Weapon attack = ceil(1.09 × 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, Luck
1
50
89
2
75
133
3
100
177
4
132
270
5
181
369
6
230
469
7
280
571
8
329
670
9
378
771
10
457
932
11
534
1,088
12
610
1,243
13
686
1,399
14
762
1,554
15
839
1,711
16
915
1,866
17
991
2,020
18
1,068
2,178
19
1,144
2,332
20
1,308
3,258
21
1,421
3,538
22
1,533
3,818
23
1,645
4,096
24
1,758
4,378
25
1,870
4,657
26
1,982
4,936
27
2,094
5,215
28
2,207
5,495
29
2,319
5,775
30
2,431
6,054
31
2,543
6,333
32
2,656
6,615
33
3,519
10,989
Grades and passives by weapon level
Weapon level
Vitality
Luck
1–3
D
C
4–19
C
B
20–32
B
A
33
A
S
Weapon level 4
In Offensive Stance, double the amount of Burn applied.
Weapon level 10
50% increased Burn damage.
Weapon level 20
Base Attack propagates Burn.
Attack per attribute point
Attribute
Lv 1
Lv 10
Lv 20
Lv 33
Strength
+0.25
+2.3
+6.6
+17.7
Vitality
+0.05 D
+0.83 C
+4.8 B
+22.5 A
Luck
+0.09 C
+1.7 B
+8.4 A
+35.3 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
724
1,086
1,629
50 · 20
2,881
4,322
6,482
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, Luck as the character level (20, 50, 99). Critical ×1.5, weakness ×1.5; the party's hits stop at 9,999.
Maelle's stances with Facesum
Stance
Dealt
Taken
Hit
Crit
Stanceless
×1
×1
2,881
4,322
Offensive
×1.5
×1.5
4,322
6,482
Defensive
×1
×0.5
2,881
4,322
Virtuose
×3
×1
8,643
9,999 (cap)
Each stance multiplies every hit Maelle deals and takes. Hits use her Attack of 2,881 at level 50, weapon level 20, 50 points each.
Maelle'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.