Understanding all the stats in The First Descendant

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In The First Descendant, various stats determine your character’s abilities, performance, and overall effectiveness in different scenarios. This guide will help you understand these stats and how they impact your gameplay.

all stats in the first descendant

Explanation of Each Stat

Attack Stats

  • ATK Drop-off Modifier
    • Indicates the ATK drop-off modifier based on distance. Detailed data by distance is available in Weapon Details.
  • Burst
    • Indicates the Burst damage type. DMG increases when attacking with a damage type superior to the opponent’s damage type. Attacking with a damage type inferior to the opponent’s damage type does not decrease DMG. (Crush > Burst > Pierce > Crush)
  • Chill ATK
    • Indicates Chill ATK when firing a Firearm. Chill Attack inflicts Frostbite on enemies according to the Attribute Status Effect Trigger Rate. Enemies inflicted with Frostbite become frozen and unable to move for a period of time.
  • Crush
    • Indicates the Crush damage type. DMG increases when attacking with a damage type superior to the opponent’s damage type. Attacking with a damage type inferior to the opponent’s damage type does not decrease DMG. (Pierce > Crush > Burst > Pierce)
  • Electric ATK
    • Indicates the Electric ATK when firing a firearm. Electric attacks inflict Electrocution on enemies according to the Attribute Status Effect Trigger Rate. Enemies inflicted with Electrocution take damage over a period of time, suffer weakened DEF, and experience mild Daze.
  • Explosive ATK
    • Indicates the ATK that applies when a launcher projectile explodes. The farther away from the center of explosion, the weaker the ATK.
  • Fire ATK
    • Indicates the Fire ATK when firing a firearm. Fire attacks inflict Burn on enemies according to the Attribute Status Effect Trigger Rate. Enemies inflicted with Burn take damage over a period of time.
  • Firearm ATK
    • Indicates the ATK when attacking with a firearm. Each attack method inflicts different damage with discrete ATK.
  • Pierce
    • Indicates the Piercing damage type. DMG increases when attacking with a damage type superior to the opponent’s damage type. Attacking with a damage type inferior to the opponent’s damage type does not decrease DMG. (Burst > Pierce > Crush > Burst)
  • Skill Attribute ATK Modifier
    • Indicates the skill’s attribute ATK modifier.
  • Skill Physical ATK Modifier
    • Indicates the skill’s physical ATK modifier.
  • Toxic ATK
    • Indicates the Toxic ATK when firing a firearm. Toxic attacks inflict Poison on enemies according to the Attribute Status Effect Trigger Rate. Enemies inflicted with Poison take damage over a period of time, and Poison can stack to cause additional effects.
  • Weak Point Damage
    • Indicates ATK increase modifier on hitting weak points. Weak points can be identified by using Ecive.

Resistance Stats

  • Chill Resistance
    • Indicates Chill Resistance. Chill Resistance reduces the opponent’s Chill ATK, and the higher the resistance, the greater the reduction. The maximum efficiency for effects that reduce Chill Resistance is -80%.
  • Electric Resistance
    • Indicates Electric Resistance. Electric Resistance reduces the opponent’s Electric ATK, and the higher the resistance, the greater the reduction. The maximum efficiency for effects that reduce Electric Resistance is -80%.
  • Fire Resistance
    • Indicates Fire Resistance. Fire Resistance reduces the opponent’s Fire ATK, and the higher the resistance, the greater the reduction. The maximum efficiency for effects that reduce Fire Resistance is -80%.
  • Firearm Critical Hit Resistance
    • Indicates the Critical Hit Resistance for firearms. The higher the resistance, the smaller the chance of dealing a Critical Hit.
  • Toxin Resistance
    • Indicates Toxin Resistance. Toxin Resistance reduces the opponent’s Toxic ATK, and the higher the resistance, the greater the reduction. The maximum efficiency for effects that reduce Toxin Resistance is -80%.

Cooldown and Cost Stats

  • Grappling Hook Charge Time Increase Ratio
    • Indicates modifier of charging time increase of grappling hook.
  • Grappling Hook Cooldown Increase Ratio
    • Indicates modifier of cooldown time increase of grappling hook.
  • Skill Cooldown
    • Indicates the cooldown duration of skills after use. Skills cannot be used until cooldown ends.
  • Skill Cost
    • Indicates the resources consumed when using a skill.

Defense Stats

  • DEF
    • Indicates defense. DEF reduces the opponent’s ATK, and the higher the DEF, the greater the reduction. The maximum efficiency for effects that reduce DEF is -80%.
  • Max Shield
    • Indicates the maximum Shield. Shield isn’t recovered when hit.

Energy Stats

  • Current Electricity
    • Indicates the current Electricity. Electricity is consumed when Bunny uses certain skills and increases the Skill DMG of some skills based on the amount of Electricity.
  • Current Magnetic Force
    • Indicates the Current Magnetic Force. Magnetic Force is consumed when Viessa uses certain skills and increases the Skill DMG of some skills based on the amount of Magnetic Force.
  • Current Power of Life
    • Indicates the current amount of Power of Life. Power of Life is consumed when Lepic uses certain skills.
  • Current Void Energy
    • Indicates the current amount of Void Energy.
  • Max Electricity
    • Indicates Max Electricity. Electricity is consumed when Bunny uses certain skills and increases the Skill DMG of some skills based on the amount of Electricity.
  • Max Magnetic Force
    • Indicates the Max. Magnetic Force. Magnetic Force is consumed when Viessa uses certain skills and increases the Skill DMG of some skills based on the amount of Magnetic Force.
  • Max Power of Life
    • Indicates the Max Power of Life. Power of Life is consumed when Lepic uses certain skills.
  • Max Void Energy
    • Indicates the maximum amount of Void Energy. Void Energy is consumed when Ajax uses his enhanced skills.

Health Stats

  • HP Heal Modifier
    • Indicates the modifier for HP recovery. The higher the modifier, the faster the HP recovery.
  • HP Recovery Modifier
    • Indicates the HP recovery modifier.
  • Max HP
    • Indicates the maximum HP. Descendants die when their HP falls to 0.
  • MP Recovery Modifier
    • Indicates the MP recovery modifier.
  • Shield Recovery Modifier
    • Indicates the Shield recovery modifier.

Movement Stats

  • Aim Recovery Speed
    • The speed at which the reticle refocuses to its original size after firing. The higher the speed, the faster the reticle refocuses.
  • Movement Speed
    • Indicates the base running speed. Default movement buttons can be reassigned by changing the buttons in Options.
  • Movement Speed While Aiming
    • Indicates Movement Speed while aiming. When aiming, Movement Speed decreases while Accuracy increases.
  • Movement Speed While Firing
    • Indicates the movement speed while firing. Movement speed decreases when firing.
  • Sprint Speed
    • Indicates the Sprint Speed. The Sprint Speed button can be reassigned by changing the button in Options.

Reload Stats

  • Load Capacity
    • Indicates number of rounds loaded.
  • Reload Time Modifier
    • Indicates the loading speed and displays the time left until a shot can be fired. The higher the modifier, the faster the speed.

Rounds Stats

  • Fire Rate
    • Indicates the Fire Rate when attacking with a firearm. Each attack method inflicts different damage with discrete ATK.
  • Max General Rounds Modifier
    • Indicates the increased capacity of general rounds.
  • Max High-Power Rounds Modifier
    • Indicates the increased capacity of high-power rounds.
  • Max Impact Rounds Modifier
    • Indicates the increased capacity of impact rounds.
  • Max Special Rounds Modifier
    • Indicates the increased capacity of special rounds.
  • Rounds per Magazine
    • Indicates the number of rounds per magazine. Rounds per magazine change when a new Magazine is equipped.
  • Shell Capacity
    • Indicates the number of shells that can be loaded into the firearm.

Skill Stats

  • Skill Cooldown
    • Indicates the cooldown duration of skills after use. Skills cannot be used until cooldown ends.
  • Skill Cost
    • Indicates the resources consumed when using a skill.
  • Skill Duration DOWN
    • Indicates the reduced duration of skill effects.
  • Skill Duration UP
    • Indicates the increased duration of skill effects.
  • Skill Effect Range
    • Indicates the skill’s effect range.
  • Skill Power Modifier
    • Indicates the skill power modifier. The higher the modifier, the stronger the skill.

Other Stats

  • Firearm Critical Hit Damage
    • Indicates the Critical Hit DMG when attacking with a firearm. Firearm Critical Hit DMG is added to the basic Critical Hit DMG.
  • Firearm Critical Hit Rate
    • Indicates the Critical Hit Rate when attacking with a firearm. The Critical Hit Rate only applies when the firearm is used. Additional Critical Hit Rates can be added to the Critical Hit Rate.
  • Firearm DMG Modifier
    • Indicates the damage modifier for firearms. The higher the modifier, the stronger the firearm.
  • Outgoing Shield Recovery Modifier
    • Indicates the outgoing Shield recovery modifier.
  • Penetration
    • Indicates the ability of projectiles to penetrate targets. The higher the penetration, the more targets it can pass through.
  • Recoil
    • Indicates the vertical and horizontal movement when firing.
  • Weapon Change Speed
    • Indicates the speed at which weapons can be changed.

Understanding these stats will enable you to optimize your character builds and strategies, making your gameplay more effective and enjoyable. Adjust your gear, skills, and tactics to suit the challenges you face in The First Descendant.

11 thoughts on “Understanding all the stats in The First Descendant

    1. from personal experience ATK seems to be weapon damage,
      reason is Firearm “ATK” module is only on weapon,
      While on descendant module it stated as “Skill” Power not ATK

  1. What exactly does Shield do though?
    Does it have an extra defense/resistance multiplier that lets you recieve less damage compared to when you don’t have a shield on? or it doesn’t whatsoever and it’s just a second health bar that can recharge?

  2. missing advance status such as,
    incoming dmg modifier
    outgoing dmg modifier
    critical hit resistance
    skill speed & range increase

    (The one that I have currently)immunity
    poison immunity
    electrocution immunity

  3. what is the difference between hp recovery modifier and hp heal modifier? how does one affect the other? this is less an explanation of each stat and just a list from in game. super unhelpful.

  4. HP heal is how fast you heal up after say picking up a red hp orb. HP heal modifier is how much heal is gained when picking up hp orb. HP heal is basically useless.

  5. On skill cooldown do we want a positive cooldown attribute percentage if we want the cooldown to be faster? Also the same question for recoil

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