must choose crimson set, but it should be noted that the sage provides a bit more damage with the difference that it is better crimson for partys if you go to full DPS
Sage: The Sage set works for you either to support or to Raid by Berthe if you want to wear less polarize and resist more.
Cerulean: It is not a set that offers that much damage but it is a very interesting option for classes that for a large part of their abilities are decent to use and few cooldown acceleration problems such as Shakti, Devi or Comet Crusader
Vermillion: It is weaker than the crimson and its point of impact comes a little later than the rest of the sets, if it is for Berthe Raid it is not bad to wear it but for the rest of the situations crimson or cerulean is better.
Cobalt: I do not recommend it, it is a set that works in very few classes and the effect is not close to that of crimson, personally I would not recommend it.
Violet: Pvp set, not very profitable for PvE.
Stage (to reach) | Glaciems | Amethysts | Magic Crystals | ED | Effect | Percentage |
---|---|---|---|---|---|---|
Stage 1 | 2,000 | 3 | 100 | 300,000 | - | 10% |
Stage 2 | 2,000 | 3 | 100 | 300,000 | - | 10% |
Stage 3 | 2,000 | 3 | 100 | 300,000 | Critical Damage +3% | 10% |
Stage 4 | 2,000 | 3 | 100 | 300,000 | - | 10% |
Stage 5 | 2,000 | 3 | 100 | 300,000 | - | 10% |
Stage 6 | 2,000 | 3 | 100 | 300,000 | Specific Skill Damage +5% | 10% |
Stage 7 | 2,000 | 3 | 100 | 300,000 | - | 10% |
Stage 8 | 2,000 | 3 | 100 | 300,000 | - | 10% |
Stage 9 | 2,000 | 3 | 100 | 300,000 | Critical Damage +3% | 10% |
Stage 10 | 4,000 | 6 | 200 | 900,000 | - | 10% |
Stage 11 | 4,000 | 6 | 200 | 900,000 | - | 10% |
Stage 12 | 4,000 | 6 | 200 | 900,000 | Specific Skill Damage +5% | 10% |
Stage 13 | 4,000 | 6 | 200 | 900,000 | - | 10% |
Stage 14 | 4,000 | 6 | 200 | 900,000 | - | 10% |
Stage 15 | 4,000 | 6 | 200 | 900,000 | Adaptation +1% | 10% |
Stage 16 | 6,000 | 9 | 300 | 1,800,000 | - | 10% |
Stage 17 | 6,000 | 9 | 300 | 1,800,000 | - | 2% |
Stage 18 | 6,000 | 9 | 300 | 1,800,000 | Critical Damage +3% | 1% |
Stage 19 | 6,000 | 9 | 300 | 1,800,000 | - | 5% |
Stage 20 | 6,000 | 9 | 300 | 1,800,000 | - | 1.111% |
Stage 21 | 6,000 | 9 | 300 | 1,800,000 | +3% Physical/Magical Attack Power | 0.556% |
The adaptation helps us to mitigate part of the Demon Realm's debuff, this is important because we recover attack and HP considerably.
Depending on the degree of debuff, the adaptation becomes more and more important, for that reason we can calculate the total multiplier that the adaptation would give us based on the fact that the current attack without occupying adaptation part of 100%, we apply this calculation:
Multiplier = (1 - Enviromental_Debuff/10 + Current_Adaptation/100) / (1 - Enviromental_Debuff/10)
For each point of adaptation we recover 1% of attack and HP, the following table shows us the maximum gain that we could get from stats assuming that we can exceed the cap.
Enviromental Debuff | Multiplier |
---|---|
10% | 11.11% |
20% | 25% |
30% | 42.86% |
50% | 100% |
60% | 150% |
70% | 233.33% |
80% | 400% |
Defense reduce received damage, to limit the percent the game use a convertion to when we got more defense the percent is more normalize so is more complicated increase it. This is important because numeric/base defense is not the same thing that defense percent.
To Convert from numeric defense to percent we use this formula:
(Def_Base / Def_const) / (1 + (Def_Base / Def_const))
To Convert from percent to Numeric::
Def_const * Def_percent / (1 - Def_percent)
Where:
Damage increase vary depending the ignore defense and enemy's numeric defense. Ignore Defense reduce the numeric/base defense, not the percent. To calculate the remain defense we use this formula:
Def_Base * (1- Ignore_Defense/100)
To calculate gained damage:
(1 / (1 - Def_percent * Ignore_Defense)) *100
Ignore defense and defense reduction debuffs are acumulated multiplicative. To combine in the formula we just use this format:
1 / (1 - def_percent *(1 - (1 - defense_ignore_1)*(1 - defense_ignore_2)* ... ) *100