**Basic Attributes Calculator Functions:**

- Tells the user how much damage or heals they are doing.
- Tells the user how much their dex is worth, relative to strength (or intelligence), in order to maximize damage.
- For healers, it will compare dex vs both spirit and intelligence (if applicable) for max heals.
- Calculate how many attribute points the user has acquired in total.

**Guide on how to download Basic Attributes Calculator**

Step 1: Click the download button above and you will be direct to the website.

Step 2: Click the download button and you will be prompt to insert the password. Fill in the password EXACTLY given. Case Sensitive.

**Where to Find the Inputs**

**Minimum Attack**- Example: 667

**Maximum Attack**- Example: 880

**Damage from other source (Additional Damage)**- Example: 356

**Strength / Int / Dex from Attributes**- (Left Point, White Colour)

**Strength / Int / Dex from Other**- (Right Point, Brown Colour)

**Total Crit**- Example: 301

**Extra Crit Rate (%)**- Example: 1.0%

**Crit Increment**- Example: 59

**Extra Crit Damage (%)**- Example 11.6& (Round it up)

**(Additional) Healing from Gear**- Click [Shift] to view more equipment stats.
- Additional Healing can be from Basic Gear Stats & Refinement Veneration Stats.

**(Additional) Healing from Soul Grid**- Take the stats from soul grid panel benefits.

**(Additional) Healing from Other Sources**- Example from Guild Cultivation

**Explanation of the Outputs**

First, please keep in mind that short explanations are offered via a tooltip when doing a mouseover over any text that has a * at the end of it.

Second, I know the strength, dex, spirit or intelligence “worth” values might be confusing.

I tried to explain it best I can in the tooltip that appears upon a mouseover.

Let’s look as an example:

“1 Strength worth in Dex” = 6.4201. What this means that getting 1 additional strength is equal to getting 6.42 additional dex in terms of additional damage *either* of these will give you.

So 1 strength is worth 6.42 dex.

So *only** *in this case, if you need to decide whether to get 1 strength or 6 dex, get strength because 1 strength will give more damage than 6 dex.

If you need to decide whether to get 1 strength or 7 dex, get 7 dex.

**Planned additional functions. **

– Create a webpage instead of .exe file for the calculator instead. I found a person to help me with it already.

– Give a graphical representation of the kind of stats needed to make a crit build work. I got this working in Excel already.

– Include heals from runes on amulets in the calculation.

– Calculate when it’s better to roll for more PvE/PvP defense VS physical/magic defense.

**Known Bugs**

– Not for dummies

– Does not have any field validation. If you input text or a blank, the program will crash.

– It’s not pretty

– Not for dummies

**Disclaimer**

Firstly, this is an alpha build. This means that the program is not yet stable.

It will perform all the calculations no problem, but do not try to input any funny values or the program will crash.

Second, I am not a programmer. I took just 3 days of diving into C# programming to make this calculator, without having any prior knowledge. It is for this reason that releases are slow despite it being a rather simple program.

With that out of the way, let’s have a short guide on how to use the calculator.

**THE STAT GUIDE**

**The Attributes Involved in Damage**

- Out of the 5 attributes, only 2 of them are involved in damage.
- Strength [or Intelligence]:
- Each point gives 1 physical damage.
- Every 10 points gives 4 Force.

- Dexterity:
- Each point gives 2 crit.

For Dexterity Classes:

- Strength [or Intelligence].
- Each point gives 1
*physical damage**.*

- Each point gives 1
- Dexterity.
- Each point gives 1
*crit*and*physical damage* - Every 10 points gives 4
*Force*.

- Each point gives 1

**Calculating Final Damage Done**

Final Damage is my own term, not found in the game. With it I mean the damage you output at the last stage, before it gets reduced by the enemy’s defense stats. It takes crit into account.

- Final Damage. = Physical Damage * (1 + Crit Rate* Crit Damage)
- Physical Damage [or Magic Damage]. = Physical Attack * (1 + Force/100) + Additional Damage
- Physical Attack [or Magic Attack]. The total sum of damage generated by your gear, and only your gear.
- Additional Damage. The total sum of damage generated by sources other than your gear, including attributes.
- Additional Damage = 1 * Strength + (gear bonuses) + (soul grid bonuses) + (guild bonuses) + (amulet rune effects)
- Force [or Zeal]. As seen in the formula, 1
*force*will increase your*physical damage*by 1% of your*physical attack*. It is NOT a 1% gain of your*physical damage.*There is a big difference there.

For Dex classes:

- Additional Damage = 1 * Strength + 0.5 * Dexterity+ (gear bonuses) + (soul grid bonuses) + (guild bonuses) + (amulet rune effects)

**The Attributes Involved in Heals**

Out of the 5 attributes, 3 of them are involved in healing:

- Intelligence. Each point gives 0.6 points of
*Additional Healing*. - Spirit. Each point gives 1.6 points of
*Additional Healing*. - Dexterity
**.**Each point gives 2*crit.*

For Dex classes (only occultist really):

- Intelligence. Does NOT add to healing.
- Spirit. Each point gives 1.6 points of
*Additional Healing*. - Dexterity
**.**Each point gives 1*crit.*

Note that the Zeal stat that every 10 Intelligence is supposed to give **does not** add to healing.

**Calculating Final Heals Done**

The heals you output at the last stage. It takes crit into account.

- Final Healing. = Healing * (1 + Crit Rate* Crit Damage)
- Healing. = 0.4 * Magic Attack + Additional Healing
- Magic Attack. The total sum of damage generated by your gear, and only your gear.
- Additional Healing. The total sum of heals generated by sources other than your gear, including attributes.
- Additional Healing = 0.6 * Intelligence + 1.6 * Spirit + (gear bonuses) + (soul grid bonuses) + (guild bonuses) + (amulet rune effects)

For Dex classes (only occultist really):

- Additional Healing =1.6 * Spirit + (gear bonuses) + (soul grid bonuses) + (guild bonuses) + (amulet rune effects)

Do note that there seems to currently be a bug with the “additional healing” stat not showing the correct number in game. A few people, including me, are still investigating this strange phenomena (Bug? Less healing power than i should have.). This happens even on China servers. What is clear right now is that intelligence is the cause. It gives less than 0.6 heals per int. It gets to even lower ratios the more int you have.

**Crit Chance and Crit Damage**

This part is probably obvious, but I’m writing it nonetheless.

- Crit Rate. Each crit gives a certain amount of crit rate %. Higher values increases your chance to crit.
- Crit Damage. Each crit increment gives a certain amount of crit damage %. Higher values increases the additional damage (or heals) your crits do. Note that the minimum is 50% (at 0 crit increment) and the maximum is capped at 200%.

Note that the ratios of crit rate per crit and crit damage per crit incement depends on level. Read the next section for details on that.

**Diminishing Return on Stats**

Now here comes the section of my findings that is a little harder to come by. Basically, there is a diminishing returns on nearly all stats that give a % of anything. But some stats have a compounded diminishing returns going for them. Let me explain…

**Character Level Diminishing Returns**

There are ton of what I like to call “level % stats”. Stats that have as their output a % value, and state in their tooltip that this %** only counts for targets of the same level**. Examples of these “level % stats” is Crit, Crit Increment, physical defense stats, magic defense stats, hit rate, dodge rate, ect. The ratio between the stat value and the % worsens the higher the level of your character is. For example, at level 59, 100 crit gives a crit chance of 4.168%, while at level 79, 100 crit gives a crit chance of 3.175%. **Force, Zeal, Persistence, and Tolerance do NOT display this kind of behavior**.

**Stat Amount Diminishing Returns**

This is the traditional one. The more you have of the stat, the less valuable an additional point it will be. For example, 1550 points of defense gives 31.5% damage reduction, but 5250 points in defense is needed for a 61% damage reduction. So you need more than triple the defense to get double the damage reduction. The stats that display this kind of diminishing returns are the defense stats (i.e. physical and magic defense stats, as well as the pve and pvp gem defense stats). **Attack stats do NOT display this kind of behavior.**

**Compounded Diminishing Returns**

As you might have already noticed, these defense stats that suffer from the “stat amount diminishing returns” also suffer from the “character level diminishing returns”. In such a way, these stats experience a compounded diminishing returns.

**A Note on PvE and PvP Gems**

Attack gems suffer only from the “character level diminishing returns”, but defense gems suffer from both (compounded). This makes it theoretically easier to build a glass cannon than a tanky character. Also, the “stat amount diminishing returns” effect is less on the defense gems compared to the physical or magical defense stats. 400 PvE defense results in 11.5% PvE damage reduction, while 900 PvE defense is needed for a 23% in PvE damage reduction. The diminishing returns is a lot less severe than the example shown 2 paragraphs earlier. This means that investing in more and better gems is a very good idea indeed.

**A Note on Defense**

There is a reason I have not gone into defense yet for most of my calculations. This is simply because how much defense you need is subjective. Do you want to play as a glass cannon? Or are you the careful type and want to survive through the hard times? Based on your play style, your required defense will differ. For example, I, as an SS, have almost half the defense when I go DPS mode as opposed to healing mode. One thing is for sure though. Melee classes need more defense.