Late damage multiplier. It applies after earlier attack, amp, defense, flat reduction, and Add. Damage steps, so finished builds still gain from it.
Stat Tier List
Offensive PvE Stats
Offensive stats ranked for late-game PvE damage. The list weighs damage gain, target dependency, caps, and realistic stat totals.
Percentage attack scales from the character's Attack or Magic Attack total and stays valuable as base stats grow. Sources are much rarer than flat attack.
PvE damage leans heavily on Critical DMG, so Critical Rate stays S tier until the build is capped against the target. Past that point, extra rate stops adding damage.
PvE damage is built around reliable critical hits, and a higher crit cap lets more hits use the build's Critical DMG. It ranks this high only on builds with enough Critical Rate to fill the cap.
Best into high-Defense targets. Smaller gains lose impact when the build already strips most of the target's Defense effect.
Amp remains a core PvE damage stat. Its priority drops once the build already has high amp and can chase rarer multipliers instead.
Sword Skill Amp fills the same role for sword classes. Strong early and mid progression, then competes with rarer multipliers on finished builds.
Magic Skill Amp fills the same role for magic classes. Strong early and mid progression, then competes with rarer multipliers on finished builds.
Critical DMG stays strong when the build crits reliably. Very high CDI totals make each extra percent less attractive than rarer multipliers.
Counter-stat for targets with Resist Skill Amp. It preserves Sword, Magic, and All Skill Amp value but adds no amp by itself.
Sword damage starts from Attack, so the stat still matters. Finished builds usually gain more from percentage attack, amp, Penetration, CDI, or final damage.
Magic damage starts from Magic Attack, so the stat still matters. Finished builds usually gain more from percentage attack, amp, Penetration, CDI, or final damage.
Flat Attack and Magic Attack for every class. Useful baseline damage, but it does not grow with base totals the way All Attack Up % does.
Normal DMG Up affects only non-critical hits. High PvE crit consistency leaves fewer normal hits for it to scale.
Accuracy only matters while the target can evade your attacks. Combo use and BM3 fatal attacks bypass evade and block checks, so this stat matters less for those hits.
Valuable against targets with enough Evasion to force misses. Combo use and BM3 fatal attacks bypass evade and block checks, so they do not need Ignore Evasion for hit reliability.
Attack Rate only matters when Defense Rate is causing blocks. Combo use and BM3 fatal attacks bypass evade and block checks, so Attack Rate does not improve those hits.
Excess Ignore DMG Reduction can act like flat damage, and Final DMG Increased can scale that overage. It still loses priority when available values are small next to late-game hit sizes.
Add. Damage bypasses Defense and flat DMG Reduction and is still scaled by final modifiers. Available gear values are usually too small to outrank core multipliers.
Skill Add. Attack is reduced by the target's Defense before later damage steps. Late-game rotations care more about cast time and scaling stats than high Add. Attack lines.
Min Damage only raises the floor of non-critical sword hits, up to 100%. Magic hits and critical hits do not use it.