Secondary Attributes
Secondary Attributes
These stats are derived from the seven Primary Attributes and represent most of the stats that are used during combat.
Physical Attack
A value representing the overall physical attack power of a unit. This value is used to calculate actual physical damage done by attacks and abilities.
$$Attack = {{(Strength*1.3)} + {(Dexterity*0.6)} + ({Agility \over 10})}$$
Physical Defense
This value determines how much physical damage a unit can mitigate.
$$Defense = {(Vitality*1.5) + ({Strength \over 4}) + ({Dexterity \over 4})}$$
Magick Power
A value representing the overall power a unit has with magick based abilities. Used to calculate spell-based damage as well as spell-based healing.
$$Magick = {(Intellect*1.4) + ({Wisdom*0.6})}$$
Magick Resist
A value determining damage resistance from magick abilities. This is the primary defense against magick and effects all elements including non-elemental. Elemental Resistance (seen below) further mitigates magick damage depending on the element.
$$Resist = {(Wisdom*1.5) + {(Intellect*0.4) + ({Vitality \over 10})}}$$
Speed
A very important stat that determines how quickly a unit takes their turn. It is calculated using the Base Speed value for the current Job and increases by 0.5 points for every 1 Agility.
$$Speed = {(Base \:Speed)_{Job} + {(Agility*0.5)}}$$
Accuracy
The chance for attacks or abilities to successfully hit the target. Dusk Tactics uses a special formula when dealing with Accuracy that is based on the True Hit 2RN system from the Fire Emblem series (see note below). The Accuracy value that you see is calculated via the formula shown below, but this value is not a direct representation of the actual % chance to hit.
$$Accuracy = {(Base \:Accuracy)_{Job} + ({Dexterity \over 4}) + ({Luck \over 4})}$$
When used in combat calculations there are many other factors such as Terrain, Weather, etc. One standard factor is the Level Difference between the attacking and defending unit. Higher level units are more likely to hit lower level units. You can read more about this in the Combat Section.
As far as I know, Fire Emblem 6 was the first to use the 2RN system. When checking for a hit, instead of using 1 RNG, we use [2] [R]andom [N]umbers and take the average. This has the interesting effect of emphasizing extremes; Low values miss more often and high values hit more often.
This aligns more with expectations, like not missing 2-3 times in a row with 95% Accuracy.
Critical
Critical or Critical Hit Chance is essentially the chance for a unit to do more damage/healing. This chance is calculated similar to the prior two stats, by using the Job Base value. Like Accuracy, this stat is a percentage, but unlike Accuracy, the value is the true percentage used in calculations.
$$Critical = {(Base \:Critical)_{Job} + ({Dexterity \over 10}) + ({Agility \over 20}) + ({Luck*7 \over 20})}$$