KR community formula · unofficial

Stat Efficiency Calculator

Includes level, weapon, engraving, seals, emblem, pet, fashion and enchants: compare two setups and see where the next point pays.

Gear and sources (where your attack comes from)

Computed attack: 2,561 (Character level 1001,661)

Your stats

Target (boss)

Result: value of your next +100

Best next investment: Weapon base attack (+3.905%)

#Your statsFinal damage per +100
1Weapon base attack
Attack shown on the weapon
+3.905%
per +100
2Engraving flat attack
Flat attack from engraving, amplified by emblem %
+3.905%
per +100
3Weapon seal
Seal on the weapon slot, amplified by emblem %
+3.905%
per +100
4Necklace attack (incl. seal)
Not affected by emblem %
+3.905%
per +100
5Pet total attack
Total attack granted by pets
+3.905%
per +100
6Fashion set option
Cash fashion set option
+3.905%
per +100
7Enchant / runeword flat attack
Flat attack from enchants and runewords
+3.905%
per +100
8Total attack % (all sources added)
Every "+X% attack" adds inside one bucket; they do not multiply
+0.976%
per +1%
9Skill power
Divisor 8500, additive with skill-damage %
+0.952%
per +100
10Critical
Expected value = 1 + crit/10000 (closed form of rate × multiplier)
+0.769%
per +100
11Multi-hit
Shares one pool with Smash — only the sum matters (KR measured)
+0.741%
per +100
12Smash
Shares one pool with Multi-hit — only the sum matters (KR measured)
+0.741%
per +100
13AoE
Same bucket, divisor 8500
+0.741%
per +100
14Extra hit
Divisor 13000
+0.667%
per +100
15Emblem attack %
Amplifies ONLY weapon + engraving + weapon seal
+0.351%
per +1%

Figures are relative gains in final damage. Per-skill coefficients are unpublished but cancel out of a comparison, so setup-vs-setup is accurate while absolute damage is not. Class matters through your multi/smash skill ratio and engraving set, so use the Class Meta pages alongside this.

How to read this

  • Stats inside one bucket add together; buckets multiply. Once a bucket is stacked high, the next point is usually worth more in a different bucket.
  • Multi-hit and Smash were measured on the KR server to share a single pool: only the sum changes damage. (Your class skill mix still decides which one is practical.)
  • Round numbers like "get crit to 3000" are economic crossovers on a smooth curve, not mechanical thresholds. The only real threshold is the 5,000 season-skill cap.
  • Do not copy someone else's stat priority — theirs is optimal for their build. Computing yours is the whole point of this page.