Quick answer
Early game can be simple. Later game needs balanced buckets.
Before Legendary abilities, do not burn resources chasing perfect pages. Damage %, main stat, or other broadly useful damage lines are enough to keep moving. As your account grows, the better answer becomes less about one universal best stat and more about which bucket is lagging behind.
If Damage % is already heavily stacked, prioritize the weaker bucket instead. That usually means min/max damage, or boss/normal monster damage for the content you are actively building around.
Main Stat % gets stronger as your base main stat grows. For example, if 10% main stat adds about 2,400 main stat, that is roughly 24% Stat Prop. Damage before considering any extra value from the stat itself. That is why a main stat line can beat another Damage % line once your Damage % bucket is already high.
Stat ranking
A practical priority list for ability pages.
Treat this as a starting order, not a fixed rule. A lower-ranked line can move up when it solves the exact content you are stuck on.
Main Stat and Main Stat %
Main stat scales through raw stat and stat-based damage. The source guide calls out the in-game relationship where every 100 main stat contributes 1% stat damage, which is why main stat can become very strong beyond early progression. Main Stat % is especially sensitive to your current stat page: the more base main stat you already have, the more flat stat and Stat Prop. Damage the percent line creates.
Min, max, crit, boss, and normal monster damage
These lines help different damage buckets. Crit Damage needs enough Crit Rate to matter, and boss or normal monster damage depends on the content you are building for.
Crit Rate and Attack Speed when needed
Crit Rate is best before you are near 100%. Attack Speed is valuable only when your job, mana, and skill uptime can take advantage of it.
Damage %
Damage % is strong and easy to understand early. It falls in relative value once that bucket is already much higher than your other damage buckets.
Defense Penetration
Defense Penetration is mainly for high-defense content. It is strong when enemy Defense is the thing holding your damage down, but it is not a universal first pick.
Arena and Evasion setups
Evasion belongs more to Arena, PvP, and Colosseum-style setups than general clearing. One Evasion line by itself usually does not carry a build; it becomes more meaningful when the rest of the setup is also built around avoiding hits.
Accuracy and everything else
Accuracy is not a damage line by itself. Care about it when missed attacks are slowing your clears, especially against Evasion-heavy enemies or PvP-style setups.
Damage buckets
Stacking one stat too high makes the next line less exciting.
Different damage stats do not all solve the same problem. If one bucket is already high, adding more to that same bucket can be less valuable than raising a weaker multiplier. This is why late-game advice often moves away from blindly stacking Damage % and toward min damage, max damage, Crit Damage, main stat, or target damage.
Main Stat % is a good example of why the answer changes by account. A player with low base main stat may get less from a 10% main stat line than a clean Damage % line. A player with high base main stat can turn that same 10% line into a large amount of flat stat plus meaningful Stat Prop. Damage.
Situational stats
Some lines are good only when the situation asks for them.
Use this section to sanity-check the ranking above. These are the cases where context matters more than the raw order.
- Crit Rate drops in priority once your character is already close to 100% Crit Rate.
- Attack Speed needs enough mana and skill uptime to matter. More lines are not automatically better.
- Defense Penetration moves up when the enemy has enough Defense for it to change your damage.
- Accuracy moves up only when missed attacks are the problem you are trying to solve.
- Evasion is mainly an Arena, PvP, or Colosseum direction and usually needs a dedicated setup across equipment and abilities.
Ability pages
Use separate pages instead of forcing one page to do everything.
Ability pages are valuable because you can keep strong lines for different jobs, targets, or game modes. Keep good Unique or better pages when they serve a clear purpose, then roll another page for the next target rather than destroying every useful setup chasing one perfect page.
If you are not spending enough to chase all-Mystic lines, let the first good Mystic line give the page a direction. A Mystic max damage line can become a general damage page. A Mystic boss damage line can turn the page into a boss setup, where you then favor matching Legendary lines such as boss damage, Defense Penetration, and job-specific support stats.
Keep rolling around that direction, but stay flexible. If a rare or stronger Mystic line appears later, it is fine for the page's purpose to change instead of forcing the old plan.
Guide changelog