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Aion 2 combat stats explained: what each stat does and which matter

By CorpusPublished

NCSOFT / AION 2 official Steam screenshots

TL;DR

  • In PvE, build offense. Madsin's rule is that you only need to survive one hit, and healers and tank buffs cover the rest.
  • The strongest damage stats are separate multipliers: Double Chance, Weapon Damage Boost, Critical Damage Boost and Front or Back Attack Damage Boost. Plain Damage Boost shares one pool with PvE and Boss Damage Boost, so each point is worth less.
  • Accuracy decides whether a boss can block or parry your hits. Back attacks cannot be blocked, which is why Assassins care less about it.
  • Combat Speed is always good. Cooldown reduction matters up to your class's threshold.
  • Flat conditional stats such as PvE Attack and Back Attack are not raised by percentage increases, so they are weaker than they look.

Boosts and tolerances

Many stats come in pairs: Damage Boost and Damage Tolerance, Weapon Damage Boost and Weapon Damage Tolerance, Critical Hit and Critical Hit Resist. Grobs explains that the game subtracts the defender's stat from the attacker's.

Creator tip

And what the game is always doing here, it takes the difference between those two values. So for example, if you want to attack someone and you have 30% damage boost and your enemy has 20% damage tolerance, then the game will subtract from your 30% damage boost those 20% damage tolerance.

Grobs · Watch at 1:23

This is why later bosses feel harder even at the same gear: their tolerances rise, and your boosts have to climb with them.

Damage stats

StatWhat it does
AttackThe base of every hit and every heal. Your weapon's Attack is a range from Min to Max Attack.
Weapon Damage BoostMultiplies the Attack that comes from your equipment. Most of your Attack does, so it is one of the best stats.
Damage BoostMultiplies your damage, but adds together with PvE, Boss and species Damage Boost into one pool.
Front and Back Attack Damage BoostSeparate multipliers that only apply when you hit from that side.
Critical HitChance to land a critical hit, checked against the target's Critical Hit Resist.
Critical Damage BoostRaises critical damage. Grobs gives a default critical multiplier of 1.5 in PvE and 1.25 in PvP.
Double ChanceChance to double the hit in PvE. Grobs says it is 1.5 times in PvP.
Perfect ChanceChance for a hit to use the top of your Attack range instead of a random roll.
Multi-hit ChanceChance for extra small hits after the main hit.
PenetrationLowers the target's Defense point for point.

Which multipliers win

Grobs explains that every applicable damage boost is added into one pool before it multiplies your damage, while Front and Back Attack Damage Boost are separate multipliers. Separate multipliers are usually stronger per point, because you have less of them.

Madsin found the same in testing: Weapon Damage Boost is applied later in the formula than Damage Boost, so where a slot offers both, the Weapon, Critical or positional boost is worth more. Kanon's Handbook shows the full formula term by term and estimates what each stat is worth.

Double Chance doubles the whole hit, which is why Madsin calls it the stat you always take more of. Assassins are his exception, since their cooldown needs come first.

Perfect Chance and Multi-hit

Perfect Chance only matters as much as the gap between your Min and Max Attack. Grobs rates it decent but not great. Madsin notes that Spiritmaster's orbs have about twice the usual damage range, so Perfect Chance is worth more there.

Creators measure Multi-hit differently:

CreatorExtra hitsWorth
GrobsUp to fourA small fraction of the original
Madsin (measured)Four10 to 15% of the original hit in total, and they seem to ignore boss defenses

Madsin's finding makes Multi-hit better as bosses get tougher. Skills with Multi-hit built in gain less from the stat.

Speed stats

StatWhat it doesHow much
Combat SpeedShortens the animation and cast time of your skillsAs much as you can, say Grobs and Madsin
Cooldown reductionKeeps your class's one long buff up all the timeJust enough for that buff; past it, more does little

Creator tip

They might need 33, 34, or 35% cooldown reduction. You need to find out what your class actually needs. You don't just want to stack as much cooldown speed as possible, because for a lot of classes, that simply isn't needed.

Grobs · Watch at 14:20

Madsin puts the threshold for most classes between 33 and 36%. Your class's build page has the exact goal.

Accuracy, block and evasion

Before damage is dealt, the game checks whether the target dodges or blocks. Grobs and Madsin describe the same rules:

CheckRule
Accuracy vs Evasion and BlockAt or above both, the target cannot evade or block
Each 10 points the target is above youAbout 1% chance to block
MonstersCannot evade, so against bosses only Block matters (Madsin)
Blocked or parried hitDeals less damage
Back attacksSkip the check entirely
Critical Hit vs Critical Hit Resist1% critical chance per 10 points above the target's resist (Madsin, measured)

Creator tip

But here's important, you can completely bypass all the evasion if you hit someone from behind. All back attacks will always land.

Grobs · Watch at 3:28

TheWhelps makes Accuracy his second priority on Soul Binding lines, right after each slot's key stat, because ranged and front-facing classes cannot always reach the boss's back. Creators have quoted Accuracy targets from the Korean and Taiwanese servers, but those are not confirmed for global, so we leave them out.

Flat conditional stats

PvE Attack, Boss Attack, Back Attack, Front Attack and Critical Attack add flat damage only in their situation. They look generous, but both Grobs and Madsin point out that percentage increases such as Attack increase do not raise them.

Creator tip

All conditional stats are not impacted by percentage multipliers. That doesn't make them useless, but for sure a lot worse.

Grobs · Watch at 17:27

When a slot offers plain Attack or a conditional Attack, take plain Attack.

Defensive stats

StatWhat it does
DefenseA flat reduction to each hit. Good against many small hits, weak against big ones.
EnduranceChance to halve an incoming hit. Only Endurance Penetration counters it, not Accuracy.
RegenerationChance to heal back part of the damage taken. Grobs says 20% and Madsin 15%.
Damage ToleranceSubtracts from the attacker's Damage Boost.
Status Effect ResistLowers the chance that control effects land on you.

Grobs adds that however much Status Effect Resist a target has, a control skill keeps at least a 5% chance to land.

Creator tip

In PvE, offense is king regardless of class. The reason for that is quite simple. In PvE, only one thing matters when it comes to damage intake, not getting one shot.

Madsin · Watch at 10:38

Madsin adds that many deadly boss mechanics deal fixed damage that ignores defensive stats, which is another reason to put defense last in PvE.

Base stats and Empyrean Lord stats

The inner stats on your character sheet are percentage bonuses. Grobs and Madsin both divide the value by 10: 200 Might gives 20% Attack increase.

Base statRaises
MightAttack
DexterityEvasion, Block and Critical Hit Resist
PrecisionAccuracy and Critical Hit
WillpowerStatus Effect Resist
IntelligenceStatus Effect Chance
ConstitutionHP

The outer ring holds the ten Empyrean Lord stats such as Destruction, Wisdom and Time. Each gives two effects, and Grobs and Madsin both work out the percentage as the value divided by 5, so 150 Destruction gives 30% Attack increase. They come from bracelets, Arcana and the Pantheon. Kanon's Handbook lists all ten and their effects.

Gear score and combat power

Gear score, also called item level, is the number dungeons check for entry. Combat power is the game's estimate of your actual strength. FRESHY's advice is to chase gear score until it opens the content you need, then switch to combat power, which is where the stats on this page come in.

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