In every MMORPG, stats are the backbone of character progression and effectiveness, and Corepunk is no exception. Whether you’re taking on the role of tank, healer, damage dealer, or a hybrid, understanding how stats work will significantly improve your gameplay. This guide dives deep into Corepunk’s stat systems, offering a clear breakdown of how they function, how to acquire them, and how to calculate their effects for your build.
Main Stats vs. Secondary Stats
Corepunk divides stats into two main categories:
- Main Stats include: armor, health amount, mana amount, spell power, and others. These are fewer in number but crucial.
- Secondary Stats encompass a wider variety like crit chance, crit damage, cooldown reduction, armor penetration, health regen, and mana regen.
Main stats directly impact core functionality, while secondary stats allow for nuanced build optimization.
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How to Obtain Stats in Corepunk
1. Implants Implants are the primary method of acquiring stats. Every implant provides at least one main stat. Higher-tier implants offer more:
- Tier 1 = 1 main stat
- Tier 2 = 2 main stats
- Tier 3 = 3 main stats
Implant quality affects how many secondary stats are included:
- Common = 0 secondary stats
- Uncommon = 1
- Rare = 2
- Epic = 3 (up to 5 via synthesis machine)
Implants can be crafted or looted, and their stat values are randomly rolled within a tier-specific range.
2. Weapons Weapons typically include:
- Attack speed
- Weapon damage
- Damage per second
Some may include crit chance, armor penetration, or magic penetration. Legionary class shields have their own defensive stat sets.
3. Passive Talents Talent trees unlocked with level progression allow you to boost stats passively. Examples include crit chance boosts, healing increases, or additional mana. Your choices depend on your desired role.
4. Skills and Weapon Mastery Some stats come inherently through skills. For example, the legionary gains armor and magic resistance through basic attacks. Champion skills can scale with health and attack power, and these effects can increase further via weapon mastery trees.
How Stat Scaling Works
Implant Tier Scaling:
- Stat quantity increases per tier (T1 = 1, T2 = 2, T3 = 3 main stats).
- After a major update, T2 and T3 share the same stat cap, but T3 offers more stat types.
- Example: T1 health max = 200, T2 = 400, T3 = 400 (but T3 includes three categories).
Stat Ranges:
- Stat values roll randomly within a tier-based range. For example:
- T1 Magic Resist: 10–30
- T2 Magic Resist: 30–50
Secondary Stats Scaling:
- Secondary stat points convert to percentages.
- These conversions are non-linear. More points yield diminishing returns.
- Example: 40 magic crit points = 5.1% crit
- 79 magic crit points = 9.5% (not 10.2%)
Stat Type Variation:
- Different secondary stats scale differently:
- 37 physical crit points = 5.4% crit
- 38 tenacity = 8.7% reduction
This means physical crit scales faster than magic crit, and other stats like tenacity provide higher percentage returns per point.
Applying Stats to Skills
Stats directly influence combat and healing output. For instance:
- A shaman’s fire totem deals 24 base damage + 30% of your spell power.
- With 229 spell power, this translates to ~92.7 total damage.
Armor converts into a percentage that reduces incoming damage, though the formula behind it isn’t shown explicitly in-game.
Crit chance affects both damage and healing. Since most of your crit chance comes from implants, understanding how points translate into percent is essential to optimizing output.
Synthesis Machine and Stat Manipulation
The Synthesis Machine allows you to reroll stat power or increase the number of secondary stats in an implant. For example:
- You can try to reroll a 10-point crit stat to a max of 20 within its tier range.
- You can also attempt to get multiple instances of the same stat type in a single implant—though rare, it’s possible to have all secondary slots show the same stat.
This offers both randomness and customization—two key traits in min-maxing your build.
Summary and Final Thoughts
Corepunk’s stat system is layered and complex, especially when working with secondary stats that involve point-to-percentage conversions. While main stats are predictable and easy to calculate, optimizing secondary stats requires deeper experimentation and a strong grasp of point scaling. Keep in mind:
- Stat values differ per tier and are randomly assigned.
- Secondary stats lose efficiency as values increase.
- Different stat types scale at different rates.
These details may evolve with future balance updates, but the underlying system is likely to remain consistent. Learning how it all ties together will give you a huge edge—especially in tailoring your hero to a specific role or playstyle.
If you’re unsure about how a stat works, revisit your tooltips, analyze your talent effects, or reroll until you find a combo that fits. Stats aren’t just numbers in Corepunk—they’re your build’s DNA.




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