Intro
Hello, and welcome to another installation of Hunter’s Lore! This week we’ll be talking about a sort of…energy field…that surrounds us, penetrates us, and binds the galaxy together…no I’m not talking about The Force, I’m talking about LUCK! And by association, I’ll also be telling you about the nine “hidden” attributes. Fans of the meta rejoice, because this is one post you’ll be glad to have read!
So, what purpose does luck serve in VoltAge:Genesis? To understand that, we’re gonna have to talk a little bit about a screen we don’t see a lot of in my posts:
Hidden Attributes
As you can see, there are a total of nine “attributes” presented…these are the stats a character has other than the traditional Strength, Agility, etc. that we generally talk about. While a lot of weapons, armor, and accessories can have an impact on these nine attributes, they aren’t really “advertised” in the way those other statistics are. These nine attributes are things you’ll just have to experiment with and check on frequently, and if you see a piece of gear that seems a LITTLE too valuable for what it does, check those attributes! You may be surprised at what you find 😀
SO: what do the attributes actually do? I’ll tell you!
Hit Rate
Hit Rate affects how likely you are to successfully connect with an attack. The player character’s Hit Rate and the target’s Evasion (explored below) are calculated together to determine your “actual” chance to hit an opponent, and depending on their size enemies can have anywhere from a 2.5% to a 20% Evasion rate, so the higher your Hit Rate is, the better! While some gear does offer slight benefits to your Hit Rate, some weapons (such as SMGs) actually have a significant negative effect on your accuracy, so if you can’t seem to hit those smaller enemies (like the Deathwasp) in combat, check your Hit Rate! Please note that all party members have a “base” Hit Rate of 95%.
Crit. Hit Rate
A character’s Crit. Hit Rate determines how likely they are to get a critical hit in combat; a critical hit ignores resistances and deals a massive amount of bonus damage, even against bosses. As such, weapons which offer even a slight (1-2%) bonus to a character’s Crit. Hit Rate should not be ignored. Keep in mind that most (but not all) Kinesis and Burst abilities are unable to get critical hits, no matter how high this stat is. Please note that all party members have a “base” Crit. Hit Rate of 4%.
Counter Rate
When a character gets a “counter”, they negate all damage from a physical attack and get a free hit on their opponent. While this can be a rare occurrence, it is always a welcome one. It should be noted that Delphine’s “passive” ability grants her a bonus +5% to her Counter Rate…all other party members have a “base” Counter Rate of 0%.
Evasion Rate
Evasion Rate is how likely you are to avoid an attack. As was stated in the description of “Hit Rate” above, this attribute is directly affected by an attacker’s Hit Rate and vice versa. Take note that not all attacks and abilities can be evaded, however! Please note that all party members have a “base” Evasion Rate of 5%.
Crit. Evasion Rate
Similar to the last entry, Crit. Hit Rate is how likely you are to avoid being hit when an enemy would have gotten a critical hit against you. Given how devastating a poorly timed critical hit can be to your party, I’d suggest keeping an eye out for any gear which increases this stat!
Men. Evasion Rate
Men. Evasion is probably one of the hardest attributes to increase, and with good reason…this stat allows you to completely avoid those highly damaging Kinesis attacks utilized by many of the toughest foes in the game.
The three remaining attributes are normally set at 0%, and can only be increased using skills (in battle) or the rarest of equipment. For completeness however, we’ll discuss them briefly here.
HP Regen Rate
HP Regen Rate indicates whether a character will automatically heal some lost HP at the end of each round. The % reflected is the amount of the character’s maximum HP that they will regain, so if a character has a +2% HP Regen rate, they will regain 2 HP for every 100 in their maximum. Note that if a character is unconscious this attribute will have no effect.
AP Regen Rate
AP Regen Rate indicates whether a character will automatically heal some spent AP at the end of each round. The % reflected is the amount of the character’s maximum AP that they will regain, so if a character has a +2% AP Regen rate they will regain 2 AP for every 100 in their maximum. Note that if a character is unconscious this attribute will have no effect.
Men. Reflect Rate
Men. Reflect Rate is a character’s chance of “bouncing” a damaging Kinesis or Burst attack back onto the user. Skills and equipment that boost this attribute are among the rarest in the game. Unfortunately, players will have an opportunity to experience the “flip” side of this attribute right from the start of the game…Dwearians and Deisols both have a passive “Men. Reflect” ability that can be a nasty surprise for parties which rely heavily on Kinesis abilities.
Luck