ATK # - increases your ATK stat by a fixed value
ATK % - increases your ATK stat by a percentage. More effective when you have a higher base ATK value. Let's say you have a base ATK stat 3,000 , ATK +150 will only increase it to 3,150, while ATK +15% will increase it to 3,450. Cap: currently unknown
HP # - increases your HP by a fixed value
HP % - increases your HP by a percentage, just like ATK %, this is far more effective than HP # when you already have more HP. Cap: currently unknown
CRIT RATE - increases the frequency of critical hits. Cap is currently unknown but it is likely capped at 100%.
CRIT DAMAGE - increases the damage of critical hits. Cap: currently unknown, likely not capped at 100%.
CRIT RESIST - reduces the chance of taking a critical hit. Cap is currently unknown but it is likely capped at 100%.
ELEMENT BONUS - increases damage when you're at an elemental advantage. Cap is currently unknown but it is likely not capped at 100%.
DEFENCE - reduces all damage taken by a percent (except bleed). Confirmed to be capped at 50% by both Hidden Variable and in-game observations.
BLOCK PROFICIENCY - reduces damage taken while blocking. Cap is currently unknown but it is likely capped at 100%.
METER GAIN - increases the rate of charging blockbusters to full. Cap is currently unknown but it is likely not capped at 100%.
ELEMENT PENALTY - increases damage when you're at an elemental disadvantage. Capped at -0%. Completely useless for fighters with light & shadow elements since they will always be at an elemental advantage.
Stats ranked from most useful to least useful:
ATK % - increases your ATK stat by a percentage. More effective when you have a higher base ATK value. Let's say you have a base ATK stat 3,000 , ATK +150 will only increase it to 3,150, while ATK +15% will increase it to 3,450. Cap: currently unknown
HP # - increases your HP by a fixed value
HP % - increases your HP by a percentage, just like ATK %, this is far more effective than HP # when you already have more HP. Cap: currently unknown
CRIT RATE - increases the frequency of critical hits. Cap is currently unknown but it is likely capped at 100%.
CRIT DAMAGE - increases the damage of critical hits. Cap: currently unknown, likely not capped at 100%.
CRIT RESIST - reduces the chance of taking a critical hit. Cap is currently unknown but it is likely capped at 100%.
ELEMENT BONUS - increases damage when you're at an elemental advantage. Cap is currently unknown but it is likely not capped at 100%.
DEFENCE - reduces all damage taken by a percent (except bleed). Confirmed to be capped at 50% by both Hidden Variable and in-game observations.
BLOCK PROFICIENCY - reduces damage taken while blocking. Cap is currently unknown but it is likely capped at 100%.
METER GAIN - increases the rate of charging blockbusters to full. Cap is currently unknown but it is likely not capped at 100%.
ELEMENT PENALTY - increases damage when you're at an elemental disadvantage. Capped at -0%. Completely useless for fighters with light & shadow elements since they will always be at an elemental advantage.
Stats ranked from most useful to least useful:
- DEFENCE
- METER GAIN
- ATK %
- HP %
- CRIT RATE
- BLOCK PROFICIENCY
- CRIT RESIST
- CRIT DAMAGE
- ELEMENT PENALTY
- ELEMEMT BONUS
- ATK #
- HP #