Hidden Stats Guide
Stats in Throne and Liberty look simple at a first glance, but in reality there are hidden formulas and stats that affect each of the visible stats. Knowing which stats to maximize and which stats to avoid is crucial when building your end game character and can save you a lot of lucent and time.
MAIN STATS
- The main stat points are earned through leveling, when upon reaching level 50 you will have 49 stat points to spend in 4 different categories. Each of the 4 categories has a point threshold on 30 40 50 and 60 stat points spent, which gives additional bonuses. These stats can also be increased through gear, so knowing which 2 main stats are for your build will make it easier when gearing up your end game character. Strength affects base damage, health regen, max health, melee defense and ranged defense. Dexterity affects base damage, attack speed, critical hit and evasion. Wisdom affects base damage, max mana, mana regen and cooldown speed. Perception affects base damage, hit and buff duration. This is the most basic form of stat distribution.
- When hovering over each stat, it says that every 10 points equal 1%. To a certain extent this is true, but as soon as you start building any of these stats, the game applies diminishing returns, meaning the more you build a certain stat, the less effective it will be. So 1000 Critical Hit does not mean 100% critical chance. It means something completely different that is affected by a defensive stat which counters critical hit.
HIT AND EVASION
Evasion Chance = ((Your Evasion - Enemy Hit) / (Your Evasion - Enemy Hit + 1000)) * 100%
- If you have equal or less evasion than enemy hit you will have 0% evasion chance
- If you have 500 more evasion than enemy hit, you will have 33% evasion chance
- If you have 1000 more evasion than enemy hit, you will have 50% evasion chance.
- Evasion is a stat that gives you a chance to completely dodge an attack whether it’s damage or CC, but only if you have more evasion than the enemy has hit, otherwise it does absolutely nothing. That’s why you need to stack evasion high, as it is not worth having in small numbers. The only 2 weapons that should stack evasion are daggers and SnS. Daggers have a passive that gives around 700 ranged and magic evasion when using mobility attacks for 6 s, while SnS also has a passive that gives smaller amounts of ranged and magic evasion.
CRITICAL HIT AND ENDURANCE
Crit Chance = ((Your Critical Hit - Enemy Endurance) / (Your Critical Hit - Enemy Endurance + 1000)) * 100%
- If you have an equal or less critical hit than the enemy has endurance you have 0 crit chance
- If you have 500 more critical hit than the enemy has endurance you have 33% crit chance
- If you have 1000 more critical hit than the enemy has endurance you have 50% crit chance.
- Critting means that you do max base damage on an attack, which is indicated by a bigger orange number on your screen. This is where the base damage range comes into play as the higher your max damage is the more damage you will crit, and if you don’t crit then it’s an rng between min and max range of your base damage. The damage is even more amplified when you have crit damage. It’s a stat only found in weapon passives and gear set bonuses. If you have 250 max damage and your crit with 20% crit damage, you deal 300 damage. Every DPS should build at least 1000 critical hit. Now endurance is a stat that counters critical hit and it is better the more you stack it, just like evasion is. In reality, endurance is worse than evasion, because if you have more endurance than the enemy has critical hit, you will still take a smaller amount of damage and can be CC’d, but they can never crit you. When you have more endurance than the enemy has critical hit, that extra endurance is converted into a glancing chance that basically forces MIN damage. If you can’t stack evasion with passives, then stacking endurance is your next best option.
HEAVY ATTACK CHANCE
Double Damage Chance = (Heavy Attack / (Heavy Attack + 1000)) * 100 %
- Heavy attack chance and evasion also counter each other, but in different ways. It basically gives you double damage, which is indicated by a x2 next to your damage number, and yes you can also crit and get x2. The stat is very hard to stack and come by, as it mostly comes from traits, several passives and some gear, but every chance you can get to add an extra heavy attack chance, you should take it. Heavy attack evasion is unfortunately a stat that is only obtainable through passive guild buff when controlling a castle or a boonstone, but it works the same way as endurance where the enemy has a lower % chance for a heavy attack on you.
SKILL DAMAGE BOOST AND SKILL DAMAGE RESISTANCE
Skill Damage Boost = (SDB / (SDV + 1000)) * 100 % Skill Damage Resistance = (SDR / (SDR + 1000)) * 100 %
- Skill damage boost is a stat that mainly comes from traits on necklace and 2 rings, while skill damage resistance comes from cloak, belt and bracelet. Both of the stats are multipliers for damage done and damage taken and they also affect skill heal. 120 skill damage boost for example is 11% skill damage increase. It is very important to build skill damage boost stat early even on green accessories and you should only start moving to blue and purple accessories once you are comfortable you can build up enough skill damage boost stats on them.
BONUS DAMAGE AND DAMAGE REDUCTION
- Bonus damage is a stat that adds on to every damage point you do. For example if you have 50 bonus damage, a skill that does 1000 damage will do 1050 damage. But a skill that does 5 x 300 damage, will do 5 x 350 damage. So with this bonus damage is only good for weapons and builds that can do fast multiple attacks which at this moment is only crossbow. Bonus damage does not affect DOT damage, like poison.
- Damage reduction is a stat that tanks stack. Their counter barrier damage scales off of damage reduction stat, meaning the more you have the more damage you can reflect back to the attackers. The stat reduces a flat amount at the END of the damage formula meaning it will make you more tankier.
BUFF DURATION AND DEBUFF DURATION
- Buff duration increases the duration of buffs on you including buffs from other players. SnS and crossbow players want to stack this up as much as possible, while debuff duration reduces the time you are affected by debuffs. No DPS build should focus on stacking debuff duration is you lose other valuable stats, but tanks should stack this as much as possible, seeing as they are almost always frontline in PVP fights, and you as a tank would want to spend less time being CC’d and more time wreaking havoc in the backline.
DEFENSE
Damage Reduced = (Defense / (Defense + 2500))* 100 %
- It’s a stat that simply reduces base damage from all attacks and can be found on all gear pieces and accessories. Heavy armor has more melee and ranged, while leather and cloth has less.
CHANCE VS RESISTANCE
Chance and Resistance = X / (X + 250) * 100 %
- You have a base weaken chance of 20% and if the enemy has 250 more weaken resistance, he lowers your weaken chance by 50%, so now your weaken chance is 10%. But if you have 250 more weaken chance than enemy resistance now that 20% weaken chance becomes 60%. This one is a bit complicated to understand, but the general idea is, that when possible you should build resistance, while naturally you have a base chance of 300. So if you don’t want to be silenced or binded by shadow step dagger players, build silence and bind resistance.
We are seeking an experienced Build Admin for Throne and Liberty with a deep understanding of the meta across most weapons and game modes. Get in touch with Galaxian on Discord if you're a good fit for the role or know someone else who is. This is a paid position.