Weapon attack = ceil(0.92 × 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, Agility, Luck
1
42
75
2
63
111
3
84
149
4
112
228
5
153
312
6
195
397
7
236
481
8
277
565
9
319
650
10
386
787
11
450
918
12
515
1,050
13
579
1,181
14
644
1,313
15
708
1,444
16
772
1,574
17
837
1,706
18
901
1,838
19
966
1,970
20
1,104
2,749
21
1,199
2,986
22
1,294
3,223
23
1,389
3,459
24
1,484
3,695
25
1,578
3,930
26
1,673
4,166
27
1,768
4,403
28
1,863
4,640
29
1,957
4,873
30
2,052
5,109
31
2,147
5,348
32
2,242
5,584
33
2,970
9,275
Grades and passives by weapon level
Weapon level
Agility
Luck
1–3
D
C
4–19
C
B
20–32
B
A
33
A
S
Weapon level 4
Base attack gives 1 Perfection per Burn on target.
Weapon level 10
While Powerful, 20% chance to Burn on hit.
Weapon level 20
+1 AP on Rank Up.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.21
+1.9
+5.5
+14.9
Agility
+0.04 D
+0.70 C
+4.0 B
+19.0 A
Luck
+0.08 C
+1.4 B
+7.1 A
+29.8 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
638
957
1,436
50 · 20
2,523
3,785
5,677
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, Agility, Luck 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 Danseso
Rank
Damage
Hit
Crit
D0+
×1
2,523
3,785
C3+
×1.25
3,154
4,731
B8+
×1.5
3,785
5,677
A15+
×2
5,046
7,569
S30+
×3
7,569
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 2,523 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.