Each player has a number of statistics in the Battle Arena that determine his or her fighting abilities. Understanding these is vital to success in fighting monsters.
By defeating monsters and completing Missions, the character gains Arena EXP. This is separate from a player's total EXP in Anti-Idle: The Game.
A character's Rank increases when enough Arena EXP is gained. All characters start at rank 1. The maximum rank is 500. Increasing one's rank grants the character 20 skill points and a minor increase to their major statistics. At rank 500, another 2500 more Skill Points can be looted from monsters, up to the maximum of 12500 Skill Points. Rank affects what equipment a player can use. (Note: Extra 2,500 Skill Points do NOT get reset when Rebirthing).
Certain loot drops (red circles or Rings) provide permanent increases to these stats.
The player may increase Attack, Defence, HP, or MP by paying a number of Pixels on the Stats screen, so long as that statistic does not exceed its Soft Cap. The cost of increasing these statistics with Pixels increases as the statistic increases. After the soft cap is reached, the stats can be further increased by looting Stat drops from monsters.
The value of each stat may not exceed the Hard Cap listed.
|Name||Effect||Growth/Rank||Soft Cap||Hard Cap|
|Attack||Higher damage dealt||2 + sqrt(Rank / 6)||65,000||90,000|
|Defense||Less damage taken||2 + sqrt(Rank / 6)||65,000||90,000|
|HP||Can survive stronger attacks, faster HP recharge||12 + sqrt(Rank * 2)||650,000||900,000|
|MP||Can cast more skills, faster MP recharge||3 + sqrt(Rank)||260,000||360,000|
|Accuracy||Higher chance to hit enemies||1 + sqrt(Rank / 12)||N/A||18,000|
|Evasion||Higher chance to dodge an attack||1 + sqrt(Rank / 12)||N/A||18,000|
- Attack is directly proportional to the damage dealt, so doubling your final attack power will double the damage you deal. The base attack power is listen in parentheses, while the number to its left is the final attack power, which is simply the base attack power plus modifiers.
- Defense is divided into a damage resist percentage value and a secondary numerical value. In the game, the resist percentage is mistakenly listed as 1% per 50 equip def. The actual value is 1% per 100 equip def. The purpose of the secondary value can hopefully be clarified by someone else, although it does not seem to be proportional to damage taken. This is surmised by the fact that high amounts of ignore defense elicit little effect vs. monsters.
- Accuracy is divided into a percentage value and a numerical value. The percentage value, also labeled in the game as hit chance, is the percent chance for a guaranteed hit, while the numerical value is factored in somehow (clarification?) against the enemy's evasion. Accuracy is also affected by level, and too large of a level deficit will further penalize accuracy. Your critical damage also increases by 1% for every 1,000 Accuracy you have.
- Similar to accuracy, evasion is divided into a percent value and a numerical value. The percent value is the percent chance for a guaranteed dodge, while the evasion is factored in somehow with the enemy's accuracy. Evasion is similarly affected by level.
|Critical Chance||Critical Hit Chance|
|Critical Damage||Critical Hit Damage|
|Double Hit||Double Hit Chance|
|Rage Depletion||Reduces the Speed of Rage Depletion|
|Poison Chance||Chance of inflicting Poison when attacking|
|Weaken Chance||Chance of inflicting Weaken when attacking|
|Blind Chance||Chance of inflicting Blind when attacking|
|Stun Chance||Chance of inflicting Stun when attacking|
|Mastery||Increases Min. Damage|
|Ignore DEF||Ignores part of enemy's Defense|
|Reflect||Reflect Damage when attacked|
|HP / 1 Sec||HP Regen each second|
|MP / 1 Sec||MP Regen each second|
|Drain||Allows you to drain some damage to turn into HP when attacked|
|Autosteal||Allows you to steal Coins and Pixels based on damage dealt|
|Poison Damage||Damage dealt by Poison and Poison Duration|
|Weaken Effect||Attack and Defense reduction by Weaken and Weaken Duration|
|Blind Effect||Accuracy and Evasion reduction by Blind and Blind Duration|
|Attack Speed||Reduce delay between attacks/abilities like Quick Attack|
|Potion Efficiency||Every 10% to Potion Efficiency gives .1 seconds more to the duration
of a Potion (e.g 120% = 1.2 seconds instead of 1 second)