Stats
There are numerous statistics in Stormthrone. You can find most of these in your character panel, by clicking the left arrow on the left hand side of the panel. Hovering your mouse over the stat will give you more information on it. Some stats, like Hit, translate in to a percentage, which you will only see by hovering your mouse over it in the character panel.
HP: Your life total. If it reaches 0 you die. It does not regenerate on it's own.
MP: Mana. This is consumed to use your skills. Run out and you wont be able to use skills anymore. It does not regenerate on it's own.
Move Speed: Effects how quickly you move. The base move speed is 660. There are few ways to increase it so far. Each level of the VIP statue in Citadel gives 5 move speed. Each rank of mount gives 20.
Strength: Increases PATK by 2 per point. (Note: It doesn't matter what class you are.)
Agility: Increases PATK by 2 per point. (Note: It doesn't matter what class you are.)
Intelligence: Increases MATK by 2 per point. (Note: It doesn't matter what class you are.)
Spirit: Increases PDEF and MDEF by 1 per point.
Stamina: Increases HP by 20 per point.
PATK: Physical attack. This is what physical skills and basic attacks are based on.
MATK: Magic attack. This is what magic skills are based on. (Note: Mage and Priest only. Any other magic looking abilities on other classes are actually based on PATK.)
PDEF: Physical defense. I am not sure of the exact formula, but it appears to have diminishing returns.
MDEF: Magical defense. I am not sure of the exact formula, but it appears to have diminishing returns.
Crit: Effects your chance to critically hit with skills and attacks. Critical hits do bonus damage/healing, seemingly 50% more.
Hit: Effects hit chance. This stat directly counters the Dodge stat. For every % of Hit chance you have, you negate that much % of the target's Dodge chance. If you see "Dodge" coming up over your enemies often, try and increase your Hit.
Dodge: Effects dodge chance. All forms of damage can be dodged, even magical damage over time effects. So mathematically, if you are talking in terms of averages, every % of dodge chance effectively reduces damage taken by the same %.
Precision: Effects Precision rate. This stat is effectively identical to Hit, except instead of negating Dodge, it negates Parry.
Parry: Effects parry chance. All forms of damage can be parried, even magical damage over time effects. So mathematically, if you are talking in terms of averages, every % of parry chance effectively reduces damage taken by the same %.
Haste: Reduces the cooldowns of your skills by a certain %.
PK attack: Increases your damage against other players by a percentage. (Note: You can see the percentage in your stat panel.)
PK Resilience: Listed as PK DEF in the stats panel, this reduces damage taken from other players by a percentage. (Note: You can see the percentage in your stat panel.)
Overkill(CDMG): Overkill and CDMG are the same thing. Overkill is the usual Crit Damage found in most games. Each time you critically hit, you deal even more damage depending on how much overkill you have.
Gear Bonuses
There are certain types of bonuses you will find on gear that enhance your character or increase their effective stats.
+ % Bonus DMG: This stat increases damage you deal by the percentage listed. You wont see this reflected anywhere in the character panel stats. You will just see it in the results. So basically, take the total amount of damage you would deal to your enemy after all other math has been done, and multiply it by the percentage increase of this stat to get the final result. It's a very strong stat.
+ % DMG RES: This stat is the direct counterpart to + % Bonus DMG. It directly counteracts it mathematically. After all the math has been done to determine how much damage someone is going to do to you, you DIVIDE it by this percentage. If the enemy has 5% Bonus DMG and you have % DMG RES your DMG RES will negate their Bonus DMG completely.
+ % PATK: This works how you would think it does. It increases your PATK by the shown %. You will see the difference in your character panel. This isn't quite as strong as + % Bonus DMG, but it's still very strong.
+ % MATK: This works how you would think it does. It increases your MATK by the shown %. You will see the difference in your character panel. This isn't quite as strong as + % Bonus DMG, but it's still very strong. Notably, if you are a healer, you want + % MATK and not + Bonus DMG. As Bonus DMG wont increase your healing. Only % MATK will.
+ % PDEF: This works how you would think it does. It increases your PDEF by the shown %. You will see the difference in your character panel.
+ % MDEF: This works how you would think it does. It increases your MDEF by the shown %. You will see the difference in your character panel.
+ % HP: This works how you would think it does. It increases your HP by the shown %. More HP is never a bad thing. How strong it is is completely a matter of build and playstyle preference.
Pierce: Pierce makes your physical attacks ignore an amount of your opponents PDEF equal to the % shown.
Hex: Hex makes your magic attacks ignore an amount of your opponents MDEF equal to the % shown.
Money Drop: Increases the amount of gold found in piles of gold dropped by monsters etc.
Gold Drop: Increases the drop rate of gold piles from monsters etc.
Status Effect Bonuses
These come from Imbuing your gear. These are shown as a % chance, and result in all of your attacks, physical and magical, having that % chance of inflicting said status effect. There is also the opposite end of the spectrum. RES versions. Which directly counters your opponents % chance to inflict. So if your opponent as +2% Paralysis and you have 2% Paralysis RES, you will be immune to their Paralysis effect. Your 2% RES counteracting their 2% inflict.
Paralysis: The enemy will be unable to move, but can still use skills. (Yes, it's very un-intuitive)
Disable: Drastically reduces the enemies movement speed but lasts longer than Paralysis.
Bleed: The enemy will turn red and take 4 ticks of 300 damage over 4 seconds. That is 1200 bonus damage to that attack basically. What makes this stat truly good is that it can stack, and each stack refreshes the duration. So if you afflict bleed a second time during the first, THAT hit just started being worth a total of 2400 damage, since the damage is now double. As you stack up, this gets to be a large amount of bonus damage.