Stat

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Stats determine the strength of characters and the enemies they fight. The stats of characters can be increased through their skill, item and weapon effects, by obtaining duplicates from the Character Gacha, purchasing Upgrades from the Shop or picking up temporary Stat Ups from within the run. The stats of enemies will automatically increase over the time of the run.

HP

Max HP Up Icon.png HP, short for Health Points, are the life value of the character or enemy. Once this reaches zero, the character or enemy dies.

ATK

ATK Up Icon.png ATK, short for Attack, is a multiplier for damage dealt by characters or enemies. ATK bonuses stack additively with themselves and the unit's base ATK, and the collective ATK stat stacks multiplicatively with other damage modifiers.

SPD

SPD Up Icon.png SPD, short for Speed, is a multiplier for the movement speed of the character or enemy. Character SPD bonuses stack additively with themselves and the character's base SPD.

CRT

Crit Up Icon.png CRT, short for Critical, is the percentage chance that a character's attack will be a critical hit, dealing more damage. A successful critical hit will normally multiply the damage dealt by 1.5x. Some character Skills also trigger on critical hits.

Critical chance can also be increased by debuffs on the target. These effects stack additively with the character's CRT.

Pickup Radius

Pick Up Range Icon.png PUR, short for Pickup Radius, determines the range in which a character will pick up dropped loot items on the map. This also affects allied NPCs like Bubba and Friend. The starting pickup range is 40px and it increases by 0.4px for each 1% Pick Up Range Icon.pngPick Up Range obtained.

Haste

Haste Up Icon.png Haste determines the rate at which a character will execute an attack. Certain Skills are also affected by Haste, increasing the frequency with which they trigger. The new attack time (in frames) can be calculated via the following formula:

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attackTime = round( baseAttackTime/(1 + haste%/100% ) )

Haste only affects the attack time of the attack and not other properties, such as hit cooldown and attack delay. Additionally, some attacks impose a lower limit to attack time, preventing them from being affected by haste past certain point or in some cases at all. By default, any attack cannot fire more often than once per frame.