Weapon attack = ceil(1.13 × the weapon level table) plus, per attribute, round(points × potency ÷ 10,960 × that). Potency by grade: D 10, C 20, B 40, A 70, S 110; Strength always counts at 55.Show the numbers
Weapon level
No attribute points
99 points in Strength, Vitality, Agility
1
51
90
2
77
136
3
103
182
4
137
280
5
188
383
6
239
487
7
290
591
8
341
695
9
391
797
10
474
966
11
553
1,128
12
632
1,288
13
711
1,449
14
790
1,610
15
869
1,772
16
949
1,934
17
1,028
2,096
18
1,107
2,257
19
1,186
2,418
20
1,356
3,377
21
1,473
3,668
22
1,589
3,957
23
1,706
4,249
24
1,822
4,537
25
1,938
4,826
26
2,055
5,118
27
2,171
5,407
28
2,288
5,699
29
2,404
5,987
30
2,520
6,276
31
2,637
6,567
32
2,753
6,857
33
3,648
11,392
Grades and passives by weapon level
Weapon level
Vitality
Agility
1–3
D
C
4–19
C
B
20–32
B
A
33
A
S
Weapon level 4
Base Attack applies 2 Burn stack per Rank.
Weapon level 10
+1 AP on Rank Up.
Weapon level 20
Increase Burn damage by 50% per Rank, up to 300% on Rank S.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.26
+2.4
+6.8
+18.3
Vitality
+0.05 D
+0.86 C
+4.9 B
+23.3 A
Agility
+0.09 C
+1.7 B
+8.7 A
+36.6 S
Strength counts on every weapon at a fixed potency; the letters are this weapon's grade at that level.
Damage per hit
Level · weapon
Hit
Crit
Crit + weakness
20 · 10
745
1,118
1,676
50 · 20
2,964
4,446
6,669
99 · 33
9,999 (cap)
9,999 (cap)
9,999 (cap)
A hit at 100% of Attack (a skill damage multiplier of 1, so the hit is the Attack stat), before the target's Defense, with as many points in each of Strength, Vitality, Agility as the character level (20, 50, 99). Critical ×1.5, weakness ×1.5; the party's hits stop at 9,999.
Verso's ranks with Corpeso
Rank
Damage
Hit
Crit
D0+
×1
2,964
4,446
C3+
×1.25
3,705
5,558
B8+
×1.5
4,446
6,669
A15+
×2
5,928
8,892
S30+
×3
8,892
9,999 (cap)
Every hit Verso deals is multiplied by his rank's value. The number after each rank is the Perfection it needs (99 at most). Hits use Verso's Attack of 2,964 at level 50, weapon level 20, 50 points each.
Verso's Attack with each weapon at level 99, weapon level 33 and 99 points in Strength and the weapon's own scaling attributes (grades shown at level 1).
Areas come from where each chest and encounter is placed in the game's levels. Merchants' areas come from their names in the game's merchant table; a few rewards are handed out by scripted events and show as not placed.