Souls (Habby) Stats & Game Terminology – What Do The Stats Mean?

stats

Table of Contents

  1. Stats and Terminology

Navigating the intricate gaming world, especially in role-playing games, can sometimes feel like deciphering a foreign language. Each game often introduces a unique set of mechanics and terminologies that underpin the very fabric of its gameplay. This guide is your comprehensive roadmap to understanding the specific terminologies, mechanics, and stats introduced in our featured game.

From skills that characters can harness to the intricate dance between attacking and defending, down to the nuance of crowd control, every element is broken down for clarity. Whether you’re a newcomer aiming to grasp the basics or a seasoned player seeking a refresher, this list provides the insights you need to strategize better, make informed decisions, and elevate your gaming experience. Dive in and demystify the jargon!

Stats and Terminology

  1. Attack: Determines the damage a character can deal.
  2. HP (Hit Points): Represents the health or life of a character.
  3. Defense: Reduces incoming damage.
  4. Crit Defense: Reduces extra damage from critical hits.
  5. Crit Resistance: Determines the likelihood of receiving a critical hit.
  6. CC (Crowd Control) Resistance: Resistance against crowd control effects.
  7. Speed: Determines the order of attacks in a round.
  8. Crit Rate: Determines the likelihood of delivering a critical hit.
  9. Energy: Resource for using Active Skills.
  10. Healing Over Time (HOT): Mechanism where a character gains health periodically.
  11. Active Skills: Abilities that use energy.
  12. Passive Skills: Abilities that trigger automatically under certain conditions, e.g., when an ally is attacked or drops to a certain health.
  13. Awakened Skills: Skills that may seem passive or active but generally activate under specific game progression conditions.
  14. Buff: Enhancements that positively affect your characters.
  15. Debuff: Reductions that negatively affect your characters or the enemy.
  16. Crowd Control (CC): Mechanisms to control or hinder opponents’ actions such as stun, shock, restraint, sleep, freeze, and sandstorm.
  17. Silence: A hybrid debuff and crowd control that prevents characters from gaining energy and using active skills.
  18. Magical Resistance: Resistance against magical attacks.
  19. Physical Resistance: Resistance against physical attacks.
  20. Dodge: Chance to evade attacks.
  21. Accuracy: Chance to land attacks successfully.
  22. Penetration: Ability to bypass or reduce enemy defenses.
  23. Stacks and Times Per Battle: The number of buffs/debuffs applied to a unit.
  24. Transparent Characters become invisible and untargetable but can still attack.
  25. Revive: Characters can return to life after being defeated.
  26. Lifesteal Rate: Characters heal by a portion of the damage they deal.
  27. Recovery Rate: This represents how much HP a character can recover when healing.
  28. Provoke: A mechanism where an enemy is forced to target the character that used the provoke skill.
  29. Chain Attacks: Attacks that can hit multiple enemies sequentially.
  30. Adjacent: Refers to positions directly next to a character.
  31. Counter Attack: Mechanism where characters retaliate immediately after being attacked.