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Guide article

Offensive stat values and Attack comparisons

Conditional KR offensive-stat efficiencies, formulas, and Attack comparisons.

Source context and uncertainty

Source recommendations, first-person statements, and testing claims are Kanon’s. Figures are captured examples rather than universal costs or ideal builds.

Captured source update: 9/20/2026. Regional and unconfirmed details remain qualified as written.

Efficiency values assume an ideal KR end-game build at the start of Season 1, level 50 and Lava Heart armor, including support buffs. Global launch, future KR, class buffs and diminishing returns can change these values.

This guide preserves Kanon’s source statements and labels the source’s limits. Original source document · About the source and author

End-Game (KR) Damage Efficiency Numbers

1% Damage Boost = 0.35%

  • Based on 180% Damage Boost

  • Current end-game total Damage Boost reaches over 200%. Remember, the higher this number goes, the less damage gained (keep in mind this is additive to other select Damage Boost stats)

  • For classes with access to higher Damage Boost, value can be as low as 0.3%

  • Factors Boss Resistance (-50%) ≈ 180%

  • Less valuable than other Damage Boost buckets (Weapon, Front/Back, Crit) because it is additive with more Damage Boost sources.

  • Formula:

    • (Damage Boost + Boss Damage Boost + PVE Damage Boost + Species Damage Boost)

1% Weapon Damage Boost = 0.5% ~ 0.55%

  • Weapon Damage Boost has high value due to its unique Damage bucket

  • Formula:

    • [(Pure Attack × Weapon Damage Boost) + Attack Bonus] × Attack Power Increase %] + PvE Attack + Boss Attack]

  • Is amplified the higher “Pure Attack” is. “Pure Attack” is defined below the Formula section

1% Critical Damage Boost = 0.4% ~ 0.6%

  • Keep in mind this stat has a base starting value @ 50%

  • Larger variance due to Class passives that impact Crit rate and damage

  • The above values based on:

    • Classes with Critical Damage buffs will be around 120% (≈ 0.4% range)

    • Classes without will be around 90% (≈ 0.6% range)

    • Classes such as Gladiator (Murderous Burst), Chanter (Wind’s Promise), Ranger (Hunter’s Resolve, Bow of Blessing), Sin (Assault Stance, Illusive Clone), Cleric (Earth’s Grace) are closer to the 0.4% ~ 0.45% range due to Crit Damage passives

    • In addition to the above point, some classes have guaranteed Crit rate which could push the value up to 0.6%

    • Classes that don’t have the Crit Damage buffs + no guaranteed Crit will be around 0.5% range

    • Factors Boss Crit Res (-25%).

    • Formula:[(1.5+Crit Damage%−Boss Crit Damage Resistance%)×{(Guaranteed Crit Ratio%)+(1−Guaranteed Crit Ratio%)×(Critical Hit Chance%)}+(1−Guaranteed Crit Ratio%)×(1−Critical Hit Chance%)] / [(1.5+Crit Damage%+1%−Boss Crit Damage Resistance%)×{(Guaranteed Crit Ratio%)+(1−Guaranteed Crit Ratio%)×(Critical Hit Chance%)}+(1−Guaranteed Crit Ratio%)×(1−Critical Hit Chance%)]​

1% Perfect = 0.1%

  • Procs your max damage range on your Weapon

  • Perfect has a hidden ≈ 5% damage stat that affects Pure Attack (very few, if not any, know about this, and yes it’s very weird, but tests have proven this to be real)

  • Difficult to calculate due to variables but generally comes out to about a 0.1% for every 1% of Perfect.

1% Double Chance= 0.6% ~ 0.65%

  • Doubles your damage (similar to Heavy Attack in T&L) and is the highest value offensive stat in the game atm.

  • All bosses from Dying Dramata and on have 30% Double Chance Resistance

  • @ 50% Double Chance, damage gain is ≈ 0.8% for every 1% of Double Chance

  • @ 70% Double Chance, damage gain is ≈ 0.65% for every 1% of Double Chance

  • @ 80% Double Chance, damage gain is ≈ 0.60% for every 1% of Double Chance

1% Front/Back Attack Damage Boost = 0.57% ~ 0.65%

  • A new stat added after the Level 50 Chapter 1 update that boosts your Damage when attacking from a positional

  • Starts at 0% and is in its own unique multiplicative bracket (Other Damage Boosts do not get added to this) - very high value

  • Based on 75% uptime on landing the positional

  • Currently non positional classes are even stacking this due to its impact on DPS. Explained further here. This is likely to be adjusted somehow someway before global launch

1% PVP Damage Boost = 0.6%

  • PVE guide but adding the value of PVP Damage Boost for the PVP Andies

10 Attack = 0.17%

  • Attack is in the “Pure Attack” category, separate from Boss and PVE Attack meaning this is directly multiplied by Weapon Damage Boost

  • 2 yellow/unique Attack lines on your Manastone ≈ 1% Damage Boost

10 Max Attack = 0.1325%

  • Max Attack increases the max Attack range of your Weapon. In the case of the image below, 20 Max Attack would turn the 709 into 729 making the range now 641~729

  • Max Attack also increases the average median Attack of your Weapon. The average Attack using the image below would be (641+709)/2 = 675. For example, adding 20 Max Attack to this would now make the average Attack (641+729)/2 = 685

  • When calculating this value you take into consideration your Perfect proc rate (Perfect = % chance to hit your max Attack range) along with your average Attack

  • Max Attack directly impacts your “Pure Attack” making it one of the top Attack Stats per point (2nd to Attack)

Weapon attack range

Attack range (white): 641–709(+350)
709 is max range endpoint,641 minimum. Prose+20 example produces641–729 and mean675→685.
Related guide passagesMax Attack increases the max Attack range of your Weapon. In the case of the image…Max Attack also increases the average median Attack of your Weapon. The average Attack…When calculating this value you take into consideration your Perfect proc rate (Perfect…
Weapon tooltip (orange Heroic): +20 Splendent Nemesis Dragon L...; Heroic Fist; Item Level134(+63)
Example item, name truncated.

10 Attack Bonus = 0.1%

  • Attack Bonus gets added directly to Weapon Damage Boost after it has been multiplied by “Pure Attack” then gets multiplied by Attack Increase %

  • Max Attack > Attack Bonus point for point but Attack Bonus is still a top stat because it is not outside Attack Increase

  • Formula:

    • Source formula (verbatim)

      (((Pure Attack × Weapon Damage Boost) × Multi-Hit × Power Shard) + Attack Bonus) × Attack Increase%

STAT VALUE TLDR 

Double Chance > Front/Back Attack Boost > Weapon Damage Boost > ≈ Critical Damage Boost > Damage Boost

ATTACK > MAX ATTACK > ATTACK BONUS > ALL OTHER ATTACK

Additional Notes on Max Attack vs Attack Bonus: If you want to see a detailed breakdown of the efficiency value, refer to this video: https://youtu.be/XFdyimL2_Mk?si=nLHur9uEroXt3v6l&t=377 

- 1:16 to show his formula is accurate, watch whole vid though for full breakdown

- Max Attack (최대공격력), Attack Bonus (추가공격력)

Keep in mind when looking at your in-game "Attack" stat, this stat does not factor in Weapon Damage Boost. This can be easily tested by simply removing Weapon Damage Boost from your Marchutan Daevanion Board and you'll see the "Attack" value does not change.