Stats


Stats immagine illustrativa di Soulframe


Stats immagine illustrativa di Soulframe

Stats, short for Statistics, refers to the numerical aspects of an Envoy, ally, or Enemy - from their Life, to their Armour, to the Damage they deal.



For definitions of other terminology commonly used by the playerbase, see the Glossary.

Stats

Stat Explanation
Armour (Enemy)
  • Enemy armour provides a direct subtraction from any damage dealt, leaving a minimum of 1 damage (i.e. it can never be reduced to zero).
  • If the enemy's armour exceeds the damage that would be dealt by a player's Light Attack, such that 1 damage would be dealt, their healthbar greys out.
Armour (Player)
  • The defenses of the Envoy are split between three stats: Physical Defense, Magick Defense, and Stability.
  • For example, wearing Armour with higher Physical Defense will cause physical attacks to deal less Damage.
    • See Armour for further detail.
Attack
Attack Speed
  • The rate at which a Weapon may perform subsequent attacks.
Attunement
  • The stat that determines how strongly a piece of equipment will scale with its associated Virtue(s).
Attune Cap
  • The cap beyond which a piece of equipment will no longer scale with its associated Virtue(s).
Charged Attack
Courage
Damage
  • The raw numerical decrease dealt to a character's Life by an attack or ability.
  • Damage comes in different Damage Types such as Blunt, Voltaic, Sharp, Flame, etc. These are explained on the Damage page.
Defense
Falloff
  • A mechanic whereby a Weapon, attack or ability will deal maximum damage within its optimal Range, but decrease as the distance to the target increases until hitting a minimum threshold beyond which there is no effect.
Grace
Life
  • Life, often referred to as Health or HP, is the measure of how much Damage an Envoy, ally, or Enemy can take until dying.
    • See Life for more information and ways to heal or increase maximum Life.
Lifesteal
  • A mechanic allowing the player to recover some of their own Life by stealing it directly from an Enemy.
    • See Lifesteal for more information and sources of this stat.
Range
  • The effective distance covered by a Weapon, attack, or ability.
  • Certain effects do not immediately cease beyond a certain Range, but instead experience Falloff.
Smite Chance
  • Sometimes referred to simply as Smite. The chance, per hit, of a Weapon inflicting the Smite status on an Enemy.
    • Smite Chance varies per Weapon, and may be increased by a variety of means such as Combat Arts or Totems.
    • Trivia: Smite is considered the 'Critical Hit' of Soulframe, and Smite Chance is thus somewhat akin to a 'Critical Chance' stat.
Smite Cooldown Restore
  • Upon performing a Pull Smite on a Smited Enemy, the Arcanic associated with the colour of the pulled soul will have its cooldown restored by an amount determined by this stat.
Smite Damage
  • The amount of Damage inflicted upon performing a Pull Smite on a Smited Enemy.
    • Deals damage.
    • Smite Damage may be increased by a variety of means such as the Voided Pact Art.
    • Trivia: Smite is considered the 'Critical Hit' of Soulframe, and Smite Damage is thus somewhat akin to a 'Critical Damage' stat.
Smite Duration
  • Determines how long an Enemy's soul will remain Smited (i.e. visibly glowing and vulnerable) after proccing Smite upon them.
Smite Heal
Spirit
Stagger

Index of Gameplay Systems

Stats immagine illustrativa di Soulframe
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