Stats

**Stats** are a group of various numerical values in Minute Frontier. They represent various components of the player's character, from how much damage they can deal with their weapons, to how much health they have at a given time. Stats are grown by leveling up Jobs, with each job providing unique stat growth for every level obtained with them. Stats are also utilized by enemies and bosses, dictating how much damage they deal to the player, as well as how much damage they can sustain before being defeated.

## Overview

In order to understand stats, the game provides a quick overview as to how the player's stats influence the game. This information is found at the Player's Home, as well as when tapping on the job's stat growth chart from the Temple, or when viewing the player's job from the Menu.

### HP

HP, short for Hit Points or Health Points, is the amount of maximum health a player or enemy possesses. Damage is subtracted from this total. For players, sources of healing in the form of abilities allow for HP to be regained after it is lost, allowing them to raise their current health up to the maximum HP value. Enemies and Bosses cannot regenerate HP, with Bosses in particular having damage persist even if the player moves screens.

### POW

POW, short for Power, refers to the amount of physical damage the player's weapons can inflict on their foes, with increases to this stat correlating to increased damage dealt. One exception to this explanation is the Staff weapon, which instead has its own damage calculations that use INT instead. Enemies also use this stat, both against the player, as well as other enemies when they are pets.

### VIT

VIT, short for Vitality, is the stat that decreases damage taken from physical attacks. For the player, this means decreasing damage from non-magic attacks, with the full force of magic attacks from enemies still being taken. Enemies are similar, decreasing damage taken from physical attacks, but doesn't consider weapons like the Staff.

### SPD

SPD, short for Speed, determines the rate at which enemies are able to attack the player. This rate is determined by comparing the speed stats of the player and the individual monster. With lower monster speed, the interval between attacks is longer, and vice versa with higher monster speed. This logic also transfers to pets, with higher speeds allowing pets to attack more often then enemy monsters.

### INT

INT, short for Intelligence, is the stat responsible for magic attack damage. This includes the Staff, elemental damage bonuses for player weapons with an elemental typing, as well as the magic attacks of enemies.

### MEN

MEN, short for Mental or Mentality, protects the player from monster's magic attacks, being the magical counterpart to VIT. There is also a secondary effect, where the ratio between the player's Mentality and the monster's WIL determines how often critical hits are performed by monsters. The player having a higher stat means taking less critical hits, and vice versa for lower MEN values.

WIL, either Will or Willpower, is the equivalent stat for MEN on monsters, filling the same role as the defensive stat against magical attacks.

### LUK

LUK, short for Luck, determines the odds of obtaining weapon parts from defeated enemies. These odds are also influenced by the Weapon Drop Up ability, as well as the player's current world number when traveling through the Dimensional Door. It also plays a role in calculating damage for the Dice weapon type.

## Influence on Damage

Damage for every weapon in ***MinuteFrontier*** is determined using several formulae, integrating both the base stats on the character, the weapon preferences that are innate to the current job, as well as the various abilities that boosts general weapon damage or specific weapons through Weapon Bonus Ups. While all these values are shown in-game through the Job tab in the Menu, a hidden yet integral component for each weapon's damage is their Base Multiplier, which for the weapons is different for each weapon, as well as having some variance on certain weapons depending on their mechanics.

### Damage Formulas

Physical Weapon Formula (Sword, Knife, Hammer, Spear, Bow):

```
*Damage = Base Multiplier \* (POW + 2 \* Weapon LVL) \* Weapon Bonus \* PAU LVL \* 1.025*

```

PAU is the Physical Attack Up ability

Staff Formula:

```
*Damage = 12 \* (INT + 2 \* Staff LVL) \* Weapon Bonus \* MAU LVL \* 1.025*

```

MAU is the Magical Attack Up ability

Dice Formula:

```
*Damage = (32 \* Dice LVL / 3 + 13 \* (POW + LUK \* 2) / 6) \* Weapon Bonus \* PAU LVL \* 1.025 \* (Roll / 6)*

```

The Dice Damage Formula is interesting for several reasons, as it integrates LUK into the calculations alongside POW. Every point of LUK also contributes twice as much to damage compared to POW. Moreover, the *Dice Weapon LVL* has an increased influence on damage, being anywhere from 1.77x more impactful than other weapon LVLs at high values, to 3.94x when having only LVL 1 weapons.

Elemental Weapon Formula:

```
*Elemental Damage = INT \* (1 + Elemental Up LVL \* 0.02) / 5*

```

Some jobs provide weapon variants that have an element added to them, granting them that elemental type effectiveness, as well as increasing overall damage slightly.