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Big Guide to Stats

By Enceladon - MEMBER - January 26, 2019, 00:15:00

This guide is mainly for beginners, but there are maybe some info in it, which could even surprise Wakfu veterans (feel free to skip parts you already know enough).

 Basics

HP (Health Points)

Your life. If your HP go down to 0, your character dies. After this happened, you have 3 turns until you disembody. Every turn when it would be usually your turn, you loose one of that turns. Every damaging hit on you remove one turn too. If your remaining turn gets 0, you disembody and there is no way to resurrect you and bring you back in the game. HP are consisting of two different parts. The base Health Points and the %Health Points. The base health points consist of a part that increases with the level (level 1: 60HP to level 200: 2050HP) and all additive HP of gear, characteristics (strength tab), nation bonis, guild bonis and passives. The %Health Points modify the the HP with the formula


You can get %HP in your characteristics page in the intelligence tab.
HP are not only your life, they additionally have on some classes effects like damage, heals or armor related to your maximum, remaining or missing HP.

AP (Action Points)

Action points are needed to cast spells or use weapons during a fight. There are several effects that can give you additional AP or remove AP.

MP (Movement Points)

 MP allow you to move around during combat in your turn. Some classes have abilities that can spend MP instead of AP for casting spells.

 WP (Wakfu Points)

WP are needed for special spells, usually spells with enhanced power or for special utility. Nearly every class has an own way to regenerate WP and every class rely differently on that resource. Some classes will eat them like sweets, others will only use them occasionally. On the Huppermage class, the Wakfu points are replaced by Quadramental Breeze (QB ), which offers them a more fluid way of WP usage and generation.

Damage Inflicted

Damage Inflicted is a multiplier that increase (decrease under 0%) the damage done and nothing else. All damage inflicted of different sources get added together for the final amount. The formula for this multiplier is (1+sum of all damage inflicted%). The total damage inflicted can never go under -50%, it is hard capped. Fixed and nonreducable damage are not affected by damage inflicted. Same for percental damage or poisons.

Heals performed

Heals performed is a multiplier that increase (decrease under 0%) the heals done and nothing else. All heals inflicted of different sources get added together for the final amount. The formula for this multiplier is (1+sum of all Heals performed%). Fixed heals and percentual heals are not affected by heals performed.

Additionally: The incurable state is not a part of the heals performed system. It just cuts a %part of the heals. -100% by incurable means you can't heal, even with a high amount of Heals performed. 

Heal Resistance

Heal Resistance is a percentual reduction of heals received. Because of a rounding off in the formula for heal resistance, it doesn't increase if you get healed by spells/effects lower than 5% of max HP separately.
The formula is:
Heal_Res%=previous Heal_Res%+(ROUND OFF[100xHeal_Value/(5x maxHP)])%

Example: previous Heal_Res%=5%, heals 1925HP after reduction by heal resistance, maxHP=10000, so [100xHeal_Value/(5xmaxHP)]=3.85; ROUND OFF(3.85)=3
so heal res will increase to 5%+3%=8%

Critical Hits (CH or CH%)

Each Critical Hit Point increase your chance of performing a Critical Hit by 1% on a heal or damage spell. Critical Hits increase the damage by a 25% multiplier. (This multiplier is added in the base damage. There are some rare exceptions of spells with a higher multiplier.) The base critical hit chance is 3CH. The critical hits chance can't be higher than 100%. If the critical hits chance is lower than 0%, it works the same like having 0% critical hits, so you can never perform a critical hit. Critical hits increase the damage of spells or the heals done. Armor is not affected. For further exceptions, read in the last part of this guide.

Average multiplier through critical hits chance:


Block

Each block point increase your chance by 1% to perform a block, which reduces the damage received by 20%. Block chance can't be higher than 100%. At 100% block, it has the exact same effect as 100 more resistance (a 20% reduction). Fixed damage can be reduced by block, but not nonreducible damage. The multiplier of a block and a critical hit even out.

Range

Every Range point increase (decrease under 0) the range of range-modifiable spells. Negative range can only decrease your range until the spell can only be cast at minimum range.

This symbol shows that a spell is range modifiable. 

 Initiative (Init)

 This stat increase your own Initiative and the Initiative of your team. The team with the highest total Initiative starts, then the character with the highest Initiative in that team. Fighters then have their turns alternating between the teams in their teams Initiative order from highest to lowest. If someone in that Initiative order get killed, the spot keeps free and don't change the Initiative order. Summons get placed directly after the summoner in the Initiative order. Resurrecting a character works like summoning and put the resurrected character directly after the resurrecting character. The Initiative has a high value in pvp, while in pve mainly the order of the team has a really high value and partially which team starts first.

 Force of Will (willpower)

Force of Will increase your ability to remove AP and MP, as well as your resistance to AP and MP loss. Every AP/MP removing spell, besides some special exceptions like Eniripsas Transcendence or Fecas Provocation, don't have a fixed amount of AP/MP they remove, instead have a base AP/MP remove.The amount of AP/Mp that get removed are calculated by this formula:

The term in the brackets can variate between 0 and 2. If the AP/MP removed are a not integer, the decimals get used as a % chance to remove an AP/MP.
Example: AP/MP removed=1.6 means 1AP/MP removed and a 60% chance to remove a second AP/MP.
For every AP/MP removed on a target, the target get 10 force of will added to her force of will for one turn.

Lock and Dodge

“If a creature is adjacent to an enemy and they attempt to move they must perform a Dodge Check. This check compares the moving creature's Dodge with surrounding enemies Lock. Based on the difference of lock and dodge the moving creature is penalized with AP/MP loss (not building up willpower). The dodging penalty is based on how many enemies are surrounding you and which side each enemy has facing towards you.
In general, to dodge without any penalty against a single enemy you must have 1.95x their lock in dodge if they are facing you, 1.55x if you are facing their side, and 1.25x if their back is toward you.

For multiple lockers:
Total Lock = Highest Lock + (2nd Highest Lock/2) + (3rd Highest Lock/3)
X = (7/3)*(Total Lock - Dodge) / (Total Lock + Dodge)

Total Loss = (X + 1)*(4)      if the front of at least one locker is facing the dodger
or
Total Loss = (X + 1)*(4-1)   if the side of at least one locker is facing the dodger
or
Total Loss = (X + 1)*(4-2)   if the back of all lockers are facing the dodger

MP loss = Total Loss/2 (rounded up)
AP loss = Total Loss/2 (rounded down) “
(quote: https://wakfu.fandom.com/wiki/Dodge_Mechanic)

Kit Skill

Kit Skill reduces the level necessary to equip items by 1 level per Kit Skill. The maximum amount is 10 Kit Skill. Often used higher sources of Kit Skill are for example Arachnee pet (up to 6 kit skill), Whispered Ring (4kit skill, level 108), Amuleto (3 kit skill, level 140 amulet) or the 3 kit skill from guild bonus.

Control

Control is a not really clearly defined stat. Wakfu defines it as “the number of summoned creatures and mechanisms you can have in play at one time“, which is often true, but pretty often not. Fact is that there are summon and mechanisms, with the control defining the amount you can have at the same time, but usual there are for every summon own rules additionally too.
For example Elio can only have per team at max 4 portals on the field, while there is one portal for free and 3 portals per control, resulting in Elios needing 3 control for maximum amount fo portals. Pandawa for example don't need control, but can only summon two barrels. Osamodas can only summon 1 pet at the same time, but the control defines the quantity of buffs he can share. Then there are classes like Xelor or Cra, where the statement is true of 1 summon/mechanism per control.

Wisdom

 Each Wisdom point increases the amount of experience (Exp or xp) gained at the end of a fight by 1%. This don't modify quest or achievement experience. The maximum amount of wisdom is 200%. This maximum includes the wisdom of challenges, potions, almanax buff and gear. Multipliers like booster or double xp weekends are not included.


Prospecting

Each Prospecting point point increase the probability of finding an item after combat by 1%. Please notice that every item has a base chance to drop, so prospecting is a multiplier to this chance. The maximum amount of prospecting is 200%. This maximum includes the prospecting of challenges, potions, almanax buff, the Enutrof passive and gear.

Resistances

Elemental Resistance (Res)

The elemental resistance reduces damage by a percental amount. This gets calculated with the formula

This is an exponential formula, which means that every 100res you add, reduces the damage received by 20% in comparison to without it. This means too that with increasing Res% you need more and more resistance points to increase the percent for the same amount of percent. Nonreducible and fixed damage don't get affected by resistance. The in fight reduction of resistance is capped at -200resistance.
Now a bit more complex stuff to resistance: The game cuts down the resistances of anybody down to the next %, so if you would for example have 570 resistance (1-0.8^(570/100))=0.719... or 555 resistance (1-0.8^(555/100))=0.7101... will result in the same resistance%, in this case 71%. This results on higher resistances in increasing zones of resistance, which have actually no effect on the damage reduction.

Critical Resistance

 Critical Resistance is a kind of conditional resistance. When the caster performs a critical hit on a target, the critical resistance of the target gets added to the elemental resistance.

Rear Resistance

Rear resistance is another kind of conditional resistance. When the caster performs a hit from back on a target, the rear resistance of the target gets added to the elemental resistance.
Please notice that there are multipliers for the damage of different directions. 25% multiplier from back, 10% from side, 0% from front. If a target has for example 100 rear resistance, the damage from front and back are same 0% (not including rear mastery), while side still 10%. 

Masteries

 All kind of masteries get added together, if their respective conditions are meet for spells or weapon usage.
The mastery factor of damage/heal/armor is
(1+(sum of all masteries with meet requirements)/100)

Elemental Mastery

There are 4 types of elemental masteries, air, fire, water and earth. They get used for spells of their element. For chromatic damage, the highest mastery get used. Light spells of the Huppermage class are chromatic. For Foggernaut there is the Stasis element, which get calculated out of the highest elemental damage, and which hit in the element with the lowest resistance of the target.

Conditional Masteries

Melee Mastery (close combat (cc) mastery) get added while casting spells on targets within 2 cells from the caster. Melee mastery affects variable armorspells always without respecting the distance to the user.

Distance Mastery get added while casting spells on targets more than 3 cells from the caster. Spells through portals by the Eliotrope class are always distance.

Single Target Mastery (ST mastery) get added while casting spells on a single target.

Area Mastery (AoE mastery) get added while casting spells of a size bigger than 1 cell. It don't have to hit multiple targets.
Some special spells have a single target effect, but an additional area effect too, which use distinct area and single target mastery.

Critical Mastery get added to critical hits. Critical mastery get added to healing, but not to armor.

 Healing mastery get added to healing. This don't include life steal.

Berserk mastery (zerk mastery) get added when the caster has less than 50% of his max HP. Berserk mastery get added to healing, but not to armor.

Full Damage Formula
base damage ... damage of the spell (without critical hit)
direction multiplier ... 1 for front,1.1 for side,1.25 for back
crit multiplier ...1.25 for critical hit, 1 else
block multiplier...0.8 for block, 1 else
other multpliers ... stuff like damage reduction passives of mobs
barrier ... fixed damage reduction


 …Now to the part that is probably the most interesting for players that get confused by all that extra rules in Wakfu.
drum roll!!!


 What affects which situation?

 Nondirectional Damage

-are not affected by the targets rotation and rear mastery

Poisons

- can't critical hit, so not affected by critical mastery (but the amount applied can be different on a critical hit)
- are nondirectional, so can't be affected by the targets rotation and rear mastery
- are affected by single target mastery, but not AoE mastery
- are affected by the other damage masteries under their respective conditions
- can't get blocked
- are affected by resistance
- armor piercing

(The definition of poisons/indirect damage is not clear yet and many spells which usually are considered as those show weird behaviours, so there is no 100% true answer yet, this describes only the average. We can't even 100% tell what are poisons/indirect damage)

Armor

- if the armor is not fixed, affected by elemental, single target and melee mastery (distance independent)

Heals

- if the heal is not fixed or %HP, affected by elemental and healing mastery; additionally berserk, melee, distance, single target, area or critical mastery under their respective conditions
- affected by Heals performed, Incurable and Heal Resistance ( a state that ramps up with heals over a limit amount and decrease the heals done on a target)
- affected by Heals received of a target, if the caster is not the target herself

- not affected by rear mastery

Life Steal (healing)

- besides fixed life steal, affected only by the damage done to the target and the casters Heal Resistance
- affected by Incurable
- not affected by Heals received, Heals performed or healing mastery

Fixed Damage

- not affected by any kind of mastery or Final Damage
- can be reduced by a Block, by resistance and by external effects like damage reduction passives



Nonreducible Damage

- not affected by final damage and the targets resistance
- affected by critical hits, all damage mastery types (not healing) and the rotation of the target
- is armor piercing
- can't get blocked

Sram Traps

- can't critical hit (don't use critical mastery)
- are nondirectional
- use all other damage mastery types
- is armor piercing

Feca Glyphes

- can't critical hit (don't use critical mastery)
- are nondirectional
- use area mastery and melee/distance under their respective condition
- is armor piercing

Sacriers unleashing of stored Flame Return

- not affected by the targets resistance
- fixed damage number (can't be modified by the sacrier's stats)
- can get blocked
- can get reduced by damage reducing effects of the target
- don't pierce

Flaming

- 500 Flaming hard-cap
- can't critical hit
- affected by berserk mastery
- not affected by rear mastery and is direction independent
- influenced by Scalded (indirect damage inflicted) and Damage Inflicted
- can get blocked
- isn't armor piercing
When Flaming get triggered at start of your turn:
 - melee and single target damage on all tiles directly next to the states owner (I will call it initial hit)
 - if a target dies by an initial hit, an explosion around this target will be triggered, which is area damage
 - depending on the distance to the states owner, the explosion is melee or single target
 - explosions interupt the initial hit chain (after they are done, the other initial hits are executed)

Eternal Sword Passive (damage part)

- the extra damage of the passive can be piercing or not depending on if the spell that gets the extra damage is piercing or not
-the 800 damage can't be improved or reduced

Summons

(maybe get added later, it is just a giant topic)

Thanks for reading this guide, if you still got to this message after this endless wall of text. If you still have special cases, where you don't know what affects a special spell or passive effect, I try to answer and maybe will add it to the main post.

small note to Sinistro and Hydrand of Xelor: both deal indirect damage, other summons with turns deal direct damage

Have fun ~ Genn

Updates
27th Jan. 2019 - throw some more dictionaries on it and fixed some formulas
2nd Feb. 2019 - changed the hard cap of sum of damage inflicted to -50% after testing
8th Feb. 2019 - more dictionaries and adding the armor piercing on poisons
9th April 2019 - added Sacriers unleashing of stored flame return
25th May 2019 - added heal resistance
14th Dec. 2019 - added Flaming, small info added to critical hits
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Reactions 17
Score : 235

Sram poison is reduced by the res and block?

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Score : 584

Poison can't be blocked, but i believe res still affects the damage.

2 0
Score : 3401

Worth mentioning that Poison will bypass Armor.

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Score : 7060

Yes, you are right. It is added now.

0 0
Score : 47

appreciate the effort to make an up to-date guide for us who still play or are new to the game. thank you

also, is there something special about Flaming that i has it's own seperate section?

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Score : 7060

Yes, Flaming has several specific properties. Honestly, I forgot to add Flaming some time ago, but when I remembered it, there was some change on Flaming with 1.64 on the way and I would prefer to test it on live server then again, before putting it in here.

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Score : 809

and the generated ecaflip armor? Critical domain and %crit influence? Or just melee damage?

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Score : 7060

As written down in the guide, affected by water, single target and melee mastery. A critical hit or critical mastery don't affect the Ecaflips armor.

2 0
Score : 17

Hi,

First, thanks for this pretty comprehensive guide, I know it's a lot of work and it's really helpful and appreciated (the number of upvotes speaks for itself!)

I'd like to add some comments about % damage inflicted and fixed damage:

Damage Inflicted[...]
Fixed and nonreducable damage are not affected by damage inflicted. Same for percental damage or poisons.
>>> Non-reducable damage and poisons are affected by % damage inflicted.

Poisons
[...]
- are not affected by final damage
>>> Poisons are affected by % damage inflicted.

Fixed Damage
[...]
- can be reduced by a Block, by resistance and by external effects like damage reduction passives
>>> Fixed damage are not affected by resistance.
I think they can be blocked indeed (I remember my Feca blocking the fixed -4000 (down to -3200 damage) that Grozepin's inflicts if you start your turn on the 3x3 cells glyph that appears after you kill one of the plants that grant the boss damage reduction), but I don't know if all kind of fixed damage can be blocked in the same way.
I don't know about damage reduction passives, do you have something specific in mind?


Nonreducible Damage
[...]
- not affected by final damage and the targets resistance
>>> Non-reducable damage are affected by % damage inflicted.


Feel free to test it.
Thanks again for your great work smile
1 0
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Score : 7060

Basically you are right. The problem is that this is actually not 100% the case. There is a not ignorable amount of spells that are affected by both damage inflicted and indirect damage inflicted or have other weird behaviours, so I work on a list of the behaviour of all indirect damage spells, to send it later to a GD to fix them. When this system is working correctly, I will add that infos on them.

5 0
Score : 241

Great guide! Easy to read, understand and follow!

Just got two quick question for damage stats when trying to choose which gear will give me more damage. Is it safe to assume that secondary masteries (melee, distance, aoe, etc) will give you more damage per stat than say elemental mastery of either the same value or slightly higher? To give an example, 40 ST mastery vs 40 elemental mastery (fire/earth/air/water or flat elemental mastery), the ST mastery will beat the elemental mastery, right? (I'm thinking that you'll want to multiply 40 ST mastery by .8 to get a value of 32, while you multiply the value of 40 ele mastery with .5 to get a value of 20). Similarly, if that's the case, 40 ST mastery will still beat 60 ele mastery (40*.8=32 for ST and 60*.5=30 for ele mastery).

Also, I'm trying to figure out why berserk is so strong in relative to other masteries, even if its for mainly two classes (sacrier and elio) and why berserk exclusive gears have high zerk masteries, but in sacriface of other sort of masteries. I'm a sacrier who wants to take the zerker route, so I was thinking whether it be worth sacrifacing the other stats for zerk mastery. My line of thinking is probably because each stat of zerk mastery would be *.9 instead of *.8 for secondary masteries and *.5 for ele mastery? As an example, 40 zerk mastery is 40*.9=36, while 40 ST mastery is still 40*.8=32 and 40*.5=20

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Score : 7060

masteries have equal effect, if theor conditions are met. So 40 elemental mastery is as strong as 40 distance mastery on  a target in more than 2 distance or  40 berserk mastery under 50%HP.

The point why berserk is stronger, is that passives, characteristic points or gear give more berserk mastery than other mastery types. So a character for example could get 5000 total mastery, if he mainly uses berserk, while he could only get 4000 with mainly melee mastery.
The masteries you get are balanced on the conditions that you have to do, so they apply.
This is why you get more mastery, if you go for hard conditions (berserk, backstab,...) and in comparison low mastery, when you take easy to achieve (critical mastery)/always achieved (elemental mastery) conditions.

0 0
Score : 1184

Well this is certainly handy to have, even if you're a veteran, as not all of us are playing 24/7 or remember all the individual details/have them looked up.

As for a little detail that will probably get added later: Foggernaut's Stasis spells have above average base damage when they crit (I think it was something like 35% on average?) and some Osamodas summons also have above average crit damage ratios (for example, Wabbit Shawpshootew, who has an average of 50% on the three spells the player can cast on it.)

And this is more of a nitpick than actually relevant, critical hits increase the *base* damage/healing, rather than applying as a normal damage dealt modifier. I say that's a nitpick because, well, what you're saying isn't wrong.

Oh, and one more important thing is the "Connections" effect, where some spells get new interactions based on the last spell used. Most notably, the Rogue's air branch is almost entirely comprised of this. There was also a spell or two in the cra spells that applies this as well. Although this isn't really a "stat", I still think it may be worth mentioning in the text of something else if possible, or given its own section.

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Score : 7060

Thank you, will add that stuff to critical hits later.

To the connections: I don't see any connection to this guide, because I don't explain mechanics, I explain what stats affect the mechanics. And for connections itself, there are no stats affecting it, because it has no effect besides a following effect. In the case of the lifesteal, you can look in lifesteal, in the case of damage, look on direct damage,...
You see, there is nothing to tell to it there.

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