ATK # - increases your ATK stat by a fixed value, useful for most bronze fighters and a few silver ones. Pretty much useless for gold fighters.
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. ATK % does not have a cap but realistically you won’t get more than 165% in total if you’re extremely lucky.
BLOCK PROFICIENCY - reduces damage taken while blocking. Capped at 100%.
CRIT RATE - increases the frequency of critical hits. Capped at 100%
CRIT DAMAGE - increases the damage of critical hits. Forgot if it capped at 100% or 200%.
CRIT RESIST - reduces the chance of receiving a critical hit. Capped at 100%.
DEFENCE - reduces all damage taken by a percent (except bleed). Stacks with +15% defence from skill tree and currently caps at 65%.
ELEMENT BONUS - increases damage when you're at an elemental advantage, capped at 50%.
ELEMENT PENALTY - increases damage when you're at an elemental disadvantage. Capped at -0%. Completely useless for fighters with light & dark elements since they will always be at an elemental advantage.
HP # - increases your HP by a fixed value, like ATK #, this is useful for most bronze and a few silver fighters. Useless for gold fighters since their HP amounts are in the ten thousands range.
HP % - increases your HP by a percentage, just like ATK %, this is far more effective than HP # when you already have more HP. Like ATK %, there is no theoretical cap on this stat, but won’t be more than 165% in practice.
METER GAIN - increases the rate of charging all blockbusters to full. Can stack with Haste up to a maximum of +100% total.
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. ATK % does not have a cap but realistically you won’t get more than 165% in total if you’re extremely lucky.
BLOCK PROFICIENCY - reduces damage taken while blocking. Capped at 100%.
CRIT RATE - increases the frequency of critical hits. Capped at 100%
CRIT DAMAGE - increases the damage of critical hits. Forgot if it capped at 100% or 200%.
CRIT RESIST - reduces the chance of receiving a critical hit. Capped at 100%.
DEFENCE - reduces all damage taken by a percent (except bleed). Stacks with +15% defence from skill tree and currently caps at 65%.
ELEMENT BONUS - increases damage when you're at an elemental advantage, capped at 50%.
ELEMENT PENALTY - increases damage when you're at an elemental disadvantage. Capped at -0%. Completely useless for fighters with light & dark elements since they will always be at an elemental advantage.
HP # - increases your HP by a fixed value, like ATK #, this is useful for most bronze and a few silver fighters. Useless for gold fighters since their HP amounts are in the ten thousands range.
HP % - increases your HP by a percentage, just like ATK %, this is far more effective than HP # when you already have more HP. Like ATK %, there is no theoretical cap on this stat, but won’t be more than 165% in practice.
METER GAIN - increases the rate of charging all blockbusters to full. Can stack with Haste up to a maximum of +100% total.
Stats ranked from most useful to least useful:
- Meter gain
- ATK %
- Defence
- HP %
- Crit rate
- Crit damage
- Block proficiency
- Element bonus
- Element penalty
- Crit resist
- ATK #
- HP #