Weapon attack = ceil(0.55 × 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, Defense
1
25
44
2
38
67
3
51
90
4
67
136
5
92
188
6
117
238
7
141
287
8
166
338
9
191
390
10
231
471
11
269
549
12
308
628
13
346
706
14
385
785
15
423
862
16
462
942
17
500
1,019
18
539
1,099
19
577
1,176
20
660
1,643
21
717
1,785
22
774
1,928
23
830
2,067
24
887
2,209
25
944
2,351
26
1,000
2,490
27
1,057
2,632
28
1,114
2,774
29
1,170
2,914
30
1,227
3,056
31
1,284
3,198
32
1,340
3,337
33
1,776
5,546
Grades and passives by weapon level
Weapon level
Vitality
Defense
1–3
C
D
4–19
B
C
20–32
A
B
33
S
A
Weapon level 4
Play again after a Base Attack.
Weapon level 10
50% increased Base Attack damage.
Weapon level 20
Base Attack gives 4 Perfection.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.13
+1.2
+3.3
+8.9
Vitality
+0.05 C
+0.84 B
+4.2 A
+17.8 S
Defense
+0.02 D
+0.42 C
+2.4 B
+11.3 A
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
450
675
1,013
50 · 20
1,745
2,618
3,926
99 · 33
7,049
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, Defense 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 Dualiso
Rank
Damage
Hit
Crit
D0+
×1
1,745
2,618
C3+
×1.25
2,181
3,272
B8+
×1.5
2,618
3,926
A15+
×2
3,490
5,235
S30+
×3
5,235
7,853
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 1,745 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.