Stats
Each Warrior has different characteristics from appearance to attributes. The character's attributes will have common elements and unique elements.
Basic stats
Each Warrior has basic stats such as:
Stats | Stand for | Min Cap Value | Max Cap Value | Displayed form |
ATK | Attack | 0 | - | Flat |
DEF | Defense | 0 | - | Flat |
HP | Health | 0 | - | Flat |
CR | Critical | 0% | 100% * | Percentage |
CD | Critical Damange | 0% | - | Percentage |
(*) with CR rate, user can stack more than 100% CR rate, but will have cap value 100%
Only ATK, DEF, HP are added when leveling up
Default Base Stat = Initial Stat Random + Total Gained Stat Per Level
Stats | Initial Stats | Gain stats |
ATK | 250 | 28 |
DEF | 200 | 14 |
HP | 4000 | 400 |
CR | 30% | 0 |
CD | 220% | 0 |
CR rate, user can stack more than 100% CR rate, but will have cap value 100%
CR and CD stats don't increase when leveling up so no Gained stats
Gained stats is the amount that is added to each stat when Wariror levels up
Class Base Stat = Default Base Stat * Class Factor |
Class | Class Factor | ATK | DEF | HP | CR | CD |
Gangster | 3.6 | 1 | 0.8 | 0.8 | 0.4 | 0.6 |
Knight | 3.5 | 1 | 1 | 0.8 | 0.2 | 0.5 |
Mechanical | 3.7 | 0.7 | 1 | 1 | 0.2 | 0.8 |
Soldier | 3.5 | 0.85 | 0.85 | 0.9 | 0.4 | 0.5 |
Mage | 3.4 | 1 | 0.6 | 0.6 | 0.2 | 1 |
Hunter | 3.7 | 0.8 | 0.8 | 0.8 | 0.6 | 0.7 |
Note: the stats will be updating over time and adjust to match the communities and market.
BUFF Stats
These indices will be influenced by another index called BUFF, which depends on the market volatility of the cryptocurrency on the centralized exchange. The bigger the price movement, the stronger the BUFF on the fundamental indicators above.
X value | Modified stats |
x% < -5% | -x% (cap -20%) |
-5% <= x% < 0 | -5% |
0 <= x% <= 5% | +5% |
x% > 5% | +x% (cap 20%) |
The buff index is calculated based on the price difference of the token in the market according to the 4-hour candle. This means that matches will use the data of the previous 4h frame to buff the character's stats in battles, to increase or decrease ATK & HP of the character.
The percentage change of the 4-hour candle is calculated by the formula x=(close - open)/open
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