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Key Stats

Offense is what matters in PvE. The only defensive requirement is not dying in one hit, and endgame mechanics increasingly deal fixed damage that ignores your defenses anyway.

Everything worth stacking, best first. Two of these give you more hits rather than bigger ones, which raises your damage just as much but cannot be expressed per percent, so they read n/a.

Stat Tier DPS per 1% c Reason
Smite S 0.60 – 0.65% Doubles the hit, and reaches 0.8% once you are already at 50% smite
Combat Speed S n/a More swings per second, so it scales everything else in this table. Take it from every slot that offers it
Weapon Damage Boost A 0.50 – 0.55% Multiplies Pure Attack before defense is subtracted
Critical Damage Boost A 0.40 – 0.60% Base 50%. The spread is class dependent: the more your damage crits, the higher it sits
Cooldown Reduction A n/a More casts of your best skills. Worth stacking to 33 – 36%, then it becomes filler
Damage Boost B 0.35% Every Damage Boost variant lands in one pot that is already at 180 – 200%, so each new point is diluted
Multi-Hit B ~0.33% 1 – 4 extra hits at 5% each. Good for fast hitters like Sorcerer
Attack (per 10) C 0.17% The base everything else multiplies
Perfect D 0.10% Forces a max weapon-range roll plus a hidden ~5% on Pure Attack

c Community tested: one extensively measured KR source, cross-checked against a second tested TW source. The ordering is agreed on; the exact percentages are one player's measurements.

Why the two n/a rows have no number. Both move in steps rather than smoothly, so a per-percent rate would be misleading. Combat Speed advances in roughly 3% increments: points between steps do nothing, and the point that crosses a step is worth the whole step. Cooldown reduction rounds up on short cooldowns, so 1% off a 20 second cooldown rounds back to 20 seconds and does nothing at all, while the same 1% off a 60 second cooldown is a real 2 seconds. Neither is less valuable for it.

Ping cuts into Combat Speed. 150 – 200 ms costs 50 – 70% of your damage, measured, across all classes roughly equally.

Perfect is worth less than it looks. Most community guides still chase it. Roll it only where nothing better is on offer.

The order above is close to class agnostic. The exceptions:

Class Callout
Assassin Accuracy is near worthless: back attacks cannot be parried, and that is where an assassin lives. Take every point of cooldown reduction available, since Illusive Clone cannot reach full uptime without it
Chanter, Sorcerer Fast hitters, so Multi-Hit rolls well
Cleric Needs exactly 34% cooldown reduction for full uptime on Earth Punishment. Condemnation already forces Multi-Hit, so rolling more of it is redundant. The Healing Enhancement passive converts 10% of Attack into healing power, which is why a healer still stacks Attack
Gladiator, Templar No forced Multi-Hit, so rolled Multi-Hit carries its full value
Ranger Deadshot already forces Multi-Hit; take Attack over Multi-Hit rolls

Elementalist and Brawler have no exception worth calling out yet: follow the general table above.

Two stats change value with the boss rather than the class. Multi-Hit’s extra hits ignore the target’s defenses c, so it scales up as bosses stack damage tolerance late in a tier. Smite is resisted 30% c by bosses from Dying Dramata’s Nest onward, so its tier above is a ceiling on those fights, not a constant.

c Both community tested. The client confirms Multi-Hit adds up to 4 hits and that Smite Resist exists, but gives no damage share for the extra hits and no boss stat tables, so neither number can be checked against the data.

Per Kanon’s bible:

[[[(((Pure Attack x Weapon DB) x Multi-Hit x Power Shard) + Attack Bonus)
x Attack Increase% + PvE Attack + Boss Attack + Species Attack]
x Skill Coefficient]
- [(Defense - Penetration) x 0.1]]
x (Damage Boost + PvE DB + Boss DB + Species DB) <- one additive pot
x Critical DB x Smite x Perfect x Skill Added Damage <- separate multipliers

Everything on the last row is its own multiplicative bucket, so it compounds against everything you already have. Damage Boost and its variants all share a single additive pot, so a fresh 1% is 1% of a pot that is already enormous. That single structural difference is what sets the order above.

Two consequences worth acting on:

  • Attack variants do not get the percentage multipliers. Critical Attack, Back Attack, Front Attack and PvE Attack all sit outside Attack Increase%, so plain Attack beats them once you own any multipliers at all.
  • Penetration is weak. In PvE, defense is a flat subtract of 10% of (Defense - Penetration), so a point of Penetration removes a tenth of a point of damage. Attack is strictly better.
Stat Cap Measured against Reached at c
Critical Hit 80% the target’s Critical Hit Resist +1,200 over it
Accuracy 80% c the target’s Evasion +1,200 over it
Evasion 50% the attacker’s Accuracy —

c Community tested, not stated in the client. The client gives the 80% Critical Hit cap and the 50% Evasion cap in its own stat descriptions; it says nothing about an Accuracy cap, and nothing about how many points reach either one.

Accuracy and Critical Hit are reported to run on one shared curve, roughly 6 to 7% per 100 points of difference, with diminishing returns along the way. That comes from one tested source and supersedes the older and more widely repeated “10 points = 1%, cap at 800” model.

Base attributes give 0.1% per point.

Attribute Grants
Constitution HP
Dexterity Evasion, Block, Critical Hit Resist
Intelligence Status Effect Chance
Might Attack
Precision Accuracy, Critical Hit
Willpower Status Effect Resist

God stats give 0.2% per point, twice the rate. Only the first of each god’s two effects is usually what you want.

God stat Deity Effects PvE read
Destruction Zikel Attack increase · Perfect Resist Top pick. Raw Attack
Time Siel Combat Speed · Smite Resist Top pick. Combat Speed is S-tier
Wisdom Lumiel MP cost reduction · Smite Smite is the top offensive stat
Illusion Kaisinel Cooldown reduction · Endurance Penetration Take early, until you clear 33 – 36% CDR
Death Triniel Critical Hit increase · Regeneration Penetration Useful while you are short of the crit cap
Freedom Vaizel Accuracy · Evasion Useful while you are short of the accuracy cap
Justice Nezekan Defense · Perfect Chance Both halves are low value in PvE
Life Yustiel HP · Regeneration chance Survival only
Space Israphel Move Speed · Block Quality of life
Destiny Marchutan MP · Endurance Lowest value

The practical ordering for bracelets, which always roll god stats, is Destruction > Wisdom > Illusion > Time, with Freedom and Death as cap fillers and Justice replacing them once you are capped.

Where these stats come from in practice: Soul Binding rolls them per slot, manastones add them to weapons and armor, and enhance and exceed raise the base the multipliers work on.

Not live at Global launch: Front/Back Attack Damage Boost sits second on the KR order at 0.57 – 0.65% and has its own multiplicative bucket, which is why ranged classes stack it there too. It arrives with the level 50 chapter. Ignore it until then.