![In-Depth Stats Guide for Throne & Liberty](/storage/uploads/guides/ylFyWQIbGMwn2dB7Ay4GxYpxwdzJMkZfKBSsBRNb.jpg)
In-Depth Stats Guide for Throne & Liberty
Welcome to our guide on stats in Throne & Liberty. In this guide, we will explain what all of the stats do in Throne & Liberty, and how they interact with each other.
Understanding the stats in TL is vital for players who want to create a strong build. Not knowing the basics of how the stats work can cause you to waste a lot of resources on gear that performs poorly.
Before we get started, it's important to mention that stats in Throne & Liberty have diminishing returns. The in-game tooltips tell you that every 10 points of a stat correlate to a 1% increase in that stat. This is largely true, but it does not consider the diminishing returns that begin to apply and become more and more prevalent as that stat increases.
Hit Chance vs Evasion
Arguably the two most important stats in Throne & Liberty, these stats combine to determine the chance of an attack landing on an opponent. Evading an attack causes it to completely miss, allowing you to avoid the damage and any associated effects, such as crowd control.
Hit Chance is self-explanatory; it determines your chance of hitting an enemy with your attack, and the higher the number, the better. But for the stat to mean anything, it must be compared with the enemy's Evasion stat.
The most important thing to understand with these stats is that for Evasion to be possible, your Evasion stat must be higher than the attacker's Hit chance. If your Evasion is equal to or less than the attacker's Hit, you will never be able to dodge the attack. This means that it's pointless to put small or modest amounts of Evasion on your build. If you want to make use of Evasion, you need to stack it as high as possible, otherwise well-geared attackers will always have a higher Hit chance than your Evasion, and the investment you put into the stat is completely wasted.
It's also worth noting that you will see diminishing Evasion returns the higher it is stacked. To get to a 33% Evasion chance, your Evasion stat needs to be 500 higher than the enemy Hit stat. To reach 66% Evasion chance, it needs to be 2,000 higher. This prevents players from being able to dodge practically everything.
DPS characters tend to have around 1,000 Hit chance, with this being a bit higher for Greatsword players, so to get an average Evasion chance of 33%, you'll need an Evasion stat of around 1,500.
Since Evasion will only be effective if you can stack it high, it's recommended to only build into Evasion if your weapon selection already plays into this stat. Currently, this applies to players who are using the Daggers, and tanks with Sword & Shield (but this only applies when you are near multiple enemies for SnS players). If you're using another weapon, it's typically better to build into Endurance instead, which we will explain later in the guide.
Crit Chance vs Endurance
These stats work together in a similar way to Hit Chance and Evasion.
Crit Chance determines your chance to land a Critical Hit on an enemy - Crits are guaranteed to deal the maximum possible base damage on the attack and are therefore always desirable for DPS players. Endurance is a stat used by the defender to negate the attacker's Crit Chance. If your Crit Chance stat is lower than the defender's Endurance, then you have no chance of landing a Critical Hit.
The same diminishing returns apply here, too. If your Crit Chance is 500 higher than the defender's Endurance, you'll have an effective 33% Crit Chance. If your Crit Chance is 2,000 times higher, you'll have 66% effective Crit Chance.
If your Endurance is higher than the attacker's Crit Chance, then all your excess Endurance points are converted into Glancing Hit Chance. A Glancing Hit is the opposite of a Critical Hit - it imposes the minimum possible damage on the enemy's attack.
Unlike Evasion, every point of Endurance is useful and you don't need to outscore the attacker's stat to get a benefit. Therefore, if you aren't playing with Daggers or as a Sword & Shield Tank, it is advised to focus your defensive stats on Endurance instead, as you'll get a much more consistent benefit.
Skill Damage Boost vs Skill Damage Resistance
Skill Damage Boost acts as a multiplier that increases the damage done with Skills. Skill Damage Resistance has the opposite effect, reducing incoming skill damage by a percentage.
Skill Damage Boost mainly comes from the traits on your jewellery, while Skill Damage Resistance comes from your Cape, Belt and Bracers. This means you can increase both of these stats at the same time without compromising one another.
Due to the multiplicative nature of their damage addition/reduction, these stats are widely useful. You should always use Skill Damage Boost unless you are a tank (even healers should use it since the buff also applies to your healing skill output), and everyone playing in PvP regularly should use Skill Damage Resistance to boost their defence against other players' attacks.
Heavy Attack Chance
This is a stat that might be a bit confusing for beginners since, in many games with RPG-style combat, a heavy attack is a more powerful version of your basic light attack with a completely different animation that deals more damage and is manually triggered.
However, this is not the case in Throne & Liberty. A Heavy Attack in TL is a similar concept to Critical Hits. If you get a Heavy Attack, your damage output on that attack is doubled.
Unlike Crit, there is no defensive stat that can negate Heavy Attacks, making this stat very powerful, and any DPS character should always have as much of it as possible. However, there aren't many sources of it. It mainly comes from your Weapon.
Getting a Heavy Attack and a Crit at the same time can result in very juicy damage, so make sure to increase both stats as much as possible if you are a DPS player.
Defense
Defense is a stat found on all armour and accessories, that allows you to mitigate a portion of all incoming attack damage. Plate armour generally has the most defense and is therefore the most obvious choice for tanks. Higher rarity gear also has higher defense than more common gear.
Bonus Damage vs Damage Reduction
It's important to note the difference between these stats and the Skil Damage Boost vs Skill Damage Resistance mentioned above. It's easy to get them mixed up at first, but they are not the same thing.
Bonus Damage adds a flat damage boost to every attack you do, at the end of the damage formula. If you have a Bonus Damage stat of 80, then an attack that deals 2,000 damage will see an increase to 2,080, a very small improvement. But an attack that deals 500 damage will increase to 580, proportionally a much larger improvement. This means that this stat is much more useful if you're using a weapon that rapidly dishes out lots of weak attacks (the Crossbow is the best example of this) and it's much less useful on weapons that focus on slower attacks that hit harder.
In short, if you're running the Crossbow, get Bonus Damage. Otherwise, don't bother with it.
Damage Reduction reduces the damage of incoming attacks by a flat amount, at the end of the formula. This stat is only worth using for tanks, since the numerical reduction is quite small and won't be noticed much by a character who isn't very tanky. But if you are already mitigating a large share of incoming damage, then adding this extra reduction onto the end of the calculation suddenly becomes much more impactful.
The Counter Barrier also scales from this stat, giving an extra incentive for tanks to use it, as it will allow them to reflect more damage back to enemies.
Buff Duration & Debuff Duration
Buff Duration is very simple - it increases the duration of all buffs on you by the percentage shown. This includes buffs that come from other players. If your build is reliant on strong buffs, then you should include this stat in your build.
Debuff Duration works in exactly the same way for debuffs applied to you by enemies. Stacking this stat can allow you to reduce debuff duration by about 50%. This stat is less universally useful than many others mentioned in this guide, but it has the potential to be very impactful in the right scenario, so keep it in mind.
Cooldown Speed
Increases the Speed of your Cooldowns by the percentage shown. This is always useful to include in your build, as it allows you to use your skills more often.
Status Chance vs Status Resistance
There is no stat called "Status Chance" - here, we are talking about a group of stats that allow you to increase your chance of applying certain statuses to enemies, such as Weaken, Bind and Curse.
For example, when attempting to apply a Weaken effect on an enemy, the success chance depends on your Weaken Chance and the target's Weaken Resistance.
If your build is dependent on applying a particular status to work properly, then it's highly advisable to include that in your build. Building into Status Resistance is a little hit or miss for PvP encounters; while it could cause big problems for an enemy player who happens to be reliant on the status that you're resistant to, it will also be completely useless against players who are not making use of that status.
![Combat Stats Screen in Throne & Liberty](/storage/uploads/editor/images/PwbKCTbaim3qlTL4ZfooxeqOhPMIrIFJbMtFRpl6_large.jpg)
We hope you liked this detailed guide about combat stats in Throne & Liberty
About the Author: Andrew
![Andrew](https://gameslantern.com/storage/uploads/user-avatars/nQ9pGl7LC9b8DFRyH4yHMqLkqeTyx3gWr1f8zNTO.png)