OuterpediaOuterpedia

Stats & Combat Mechanics

By Shiraen · Updated Jul 19, 2026

A comprehensive guide covering stats and combat mechanics in Outerplane.

Offensive Stats

AttackThe higher your attack, the more damage you deal to enemies.

Attack directly increases the raw damage dealt by your skills. However, some skills scale with other stats or ignore Attack entirely.

Some DoTs (damage over time) are impacted by attack:

Crit ChanceChance for a critical hit to occur. When a critical hit occurs, the damage dealt is increased according to critical damage.

By default, most characters start with a low base Crit Chance and must build it through gear, buffs, quirks, or passives. Reaching 100% Crit Chance guarantees that every eligible attack will crit.

Important notes:

  • Crit Chance is capped at 100% — any excess is wasted.
  • Healing and Shielding cannot crit.
  • Skills with effect cannot crit like KitsunebiKitsunebi.
  • Damage over Time effects cannot crit.
Crit DMGIncrease Damage upon scoring a critical hit.

Crit Damage determines how much bonus damage is applied when you land a critical hit. The formula typically multiplies your base damage by a percentage defined by your Crit Dmg stat.

All units start with a base Crit Damage of 150%.

Investing in Crit Damage isn't worthwhile if your Crit Chance is low.

Penetration lets you ignore a portion of the target's Defense.

Penetration ignores a percentage of the enemy's Defense (DEF) when calculating how much damage your attacks deal. The higher your PEN, the less DEF is counted in the damage reduction formula.

For example, if your target has 2000 DEF and you have 20% PEN, it will behave as if they only had 1600 DEF.

Penetration becomes more valuable against tanky enemies with high DEF.

Penetration is capped at 100% — any excess is wasted.

Note: If the enemy has 0 defense (like in joint battle), penetration becomes useless.

Reaching 100% Crit Chance

Crit Chance is capped at 100% and stacks from many sources, so it is easy to cap. Here is where it comes from (values from the game files):

  • Base: 5% for every hero.
  • Class: Strikers gain an extra +5% (10% total).
  • Wizard subclass: +6% from class transcendence.
  • Element Quirk: +10% (the three crit nodes of the element tree).
  • 6★ Gear substats: the Crit Chance substat grows per level, up to +18% per piece at level 6 — across the 6 gear slots (excluding EE and Talisman), up to +108%.
  • Accessory main stat: an accessory can carry Crit Chance as its main stat — 8% at 6★, up to +55.2% at +15 with max breakthrough. Not recommended in late game.
  • Talisman: +7.2% to +9%, depending on its enhancement.
  • Gems (Stage 6): +3% per gem, up to +30% across all 10 slots.
  • Crit Chance buff: in-combat Crit Chance buffs (from skills, e.g. supports) also count toward the cap during a fight.

Because these stack well beyond 100%, a handful of 6★ gear substats plus your class and quirk already cap you — so any crit past 100% is wasted and should be reallocated to other stats.

Defensive Stats

HealthYou can no longer participate in combat once your Health falls below zero.

Health represents the total amount of damage a unit can take before being defeated. Once HP reaches 0, the unit is immediately removed from combat.

Like Attack, some skills scale with HP, such as Conqueror's FangConqueror's Fang.

You can replenish HP with healing skills, and protect it with buffs like:

DefenseThe higher your defense, the less damage you take from enemies.

Defense reduces the amount of damage taken from most sources. Some skills scale with defense like Final CleanupFinal Cleanup.

However, some in-game mechanics can partially or completely ignore DEF, such as:

Utility Stats

SpeedThe higher the speed, the more often you can act.

Speed determines how quickly a unit's turn comes. The higher the SPD, the more frequently a unit can act during combat.

Like Attack, some skills scale with SPD, such as Steely OathSteely Oath.

Further details are provided in the Combat Basics section, since Speed is directly linked to the concept of "Priority".

Damage Modifiers

Increases damage dealt when attacking.

Damage Increase boosts the damage you deal when attacking. It is part of an additive system where all increase-type and reduction-type effects are summed, then subtracted from each other — not multiplied independently.

Additive formula:

(CHD + DMG UP + Skill/Equip DMG UP) − (CDMG RED + DMG RED + Skill/Equip DMG RED) = Final modifier

How it works:

  • On a non-crit hit: (+ any skill/equip bonuses) is opposed by the enemy’s (+ their skill/equip reductions).
  • On a crit hit: is added to your Crit DMG, and the enemy adds their to their . Both totals are then compared.
  • When total damage reductions exceed total damage increases, the final modifier is floored at −70% (rate floor 0.30).

Note: Damage Increase from quirks, skills, and equipment effects are all part of this same additive pool.

Here CHD is expressed in percentage points (a CHD of 150% counts as 150); in the full FAQ formula it appears in decimal form (1.5).

Reduces damage taken when hit.

Damage Reduction is not a standalone flat percentage reduction. It is part of the same additive system as — it is subtracted from the attacker’s total Damage Increase group. This layer is calculated before Defense.

Example (non-crit):

If the attacker has 50% DMG UP and you have 30% DMG RED, the net modifier is +20% damage increase (not a flat 30% reduction).

On a crit hit:

is added to your to oppose the enemy’s Crit DMG + .

Note: This is not the same as Final Damage Reduction, which is applied separately after Defense.

Cap: The combined pool (CHD + DMG UP) − (DMG RED + CDMG RED) has a rate floor of 0.30: this layer caps reduction at −70%. Defense and Final Damage Reduction are calculated separately.

Reduces damage taken when critically hit.

Critical Damage Reduction only activates when you are critically hit. It is added to your to form the total defensive pool, which is subtracted from the attacker’s offensive pool (Crit DMG + ).

Example:

If the enemy has 300% CHD + 30% DMG UP and you have 150% CDMG RED + 20% DMG RED:

(300 + 30) − (150 + 20) = +160% effective damage modifier.

Note: CDMG RED has no effect on non-crit hits.

Cap: The combined pool (CHD + DMG UP) − (DMG RED + CDMG RED) has a rate floor of 0.30: this layer caps reduction at −70%. Defense and Final Damage Reduction are calculated separately.

Effectiveness & Resilience

EffectivenessThe higher the Effectiveness, the lower the chance the target has to resist debuffs.

Effectiveness increases the chance of successfully applying debuffs and is countered by Resilience.

If your Effectiveness is equal to or higher than the enemy's Resilience, the base chance to apply a debuff is 100%.

Some skills can scale with Effectiveness, such as Gnosis Beth's .

ResilienceThe higher the Resilience, the higher the chance to resist debuffs.

Resilience reduces the chance of receiving debuffs and is countered by Effectiveness. You can be immune to debuff with the buff.

When your RES is higher than the enemy's EFF:

  • RES − EFF = 0 → 100% chance
  • RES − EFF = 100 → 50%
  • RES − EFF = 300 → 25%
  • RES − EFF = 900 → 10%

Note: Some skills bypass the resilience check like Burning FistBurning Fist.