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| == Overview == | | == Overview == |
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| Stats are numerical values and bonuses that affect gameplay in JFTSE. | | Stats are numerical values that affect how your character performs in FT. |
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| The wiki separates stats into two main groups: | | The four main Attributes are: |
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| * '''Attributes''' – the four core character values: '''STR''', '''STA''', '''DEX''' and '''WIL'''. | | * '''STR''' – offensive pressure and skill damage bonus |
| * '''Secondary Stats''' – item-based or derived numerical bonuses such as '''Move Speed''', '''Charge Speed''', '''Chargeshot Speed''', '''Ball Speed''', '''Ball Damage''' or '''HP'''. | | * '''STA''' – damage reduction and survivability |
| | * '''DEX''' – movement, responsiveness and projectile behavior |
| | * '''WIL''' – ball damage and ball-focused gameplay |
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| Stats are not items.
| | Each level gives '''1 Attribute point''' that can be assigned to STR, STA, DEX or WIL. |
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| Items are objects from the '''Item''' tab, such as Quick Slot items, Buff Items, Tools or Balls.
| | Stats can also come from equipment, enchantments and temporary item effects. |
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| Stats are also not the same as Costume equipment. Costume equipment can provide stats, but the equipment itself belongs to the '''Costume''' category.
| | This page focuses on what the stats do and how they affect gameplay. |
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| == Basic Terminology ==
| | For Quick Slot items and Buff Items, see '''[[Items]]'''. |
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| {| class="wikitable"
| | For gameplay effects such as Fireball, Meteor or Healing, see '''[[Skills]]'''. |
| ! Term
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| ! Meaning
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| ! Examples
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| |-
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| | '''Stats'''
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| | General numerical values or bonuses that affect gameplay
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| | STR, STA, DEX, WIL, Move Speed, Charge Speed, HP
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| |-
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| | '''Attributes'''
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| | The four core character values
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| | STR, STA, DEX, WIL
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| |-
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| | '''Secondary Stats'''
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| | Item-based or derived numerical bonuses
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| | Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP
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| |-
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| | '''Items'''
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| | Objects from the Item tab
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| | Quick Slot items, Buff Items, Tools, Balls
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| |-
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| | '''Costume'''
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| | Equipment and wearable gear
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| | Clothing, rackets, shoes, gloves, accessories
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| |-
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| | '''Enchant'''
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| | System used to improve equipment
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| | Attribute enchants, element enchants
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| |}
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| '''Important:''' Stats describe values and bonuses. Items and Costume pieces can provide stats, but they are not stats themselves.
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| == Attributes ==
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| Attributes are the four main character values:
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| * '''STR'''
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| * '''STA'''
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| * '''DEX'''
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| * '''WIL'''
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| Attributes can affect ball behavior, movement, survivability, damage-related mechanics and other gameplay systems.
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| Attributes can be increased through:
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| * Leveling up
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| * Costume or equipment bonuses
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| * Enchantments
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| * Other stat-providing effects
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| Each level gives '''1 attribute point''' that can be assigned to STR, STA, DEX or WIL.
| | For equipment improvement, see '''[[Enchantment]]'''. |
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| == Attribute Overview == | | == Attribute Overview == |
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| ! Attribute | | ! Attribute |
| ! Main role | | ! Main role |
| ! Commonly affects | | ! Good for |
| ! Related systems | | ! Beginner note |
| |- | | |- |
| | '''STR''' | | | '''STR''' |
| | Offensive pressure | | | Damage and offensive pressure |
| | Ball speed, offensive damage-related mechanics | | | Item damage setups, attack pressure, ball speed pressure |
| | Ball speed, item damage setups, attack pressure
| | | Good for simple damage-focused builds |
| |- | | |- |
| | '''STA''' | | | '''STA''' |
| | Survivability and recovery | | | Defense and survivability |
| | Damage reduction, recovery, durability | | | Taking less damage, surviving longer |
| | Defensive setups, survival-focused gameplay | | | Useful, but usually not the first beginner focus |
| |- | | |- |
| | '''DEX''' | | | '''DEX''' |
| | Agility and responsiveness | | | Movement and projectile behavior |
| | Movement, turning, charge-related gameplay, projectile behavior | | | Mobility, responsiveness, Meteor / Homing Soul shot count |
| | Mobility, projectile setups, charge-related mechanics | | | Very useful for beginners, especially around 60 DEX |
| |- | | |- |
| | '''WIL''' | | | '''WIL''' |
| | Ball behavior and ball pressure | | | Ball damage and ball behavior |
| | Ball curve, ball damage, spin-related behavior | | | Ball damage, curve, spin-focused setups |
| | Ball damage setups, spin setups, curve-based play | | | Stronger for specialized ball-focused builds |
| |} | | |} |
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| == STR == | | == STR == |
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| '''STR''' is an Attribute related to offensive pressure. | | '''STR''' is mainly useful for offensive pressure and skill / item damage. |
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| It can affect ball speed and offensive damage-related mechanics.
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| === Effects ===
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| * Increases ball speed.
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| * Supports offensive pressure.
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| * Can be related to item damage setups.
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| * Does not decrease ball damage.
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| * Higher STR can make curve-based ball behavior feel less noticeable because the ball travels faster and more directly.
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| === Skill Damage Formula ===
| | It increases the damage bonus used by skill or item damage calculations. |
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| The damage bonus from STR is calculated as:
| | === Formula === |
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| <pre> | | <pre> |
| DamageBonus = floor(0.35 × STR) | | DamageBonus = floor(STR × 0.35) |
| </pre> | | </pre> |
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| === Damage Bonus Examples === | | === Examples === |
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| {| class="wikitable" | | {| class="wikitable" |
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| ! Damage bonus | | ! Damage bonus |
| |- | | |- |
| | 3 | | | 20 |
| | 1 | | | 7 |
| |- | | |- |
| | 6 | | | 40 |
| | 2 | | | 14 |
| |- | | |- |
| | 9 | | | 60 |
| | 3 | | | 21 |
| |- | | |- |
| | 12 | | | 100 |
| | 4 | | | 35 |
| |-
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| | 15
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| | 5
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| |-
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| | 18
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| | 6
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| |-
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| | 20
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| | 7
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| |} | | |} |
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| <div class="jftse-calculator" data-calc="str"></div> | | <div class="jftse-calculator" data-calc="str"></div> |
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| '''Note:''' Some item effects can also affect offensive gameplay. For example, '''Item Bash''' increases item damage as a buff effect, while STR is an Attribute related to offensive damage mechanics. These are related, but they are not the same system. | | '''Beginner note:''' STR is a simple and useful stat for damage-focused Guardian builds, especially when combined with DEX. |
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| == STA == | | == STA == |
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| '''STA''' is an Attribute related to survivability and recovery. | | '''STA''' is mainly useful for survivability. |
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| It can reduce incoming damage from enemy attacks and help with recovery after being smashed or knocked down.
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| === Effects ===
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| * Reduces damage taken from enemy attacks.
| | It reduces incoming damage and helps defensive builds. |
| * Reduces recovery time after being smashed or knocked down.
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| * Helps survivability-focused gameplay.
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| * Can be related to defensive item setups.
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| === Damage Reduction Formula === | | === Formula === |
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| The damage reduction from STA is calculated as:
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| <pre> | | <pre> |
| DamageReduction = floor(0.3 × STA) | | DamageReduction = floor(STA × 0.30) |
| </pre> | | </pre> |
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| === Damage Reduction Examples === | | === Examples === |
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| {| class="wikitable" | | {| class="wikitable" |
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| ! Damage reduction | | ! Damage reduction |
| |- | | |- |
| | 4 | | | 20 |
| | 1 | | | 6 |
| |- | | |- |
| | 7 | | | 40 |
| | 2 | | | 12 |
| |- | | |- |
| | 10 | | | 60 |
| | 3 | | | 18 |
| |- | | |- |
| | 14 | | | 100 |
| | 4 | | | 30 |
| |-
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| | 17
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| | 5
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| |-
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| | 20
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| | 6
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| |} | | |} |
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| <div class="jftse-calculator" data-calc="sta"></div> | | <div class="jftse-calculator" data-calc="sta"></div> |
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| '''Note:''' Some item effects can also support survivability. For example, '''Defensive Auras''' increases damage resistance as a buff effect, while STA is an Attribute related to survivability and damage reduction. | | '''Beginner note:''' STA can help you survive, but most beginners usually get more early value from a simple STR / DEX damage setup. |
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| == DEX == | | == DEX == |
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| '''DEX''' is an Attribute related to agility, responsiveness and projectile behavior. | | '''DEX''' is useful for movement, responsiveness and some projectile-based effects. |
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| DEX is one of the most generally useful Attributes because movement and responsiveness matter in many situations.
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| === Effects ===
| | It is one of the most beginner-friendly Attributes because it helps with general gameplay and certain damage setups. |
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| * Improves left-right turning.
| | == Projectile Shot Count == |
| * Increases movement-related performance.
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| * Can affect charge-related gameplay.
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| * Increases projectile count for some projectile-based effects.
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| * Projectile scaling is relevant up to 60 DEX.
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| * Can reduce channel time for certain actions, up to a maximum of 50%.
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| '''Important:''' DEX can affect charge-related gameplay, but specific bonuses such as '''Chargeshot Speed Up''' are treated as '''Secondary Stats''' or item-based effects. They should not be described as direct DEX effects unless the exact interaction is confirmed.
| | Some projectile-based effects can gain additional shots at specific DEX values. |
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| === Related Item Effects ===
| | This applies to effects such as: |
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| Some item effects are related to gameplay areas that DEX also affects.
| | * '''Meteor variants''' |
| | * '''Homing Soul''' |
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| {| class="wikitable" | | {| class="wikitable" |
| ! Item effect | | ! DEX |
| ! Example item | | ! Additional shots |
| ! Relation
| | |- |
| | | 0–29 |
| | | +0 |
| | |- |
| | | 30–39 |
| | | +1 |
| | |- |
| | | 40–49 |
| | | +2 |
| |- | | |- |
| | '''Movement Speed Up''' | | | 50–59 |
| | Bust of speed | | | +3 |
| | Related to movement
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| |- | | |- |
| | '''Projectile +1''' | | | 60+ |
| | Blessed Aim | | | +4 |
| | Related to projectile behavior
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| |} | | |} |
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| == WIL ==
| | '''Beginner note:''' This is why around '''60 DEX''' is often recommended for simple damage-focused builds. |
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| '''WIL''' is an Attribute related to ball behavior and ball pressure. | | '''Important:''' DEX does not increase the projectile count of every skill effect. It only applies to specific projectile-based effects. |
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| It affects ball curve, ball damage and ball-based gameplay mechanics.
| | == WIL == |
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| === Effects ===
| | '''WIL''' is mainly useful for ball damage and ball-focused gameplay. |
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| * Increases ball curve.
| | It affects ball damage and is especially relevant in ball-pressure or Guardian damage setups. |
| * Increases ball damage.
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| * Supports ball-pressure setups.
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| * Can be related to spin-based or ball-damage item effects.
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| === Ball Damage Formula === | | === Ball Damage Formula === |
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| The ball damage from WIL is calculated as:
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| <pre> | | <pre> |
| TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25)) | | TotalBallDamage = max(20, 10 + floor(WIL × 0.52)) |
| </pre> | | </pre> |
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| <pre> | | <pre> |
| TotalBallDamage = max(20, 10 + floor(0.52 × WIL)) | | TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25)) |
| </pre> | | </pre> |
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| === Ball Damage Examples === | | '''Note:''' 20 is the minimum value, not the base value. |
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| | === Examples === |
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| {| class="wikitable" | | {| class="wikitable" |
| ! WIL | | ! WIL |
| ! Calculation
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| ! Ball damage | | ! Ball damage |
| |- | | |- |
| | 15 | | | 0 |
| | 10 + floor(7.8) = 17
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| | 20 | | | 20 |
| |- | | |- |
| | 110 | | | 30 |
| | 10 + floor(57.2) | | | 25 |
| | 67 | | |- |
| | | 60 |
| | | 41 |
| | |- |
| | | 100 |
| | | 62 |
| |- | | |- |
| | 135 | | | 135 |
| | 10 + floor(70.2)
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| | 80 | | | 80 |
| |- | | |- |
| | 160 | | | 160 |
| | 10 + floor(83.2)
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| | 93 | | | 93 |
| |} | | |} |
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| '''Note:''' 20 is the minimum value, not a base value.
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| <div class="jftse-calculator" data-calc="wil"></div> | | <div class="jftse-calculator" data-calc="wil"></div> |
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| === Guardian WIL Damage ===
| | == Guardian WIL Damage == |
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| In Guardian Mode, WIL can add extra ball damage based on the Guardian's maximum health. | | In Guardian Mode, WIL can add extra ball damage based on the Guardian's maximum health. |
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| <pre>
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| Extra Guardian Ball Damage = 0.01% × WIL × Guardian maximum health
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| </pre>
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| Equivalent form:
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| <pre> | | <pre> |
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| <div class="jftse-calculator" data-calc="guardian-wil"></div> | | <div class="jftse-calculator" data-calc="guardian-wil"></div> |
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| === Related Item Effects ===
| | '''Beginner note:''' WIL can be useful, but WIL-focused builds are usually more specialized than STR / DEX damage builds. |
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| Some item effects are related to ball behavior or ball damage.
| | == HP == |
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| {| class="wikitable"
| | HP is a survivability value. |
| ! Item effect
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| ! Example item
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| ! Relation
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| |-
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| | '''Ball Spin Increase'''
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| | Top Spin
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| | Related to ball behavior
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| |-
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| | '''Ball Damage Increase'''
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| | Power Strike
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| | Related to ball damage
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| |}
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| == Secondary Stats ==
| | Player HP increases with level. |
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| Secondary Stats are numerical bonuses that are not the four main Attributes.
| | <pre> |
| | | HP = 200 + 5 × (Level - 1) |
| They are usually item-based or derived from other systems.
| | </pre> |
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| Examples include:
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| * '''Move Speed'''
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| * '''Charge Speed'''
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| * '''Chargeshot Speed'''
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| * '''Ball Speed'''
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| * '''Ball Damage'''
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| * '''Ball Spin'''
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| * '''HP'''
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| * '''Smash'''
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| * '''Serve'''
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| * '''Damage Resistance'''
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| * '''Projectile Count'''
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| Secondary Stats can appear directly on items, Costume equipment or other effects.
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| They can also overlap with gameplay areas affected by Attributes, but they should not be described as Attributes.
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| == Attributes vs Secondary Stats ==
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| {| class="wikitable" | | {| class="wikitable" |
| ! Type | | ! Level |
| ! What it is | | ! HP |
| ! Examples
| | |- |
| ! Common sources
| | | 1 |
| | | 200 |
| |- | | |- |
| | '''Attributes''' | | | 10 |
| | The four main character values | | | 245 |
| | STR, STA, DEX, WIL
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| | Leveling, Costume/equipment bonuses, Enchant
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| |- | | |- |
| | '''Secondary Stats''' | | | 20 |
| | Additional numerical bonuses or derived values | | | 295 |
| | Move Speed, Chargeshot Speed, Ball Damage, HP | | |- |
| | Items, Costume/equipment, buffs, other effects | | | 30 |
| | | 345 |
| | |- |
| | | 40 |
| | | 395 |
| | |- |
| | | 50 |
| | | 445 |
| |} | | |} |
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| '''Example:''' DEX can affect charge-related gameplay, but '''Chargeshot Speed Up''' from Frenzy is an item effect / Secondary Stat.
| | Additional HP can also come from equipment or other effects. |
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| | == Secondary Stats == |
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| '''Example:''' WIL affects ball curve and ball damage, while '''Top Spin''' and '''Power Strike''' are item effects that affect ball spin or ball damage.
| | Secondary Stats are bonuses that are not STR, STA, DEX or WIL. |
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| '''Example:''' STR is related to offensive damage mechanics, while '''Item Bash''' is a buff item that increases item damage.
| | They can come from equipment, items, buffs or other systems. |
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| == Secondary Stats Examples ==
| | Common examples: |
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| {| class="wikitable" | | {| class="wikitable" |
| ! Secondary Stat | | ! Secondary Stat |
| ! Meaning | | ! What it affects |
| ! Related Attribute / Mechanic
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| |- | | |- |
| | '''Move Speed''' | | | '''Move Speed''' |
| | Affects how fast the character moves | | | Character movement speed |
| | Movement / '''[[Stats#DEX|DEX]]'''
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| |-
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| | '''Charge Speed'''
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| | Affects charge-related gameplay
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| | Charge mechanics
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| |- | | |- |
| | '''Chargeshot Speed''' | | | '''Chargeshot Speed''' |
| | Affects the speed of charged shots | | | Speed of charged shots |
| | Secondary Stat / item effect
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| |- | | |- |
| | '''Ball Speed''' | | | '''Ball Speed''' |
| | Affects how fast the ball travels | | | How fast the ball travels |
| | Ball speed / '''[[Stats#STR|STR]]'''
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| |- | | |- |
| | '''Ball Damage''' | | | '''Ball Damage''' |
| | Affects damage dealt by the ball | | | Damage caused by the ball |
| | Ball damage / '''[[Stats#WIL|WIL]]'''
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| |- | | |- |
| | '''Ball Spin''' | | | '''Ball Spin''' |
| | Affects spin or ball behavior | | | Spin / ball behavior |
| | Ball behavior / '''[[Stats#WIL|WIL]]'''
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| |- | | |- |
| | '''HP''' | | | '''HP''' |
| | Affects survivability
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| | Survivability | | | Survivability |
| |-
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| | '''Damage Resistance'''
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| | Reduces incoming damage
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| | Defense / '''[[Stats#STA|STA]]'''
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| |-
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| | '''Projectile Count'''
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| | Affects the number of projectiles
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| | Projectiles / '''[[Stats#DEX|DEX]]'''
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| |} | | |} |
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| == Stats and Items ==
| | '''Important:''' Secondary Stats can be related to Attributes, but they are not the same thing. |
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| Items can provide or affect stats in different ways.
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| Items from the '''Item''' tab include Quick Slot items, Buff Items, Tools, Clublogo items and Balls.
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| Some items directly create temporary effects, such as:
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| * '''Item Bash''' – increases item damage
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| * '''Blessed Aim''' – adds an additional projectile
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| * '''Defensive Auras''' – increases damage resistance
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| * '''Frenzy''' – increases Chargeshot Speed
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| * '''Top Spin''' – increases ball spin
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| * '''Power Strike''' – increases ball damage
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| * '''Speed Ball''' – increases ball speed
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| * '''Bust of speed''' – increases movement speed
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| These are item effects. They can be related to stats, but they are not Attributes themselves.
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| For more information about Quick Slot items and Buff Items, see the '''[[Items|Items]]''' page.
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| == Stats and Costume ==
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| Costume equipment can provide stats or bonuses.
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| Costume includes equipment and wearable gear such as:
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| * Clothing
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| * Rackets
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| * Shoes
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| * Gloves
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| * Accessories
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| * Rings
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| Costume equipment belongs to the '''Costume''' category, not the Item tab.
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| This means that Costume equipment should be documented separately from Items such as Quick Slot items, Tools or Balls.
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| == Stats and Enchant ==
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| The '''Enchant''' system can improve equipment by adding attribute bonuses or elemental effects.
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| Attribute enchants can add one of the four main Attributes to equipment:
| | Example: |
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| * '''[[Stats#STR|STR]]''' | | * '''DEX''' is an Attribute. |
| * '''[[Stats#STA|STA]]''' | | * '''Chargeshot Speed''' is a Secondary Stat / item effect. |
| * '''[[Stats#DEX|DEX]]'''
| | * '''Frenzy''' can increase Chargeshot Speed as an item effect. |
| * '''[[Stats#WIL|WIL]]''' | |
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| For more information about Tablets, Elemental Stones, Jewels and the Enchant system, see the '''[[Enchantment|Enchantment]]''' page.
| | == Beginner Build Notes == |
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| == Stats and Quick Slot Items ==
| | New players do not need a perfect build immediately. |
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| Quick Slot items are usable items from the Item tab.
| | A simple beginner-friendly direction is: |
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| Some Quick Slot items have elements, cooldowns, durations or buff effects.
| | '''around 60 DEX → rest STR''' |
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| They may behave like abilities during gameplay, but they are still items in the game interface.
| | This works well because: |
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| Examples include:
| | * DEX helps with movement and projectile behavior. |
| | * 60 DEX is an important breakpoint for certain projectile effects. |
| | * STR supports simple damage-focused gameplay. |
| | * The build is easier to understand than specialized WIL / STA setups. |
| | * Guardian rooms usually still need damage dealers. |
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| * Fireball
| | WIL / STA builds can be useful, but they are usually more specialized and more dependent on team setup. |
| * Meteor
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| * Blizzard
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| * Homing Soul
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| * Magic Circle
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| * Healing
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| * Rebirth
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| * Item Bash
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| * Blessed Aim
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| For more information, see the '''[[Items#Quick Slot Items|Quick Slot Items]]''' section on the Items page. | | For more beginner progression advice, see the '''[[Beginner's Guide|Beginner's Guide]]'''. |
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| == Mode Relevance == | | == Mode Relevance == |
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| Stats can matter differently depending on the game mode.
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| {| class="wikitable" | | {| class="wikitable" |
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| |- | | |- |
| | '''STR''' | | | '''STR''' |
| | Ball speed and offensive pressure | | | Offensive pressure |
| | Offensive damage mechanics and ball speed | | | Skill / item damage bonus |
| | Ball speed and offensive pressure | | | Damage-focused progression |
| |- | | |- |
| | '''STA''' | | | '''STA''' |
| | Limited direct value | | | Limited direct value |
| | Damage reduction and recovery | | | Damage reduction |
| | Damage reduction and recovery | | | Survivability |
| |- | | |- |
| | '''DEX''' | | | '''DEX''' |
| | Movement, turning and charge-related gameplay | | | Movement and responsiveness |
| | Movement, projectiles and channel time | | | Movement and projectile setups |
| | Movement, charge-related gameplay and projectile behavior | | | Movement and projectile setups |
| |- | | |- |
| | '''WIL''' | | | '''WIL''' |
| | Curve and ball behavior | | | Ball damage and ball behavior |
| | Ball damage and ball pressure | | | Ball pressure |
| | Ball damage against Guardian enemies | | | Guardian ball damage |
| |}
| |
| | |
| == Basic Mode ==
| |
| | |
| In Basic Mode, stats mostly affect ball behavior and movement.
| |
| | |
| * '''STR''' supports ball speed and offensive pressure.
| |
| * '''DEX''' supports movement, turning and charge-related gameplay.
| |
| * '''WIL''' supports curve and ball behavior.
| |
| * '''STA''' has less direct value than in Battle or Guardian content.
| |
| | |
| == Battle Mode ==
| |
| | |
| Battle Mode uses many stat and item interactions.
| |
| | |
| * '''STR''' is related to offensive damage mechanics and ball speed.
| |
| * '''STA''' supports damage reduction and recovery.
| |
| * '''DEX''' supports movement, projectile behavior and charge-related gameplay.
| |
| * '''WIL''' supports ball damage, ball curve and ball pressure.
| |
| | |
| Quick Slot items and Buff Items can also affect similar gameplay areas.
| |
| | |
| For example:
| |
| | |
| * '''Item Bash''' supports item damage setups.
| |
| * '''Blessed Aim''' supports projectile setups.
| |
| * '''Defensive Auras''' supports survivability setups.
| |
| * '''Power Strike''' supports ball-damage setups.
| |
| | |
| == Guardian Mode ==
| |
| | |
| Guardian content uses dedicated scenario and combat systems.
| |
| | |
| Stats can still be relevant in Guardian gameplay:
| |
| | |
| * '''STR''' supports ball speed and offensive pressure.
| |
| * '''STA''' supports survivability and recovery.
| |
| * '''DEX''' supports movement, charge-related gameplay and projectile behavior.
| |
| * '''WIL''' supports ball damage.
| |
| | |
| == How to Increase Stats ==
| |
| | |
| Stats can be increased or affected through different systems.
| |
| | |
| Attributes can be increased through:
| |
| | |
| * Leveling up
| |
| * Costume/equipment bonuses
| |
| * Enchantments
| |
| | |
| Secondary Stats can come from:
| |
| | |
| * Items
| |
| * Costume/equipment bonuses
| |
| * Buff Items
| |
| * Temporary effects
| |
| * Mode-specific effects
| |
| | |
| == Leveling Up ==
| |
| | |
| Each level gives '''1 attribute point'''.
| |
| | |
| These points can be assigned to one of the four main Attributes:
| |
| | |
| * '''STR'''
| |
| * '''STA'''
| |
| * '''DEX'''
| |
| * '''WIL'''
| |
| | |
| == Costume and Equipment Bonuses ==
| |
| | |
| Costume equipment can provide Attributes or Secondary Stats.
| |
| | |
| Examples include:
| |
| | |
| * STR, STA, DEX or WIL bonuses
| |
| * Move Speed
| |
| * Charge-related bonuses
| |
| * Ball-related bonuses
| |
| * HP or survivability bonuses
| |
| | |
| Costume equipment should be documented separately from Item-tab objects.
| |
| | |
| == Buff Effects ==
| |
| | |
| Buff Items can temporarily affect gameplay.
| |
| | |
| Examples:
| |
| | |
| {| class="wikitable"
| |
| ! Buff item
| |
| ! Effect
| |
| ! Related stat / mechanic
| |
| |-
| |
| | '''Item Bash'''
| |
| | Increases item damage
| |
| | Item damage / '''[[Stats#STR|STR]]'''
| |
| |-
| |
| | '''Blessed Aim'''
| |
| | Adds an additional projectile
| |
| | Projectiles / '''[[Stats#DEX|DEX]]'''
| |
| |-
| |
| | '''Defensive Auras'''
| |
| | Increases damage resistance
| |
| | Defense / '''[[Stats#STA|STA]]'''
| |
| |-
| |
| | '''Frenzy'''
| |
| | Increases Chargeshot Speed
| |
| | Secondary Stat / item effect
| |
| |-
| |
| | '''Top Spin'''
| |
| | Increases ball spin
| |
| | Ball behavior / '''[[Stats#WIL|WIL]]'''
| |
| |-
| |
| | '''Power Strike'''
| |
| | Increases ball damage
| |
| | Ball damage / '''[[Stats#WIL|WIL]]'''
| |
| |-
| |
| | '''Speed Ball'''
| |
| | Increases ball speed
| |
| | Ball speed / '''[[Stats#STR|STR]]'''
| |
| |-
| |
| | '''Bust of speed'''
| |
| | Increases movement speed
| |
| | Movement / '''[[Stats#DEX|DEX]]'''
| |
| |}
| |
| | |
| '''Important:''' Buff effects are item effects. They can be related to stats, but they are not Attributes.
| |
| | |
| == Common Mistakes ==
| |
| | |
| {| class="wikitable"
| |
| ! Mistake
| |
| ! Correct explanation
| |
| |-
| |
| | Calling Fireball, Meteor or Blizzard character stats
| |
| | They are Quick Slot items from the Item tab
| |
| |-
| |
| | Calling Quick Slot items Attributes
| |
| | Attributes are only STR, STA, DEX and WIL
| |
| |-
| |
| | Calling Chargeshot Speed a direct DEX effect
| |
| | Chargeshot Speed is a Secondary Stat or item-based effect
| |
| |-
| |
| | Mixing Items and Costume
| |
| | Items belong to the Item tab; Costume includes equipment and wearable gear
| |
| |-
| |
| | Treating item effects as Attributes
| |
| | Item effects can be related to stats, but they are not Attributes
| |
| |} | | |} |
|
| |
| == Recommended Wiki Usage ==
| |
|
| |
| To keep the wiki terminology consistent:
| |
|
| |
| {| class="wikitable"
| |
| ! Use this term
| |
| ! For this
| |
| ! Do not confuse with
| |
| |-
| |
| | '''Stats'''
| |
| | General numerical values and bonuses
| |
| | Items or Costume pieces
| |
| |-
| |
| | '''Attributes'''
| |
| | STR, STA, DEX and WIL
| |
| | Quick Slot items or item effects
| |
| |-
| |
| | '''Secondary Stats'''
| |
| | Move Speed, Charge Speed, Chargeshot Speed, Ball Speed, Ball Damage, HP and similar bonuses
| |
| | Attributes or Quick Slot items
| |
| |-
| |
| | '''Items'''
| |
| | Item-tab objects such as Quick Slot items, Buff Items, Tools and Balls
| |
| | Costume equipment
| |
| |-
| |
| | '''Costume'''
| |
| | Clothing, rackets, shoes, gloves, accessories and other equipment pieces
| |
| | Item-tab objects
| |
| |-
| |
| | '''Enchant'''
| |
| | Equipment improvement system
| |
| | Quick Slot item effects
| |
| |}
| |
|
| |
| == Linking Guide for Other Pages ==
| |
|
| |
| Other wiki pages should link here when explaining stats, attributes or secondary stats.
| |
|
| |
| Use these links for Attributes:
| |
|
| |
| <pre>
| |
| [[Stats#STR|STR]]
| |
| [[Stats#STA|STA]]
| |
| [[Stats#DEX|DEX]]
| |
| [[Stats#WIL|WIL]]
| |
| </pre>
| |
|
| |
| Use this link for the general Attributes section:
| |
|
| |
| <pre>
| |
| [[Stats#Attributes|Attributes]]
| |
| </pre>
| |
|
| |
| Use this link for Secondary Stats:
| |
|
| |
| <pre>
| |
| [[Stats#Secondary Stats|Secondary Stats]]
| |
| </pre>
| |
|
| |
| Use this link when explaining the difference between stats and item effects:
| |
|
| |
| <pre>
| |
| [[Stats#Stats and Items|Stats and Items]]
| |
| </pre>
| |
|
| |
|
| == Related Pages == | | == Related Pages == |
|
| |
|
| * '''[[Items]]''' – explains Item-tab objects, Quick Slot items, Buff Items, Tools and Balls. | | * '''[[Items]]''' – explains Quick Slot items, Buff Items and item systems. |
| * '''[[Enchantment]]''' – explains Tablets, Elemental Stones, Jewels and the Enchant system. | | * '''[[Skills]]''' – explains gameplay effects, usage, timing and synergies. |
| * '''[[Maps]]''' – shows map information and Gacha availability. | | * '''[[Enchantment]]''' – explains Tablets, Elemental Stones, Jewels and equipment improvement. |
| * '''[[Skills]]''' – explains actual abilities, if documented separately. | | * '''[[Beginner's Guide]]''' – explains the recommended starting path for new players. |
Overview
Stats are numerical values that affect how your character performs in FT.
The four main Attributes are:
- STR – offensive pressure and skill damage bonus
- STA – damage reduction and survivability
- DEX – movement, responsiveness and projectile behavior
- WIL – ball damage and ball-focused gameplay
Each level gives 1 Attribute point that can be assigned to STR, STA, DEX or WIL.
Stats can also come from equipment, enchantments and temporary item effects.
This page focuses on what the stats do and how they affect gameplay.
For Quick Slot items and Buff Items, see Items.
For gameplay effects such as Fireball, Meteor or Healing, see Skills.
For equipment improvement, see Enchantment.
Attribute Overview
| Attribute
|
Main role
|
Good for
|
Beginner note
|
| STR
|
Damage and offensive pressure
|
Item damage setups, attack pressure, ball speed pressure
|
Good for simple damage-focused builds
|
| STA
|
Defense and survivability
|
Taking less damage, surviving longer
|
Useful, but usually not the first beginner focus
|
| DEX
|
Movement and projectile behavior
|
Mobility, responsiveness, Meteor / Homing Soul shot count
|
Very useful for beginners, especially around 60 DEX
|
| WIL
|
Ball damage and ball behavior
|
Ball damage, curve, spin-focused setups
|
Stronger for specialized ball-focused builds
|
STR
STR is mainly useful for offensive pressure and skill / item damage.
It increases the damage bonus used by skill or item damage calculations.
Formula
DamageBonus = floor(STR × 0.35)
Examples
| STR
|
Damage bonus
|
| 20
|
7
|
| 40
|
14
|
| 60
|
21
|
| 100
|
35
|
Beginner note: STR is a simple and useful stat for damage-focused Guardian builds, especially when combined with DEX.
STA
STA is mainly useful for survivability.
It reduces incoming damage and helps defensive builds.
Formula
DamageReduction = floor(STA × 0.30)
Examples
| STA
|
Damage reduction
|
| 20
|
6
|
| 40
|
12
|
| 60
|
18
|
| 100
|
30
|
Beginner note: STA can help you survive, but most beginners usually get more early value from a simple STR / DEX damage setup.
DEX
DEX is useful for movement, responsiveness and some projectile-based effects.
It is one of the most beginner-friendly Attributes because it helps with general gameplay and certain damage setups.
Projectile Shot Count
Some projectile-based effects can gain additional shots at specific DEX values.
This applies to effects such as:
- Meteor variants
- Homing Soul
| DEX
|
Additional shots
|
| 0–29
|
+0
|
| 30–39
|
+1
|
| 40–49
|
+2
|
| 50–59
|
+3
|
| 60+
|
+4
|
Beginner note: This is why around 60 DEX is often recommended for simple damage-focused builds.
Important: DEX does not increase the projectile count of every skill effect. It only applies to specific projectile-based effects.
WIL
WIL is mainly useful for ball damage and ball-focused gameplay.
It affects ball damage and is especially relevant in ball-pressure or Guardian damage setups.
Ball Damage Formula
TotalBallDamage = max(20, 10 + floor(WIL × 0.52))
Equivalent form:
TotalBallDamage = max(20, 10 + floor(WIL × 13 / 25))
Note: 20 is the minimum value, not the base value.
Examples
| WIL
|
Ball damage
|
| 0
|
20
|
| 30
|
25
|
| 60
|
41
|
| 100
|
62
|
| 135
|
80
|
| 160
|
93
|
Guardian WIL Damage
In Guardian Mode, WIL can add extra ball damage based on the Guardian's maximum health.
Extra Guardian Ball Damage = 0.0001 × WIL × Guardian maximum health
Beginner note: WIL can be useful, but WIL-focused builds are usually more specialized than STR / DEX damage builds.
HP
HP is a survivability value.
Player HP increases with level.
HP = 200 + 5 × (Level - 1)
| Level
|
HP
|
| 1
|
200
|
| 10
|
245
|
| 20
|
295
|
| 30
|
345
|
| 40
|
395
|
| 50
|
445
|
Additional HP can also come from equipment or other effects.
Secondary Stats
Secondary Stats are bonuses that are not STR, STA, DEX or WIL.
They can come from equipment, items, buffs or other systems.
Common examples:
| Secondary Stat
|
What it affects
|
| Move Speed
|
Character movement speed
|
| Chargeshot Speed
|
Speed of charged shots
|
| Ball Speed
|
How fast the ball travels
|
| Ball Damage
|
Damage caused by the ball
|
| Ball Spin
|
Spin / ball behavior
|
| HP
|
Survivability
|
Important: Secondary Stats can be related to Attributes, but they are not the same thing.
Example:
- DEX is an Attribute.
- Chargeshot Speed is a Secondary Stat / item effect.
- Frenzy can increase Chargeshot Speed as an item effect.
Beginner Build Notes
New players do not need a perfect build immediately.
A simple beginner-friendly direction is:
around 60 DEX → rest STR
This works well because:
- DEX helps with movement and projectile behavior.
- 60 DEX is an important breakpoint for certain projectile effects.
- STR supports simple damage-focused gameplay.
- The build is easier to understand than specialized WIL / STA setups.
- Guardian rooms usually still need damage dealers.
WIL / STA builds can be useful, but they are usually more specialized and more dependent on team setup.
For more beginner progression advice, see the Beginner's Guide.
Mode Relevance
| Attribute
|
Basic Mode
|
Battle Mode
|
Guardian Mode
|
| STR
|
Offensive pressure
|
Skill / item damage bonus
|
Damage-focused progression
|
| STA
|
Limited direct value
|
Damage reduction
|
Survivability
|
| DEX
|
Movement and responsiveness
|
Movement and projectile setups
|
Movement and projectile setups
|
| WIL
|
Ball damage and ball behavior
|
Ball pressure
|
Guardian ball damage
|
Related Pages
- Items – explains Quick Slot items, Buff Items and item systems.
- Skills – explains gameplay effects, usage, timing and synergies.
- Enchantment – explains Tablets, Elemental Stones, Jewels and equipment improvement.
- Beginner's Guide – explains the recommended starting path for new players.