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Saiyan Online

Wiki › Stats

Stats

What each stat does in the alpha, with the numbers. You’ll find yours in the Character window (C key), Stats tab: hover over a line for its details.

Your points

Each stat starts at 20. Every level gives you 5 points to spend as you like: 170 points at level 35, the alpha’s maximum.

You can take them all back: the tab’s Reset button returns all your points for 100 Zeni per level (1,000 Zeni at level 10).

The five stats

Strength

Melee strikes

  • Strike damage: +1 per point, then +0.5 per point beyond 100. Equipment counts towards this total.
  • Woodcutter and Miner: each point adds 0.5 to the progress of a harvesting action (base 10).

For the Striker and the Tank.

Ki

Energy techniques

  • Ki technique damage: +1 per point for a technique that scales at 100%, less for the others, then half as much beyond 100. The percentage is written on each technique.
  • Max ki: +2 per point you spend. Ki from equipment doesn’t raise this maximum.

For the Ki Blaster.

Toughness

Taking hits

  • Damage taken: reduces strikes. Ki partly pierces through it: your Toughness only counts for half against it.
  • Max health: +5 per point you spend.
  • Guard: a held guard stops 60% of the damage, +0.25% per point, up to 85%. Its gauge is 100, +2 per point.
Points2050100200
Strikes taken−17%−33%−50%−67%
Ki taken−9%−20%−33%−50%

For the Tank.

Mastery

Critical hits

  • Critical chance: +0.1% per point, on top of a strike’s 10% (techniques have their own base).
  • Critical damage: +0.3% per point; a basic critical does ×1.5.
  • Harvesting: 5% precise actions (they count double), +0.5% per point, up to 40%. Item chances also gain +1% per point.

For the Ki Blaster.

Speed

Dodge and attack speed

  • Dodge: 0.2% per point ahead of your attacker, up to 25%, against strikes, techniques and projectiles. At equal or lower speed, no dodge.
  • Attack speed and movement: your strikes come out faster and you move faster (see the table). The movement gain slows down as Speed rises.
  • Gatherer and Fisher: each point adds 0.5 to the progress of a harvesting action.
Points2050100200
Tiles per second44.95.66.3
Strike duration (s)0.430.40.340.24

For the Striker.

Max health and ki

Your max health starts at 20, +5 per level and +5 per Toughness point spent; your max ki at 20, +5 per level and +2 per Ki point spent. Some gear adds more directly. Out of combat, both come back on their own, faster with regeneration gear.

Power

The number a scouter reads sums up your whole character: the total of your five stats × 5, plus your max health and max ki, all raised by 10% per level above the first. It really matters in combat:

  • Clash: the more your Power exceeds your opponent’s, the wider your hit window (from ×0.6 to ×1.6).
  • Guarding against a beam: with 150% or more of the shooter’s Power you deflect it; below 80%, your guard breaks. A fully charged beam counts ×1.5.

Equipment bonuses

Some pieces and some set tiers give a percentage bonus. Those of everything you wear add up, and you can see the total in the Stats tab.

Instinct

Raises the loot chances of the monsters you finish off: with 15% Instinct, an item at 10% goes to 11.5%. Dropped equipment also comes in a higher rarity more often. It also works for hunting game, but not for harvesting, where Mastery is what counts.

Tenacity

Shortens the stuns and other effects you suffer: at 20%, 1 s becomes 0.8 s. It changes nothing for a broken guard, a lost clash or a knockback.

Lifesteal

Gives you back part of the damage you deal as health, with strikes and techniques alike: at 5%, a 200 hit restores 10 health.

Cooldown reduction

Shortens the cooldown of your techniques and items: at 6%, 10 s becomes 9.4 s.

Experience bonus

Adds its percentage to the character experience you earn. Profession experience isn’t affected.

Focus

Charging your ki restores 4% of your max ki every 0.25 s, so 16% per second. Focus adds its percentage to that: at 10%, you reach 17.6% per second.

Endurance

Reduces the ki drain during a transformation, by up to 90%. Transformations come after the alpha: for now, this bonus does nothing.

These numbers are the alpha’s and may change with balancing. Teachings (U key) add their own bonuses on top.