Wildstar Stats and Attributes Guide

 

Wildstar Stats

Wildstar Online makes use of some traditional stats that you'll find in most MMOs, but it also has a few unique ones as well. Here's a breakdown of the stats and how they affect game play.

Chua

Stat  Description 
Max Health The total amount of damage you can take before dying. This is pretty standard in MMOs.
Max Shield Every class has a damage shield (some more than others), and it is basically a quick regenerating extension to your health pool.
Assault Power Every class can play either a DPS role, or another role. This is the stat that directly affects your DPS (damage per second), and it contributes to the effectiveness of your Assault and Utility abilities. 
Support Power This is the stat used more by the other, non-DPS, role. The other role that a class can play is dependant upon the class (see the Class Guide for more info), but it's either Tank, or Healer. This stat contributes to the effectiveness of Support and Utility abilities.
Armor The more armor you have, the less incoming damage you'll take. 

The values of your base stats are determined by the class that you choose to play. As you level up, your stats will automatically increase, and these stats also can be increased by gear, runes, and Amps.

Wildstar Attributes

Wildstar does away with traditional attributes such as strength, stamina, agility, dexterity, etc., and instead introduces a whole new set of attributes: Brutality, Finesse, Moxie, Technology, Insight and Grit.

These attributes are called Primary Attributes.

Not only does Wildstar introduce these new attributes, but it also introduces a new method in how they work. You see, how these attributes affect your character differs from one class to the next. Here's a chart that shows how each primary attribute affects each class.

Wildstar Attributes Chart

  Warrior  Engineer  Stalker  Esper  Medic  Spellslinger 

Wildstar Attribute Brutality
Brutality

Assault Power

Strikethrough
Crit Severity 

Assault Power  Crit Chance
Crit Severity 
Strikethrough
Crit Severity 
Strikethrough
Crit Severity 
Wildstar Attribute Finesse
Finesse 
Strikethrough
Crit Severity
Assault Power

Strikethrough
Crit Severity

Strikethrough
Crit Severity

Deflection
Deflect Crit
Assault Power
Wildstar Attribute Moxie
Moxie 

Crit Chance
Crit Severity

Crit Chance
Crit Severity

Crit Chance
Crit Severity

Assault Power

Crit Chance
Crit Severity

Crit Chance
Crit Severity

Wildstar Attribute Technology
Technology 
Support Power Support Power Support Power

Deflection
Deflect Crit

Assault Power

Deflection
Deflect Crit

Wildstar Attribute Insight
Insight 

Deflection
Deflect Crit

Deflection
Deflect Crit

Deflection
Deflect Crit

Support Power Support Power Support Power
Wildstar Attribute Grit
Grit
Health Health Health Health Health Health

A nice effect of different roles of the same class prioritizing different attributes is that classes of the same type, but playing a different role, will be looking for different gear. 

For more information on attribute prioritization for your class and role, refer to the Class Guide.

Another thing to be aware of when it comes to attributes is something called Milestones

As you allocate points into a particular attribute, you will hit Milestones based on the number of points given. These Milestones award pretty nice boosts to your stats, so keep them in mind as your setting up your build. 

Seeing where Milestones in your attributes are is easy. I've highlighted in red all of the Milestones in the screen shot below. This is a snippet of the Attributes section on your standard character panel.

Attributes _milestones

Now let's talk about Secondary Attributes.

Secondary attributes are the attributes, in the table above, that get boosted by your primary attributes. EG: A Warrior who puts points in Finesse gets a boost to the Strikethrough and Crit Severity secondary attributes.

Secondary attributes don't come just from Primary Attributes, however, there are also Runes, and Amps (see below), that contribute to these stats.

Here is a description of each of the Secondary Attributes.

Assault Attributes

  • Strikethrough Chance: This is your chance to strike through an opponent's shields or personal defenses, mitigating their ability to deflect attacks. It is countered by your opponent's Deflect Chance.
    Your current Strikethrough Chance assumes combat against an equal-level Challenger rank foe and is based on your Strikethrough Rating
  • Critical Hit Chance: This is your chance to critically strike an opponent. It is countered by your opponent's Deflect Critical Hit Chance.
    Your current Critical Hit Chance assumes combat against an equal-level Challenger rank foe and is based on your Critical Hit Rating.
  • Critical Hit Severity: Critical Hit Severity is multiplier that determines the amount of bonus effect, healing or damage, caused by Critical Hit.
    This value is calculated from your base Critical Severity and your Critical Severity Rating and is subject to diminishing returns.
  • Armor Pierce: All damage you deal ignores this percent of your target's Armor.
  • Shield Pierce: This percentage of all damage you deal will ignore your target's shield and apply directly to their health.
  • Life Steal: This percent of damage you deal will be restored to you as health.
  • Haste - All class ability cooldowns are reduced by this percent.

Support Attributes

  • Shield Regen Rate: This is the percentage of your Maximum Shield Capacity that will be restored each Shield Regeneration Interval.
  • Shield Reboot Time: This is the number of seconds that must elapse before your shield will begin to regenerate. Taking damage will reset the Shield Reboot Time.
  • Physical Resistance: All incoming Physical damage is reduced by this amount. This mitigation percentage assumes combat against equal-level foe and is based on your Armor Value and your Physical Resistance Rating.
  • Technology Resistance: All incoming Technology is reduced by this amount. This mitigation percentage assumes combat against equal-level foe and is based on your Armor Value and your Technology Resistance Rating.
  • Magic Resistance: All incoming Magical is reduced by this amount. This mitigation percentage assumes combat against equal-level foe and is based on your Armor Value and your Magic Resistance Rating.
  • Deflect Chance: This is the chance that you will deflect an opponent's incoming attack, and is partially dependent upon the rank and level of your opponent. It is countered by your opponent's Strikethrough Chance. Your Current Deflect Chance assumes combat against an equal-level Challenger-rank foe and is based on your Deflect Rating.
  • Deflect Critical Hit Chance: This is your chance to deflect an opponent's critical attack, and is partially dependent upon the rank and level of your opponent. It is countered by your opponent's Critical Hit Chance.
    Your current Deflect Critical Hit Chance assumes combat against an equal-level Challenger rank foe and is based on your Deflect Critical Hit Rating.
  • Resilience: All crowd control effects applied to you will be reduced by this percent.

Other Attributes

  • Focus Recovery Rate: This is the amount of Focus you will regenerate each second while in combat. This value is calculated from your base Focus Recovery and your Focus Recovery acquired from items and AMPS. Focus Recovery Rating is subject to diminishing returns.
  • Focus Cost Reduction: The Focus cost of all your spells is reduced by this percent.
  • PvP Offense: All damage you deal to players ignores this percentage of the target's PvP Defense. This value is calculated from your base PvP Offense and your PvP Offense acquired from items and is subject to diminishing returns.
  • PvP Defense: All incoming damage from players is reduced by this percent. This value is calculated from your base PvP Defense and your PvP Defense acquired from items and is subject to diminishing returns.

Wildstar Amps

Amps in Wildstar provide a way for you to buff your stats.

Starting at level 6, you can open up your Amps panel and begin allocating points in the particular direction that you wish to play, wether it be tank, healer, DPS, or a combination of two.

Here's what an empty Amp panel looks like:

Amps

A cool feature of Amps is that any time you are out of combat, you can move your Amp points around. This means that if you've decided to go into one tree and it isn't doing it for you, just go ahead and move your points around next time you're out of combat.

You can see that there are two black dials on the outside of the visible one. That's because you have to spend point in the lower tiers to unlock the higher tiered sections. 

As you level up, you earn more Amp points, up to a maximum of 55. This allows you to try all kinds of combinations, and even adjust your Amps to work appropriately for a given situation. 

For instance, if you are running a dungeon with your friends, you will probably want to use a different Amp build than you'd use for PVPing.