Gaming Guides and Resources || Dan Heilman

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Watcher of Realms: Stat Priority and Descriptions

Damage Dealer Stat Priority:

Main Stat: The main stat is the stat that scales the base damage, this is either ATK (Attack), HP (Hit Points), or DEF (Defense).

This information can be found when looking at their skills, and can also be found on my gallery tool.

Most heroes scale off attack, some healers scale of HP or DEF, and Gluttony is the only HP scaling damage dealer currently.

 

For most content in the game I recommend starting with 12-14,000 Main Stat (usually ATK), before investing into other damage stats, this is because the game uses a different damage formula than most games where the attackers ATK stat must be higher than the enemies DEF stat. 

Guild boss is an exception to this rule since the boss has lower DEF, so 8-10k Main stat is acceptable, then the rest can go into other Damage stats. 

Your second goal is to increase your crit rate to 100%, then add as much Crit damage and Attack Speed as possible.

Healer Stat Priority:

Similar to Damage Dealers you should invest most of your stats into the Main Stat (Usually HP or ATK), however Attack speed is very important, especially for Single Target Healers.

For the most part Critical Strike Chance does not help healers unless it is stated in their abilities.

Rage Regen is also especially important to all the healers so they can use their ultimate skills more often.

Tank/Defender Stat Priority:

HP% seems to scale the best with tanks/defenders, but you do want some DEF% as well.

In general, you will need to read their abilities to see which stat will benefit them the most.

If you want to get some damage out of your tanks, try to get some substats with their Main Stat and Critical Strike Chance and Attack Speed. 

Stat Description and Definitions:

Main Stat: Is the stat that is most important to scale the damage or healing of the hero (ATK, DEF, or HP). This is shown in their abilities (usually ATK).

Attack (ATK): ATK% scales off the heroes base ATK and scales their damage and/or healing (if that is their main stat).

ATK (Flat attack) does not scale of base stats and is additive.

Hit Points (HP): HP is the maximum damage the hero can withstand before dying. HP% scales off base HP, while Flat HP does not.

Defense (DEF): Defense reduces the damage the hero takes from enemy physical attacks, again DEF% scales off base defense, while flat DEF does not.

Magic Resist (M. Res.): Reduces the damage taken from Enemies that use Magic Attacks.

Cost: This is the deployment cost of the hero, and is automatically regenerated over time to the player, some heroes can increase this cost generation.

Block: This is the number of enemies the hero can block before they start to pass by, generally fighters have 2 block, and defenders have 3. This number can be increased by skills and/or artifacts.

Revival Time: This is the time needed if a hero dies or is ‘picked up’ before it can be placed on the battle field again. Volka A1 is well known for reducing this number.

ATK Interval: is the time between 2 basic attacks, this number is based on the base interval of the hero and the amount of ATK SPD the hero has, this number has some diminishing returns, and the tooltip is rounded (so every point of AS does matter). Some talents make this stat more effective.

Attack Speed (ATK SPD): This number decreases the ATK Interval, allowing the hero to use basic attacks and/or heal more often. This stat can only be found as a Primary Stat on amulets, and cannot be found on chest pieces unless they are ancient.

Critical Rate (Crit. Rate): This is the chance that the hero will deal a critical hit when attacking, and in general does not work for healers. Ideally you want 100% crit if the hero does not have any skills that increase it.

Critical Damage (Crit. DMG): is the additional damage that is dealt when the hero deals a Critical Strike.  The base value is 150% for most heroes.

Healing Effect: grants a healing multiplier to increase the amount the hero heals in battle, it is not a percentage multiplier. and is generally less useful on most healers than main stat or attack speed.

Rage Regen: This stat increase the Rage generation of the hero when they attack, heal, or take damage. If the hero is not doing anything this stat has no effect.

Rage Regen (Auto): Auto Rage Regen is a flat amount of rage regenerated per second, this stat is not found on any gear besides as a set bonus.