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Guide article

Stat efficiency and diminishing returns

Aion Research Lab attribution, conditional KR values, and Double Chance examples.

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

CH 11: HOW STATS WORK (DAMAGE FORMULA)

This chapter will include a full breakdown of how all the stats work including detailed formulas. Some of these equations are not known to anyone yet and are becoming public for the first time with this doc.

I want to give a special shoutout to a well-recognized Korean Youtuber “Aion Research Lab” and his friends for discovering a lot of the formulas and equations listed out in this section. I spent a lot of time discussing numbers with him and it is STILL a work in progress…understandably so, considering the amount of sheer stats and convolution Aion 2 is with Damage.

Updates will be made on any new discoveries including fixes, but until then this is the most accurate up-to-date info we have on how all the stats work. I’ve tried my best to lay this out in the easiest to understand way while preserving the details.

“Aion Research Lab” YouTube Channel Link

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End-game Stat Value

The following shows the damage efficiency for offensive stats based on current end-game Korea (on an ideal build) which is currently at the start of Season 1 (Start of level 50 and Lava Heart armor introduction). These stats also incorporate support buffs.

Generally speaking, diminishing returns are a thing. This means the values below will be different for Global launch (as well as future KR since more stats are added) considering we will have less stats, therefore less diminishing return impact. There will be a greater discrepancy with some stats for global launch. For example, Front/Back Damage Boost starts at a base value of 0% vs Critical Damage starting at 50%. The first 10% added to both stats favor Front/Back Damage Boost due to diminishing returns.

Also keep in mind certain classes have access to some buffs which diminish the value of certain stats the more you stack them (for example, the Critical Damage Boost stat with Gladiator).

Before we dive into the numbers, quick explanation on…

How Diminishing Returns Work using Double Chance Efficiency Example

What is Double Chance?

A: It gives you a certain chance to deal 2× damage.

If my normal damage is 1, then when Double Chanceprocs, the damage becomes 2.

How much stronger does 1% Double Chance make you?

Imagine that you have a 1% chance for your salary to be doubled.

If your salary is 1,000,000 won, then over 100 paychecks:

1,000,000 won × 100 = 100,000,000 won + 1,000,000 won

Since this represents receiving your salary 100 times, divide the total by 100 to find out how much you receive on average per paycheck.

My normal damage is 1, and when Double Chance procs, it becomes 2.

Double Chance 0% → 1%

How much does my DPS increase?

A: 1.01 → 1% DPS increase

Double Chance 0% → 2%

How much does my DPS increase?

A: 1.02 → 2% DPS increase

Double Chance 0% → 50%

How much does my DPS increase?

A: 1.5 → 50% DPS increase

Double Chance 1% → 2%

How much does my DPS increase?

A: 0.99%

At 1% Double Chance: 101 total damageAt 2% Double Chance: 102 total damage

So going from 101 → 102 is approximately a 0.99% actual DPS increase.

Practical Calculation

At 80% Double Chance, how efficient is another +1% Double Chance?

Assumptions:

Double Chance Resistance: 30%
 보빛 + 대징 support buffs: +12% Double Chance

80% Double Chance → 62% Final Double Chance

Now, how much DPS do you gain going from:

62% → 63% Double Chance?

If your base damage is 1 and you attack 100 times:

  • 63 attacks deal 2 damage from Double Chance.

  • 37 attacks deal 1 damage.

Therefore:

62% Double Chance = 162 total damage63% Double Chance = 163 total damage

Answer: 0.617% DPS increase

So:

+1% Double Chance = approximately +0.617% actual DPS at this point.