Stats for Remnant: From the Ashses covers the various attributes of the playable character. All Classes start off with the same number of stats, and as the game progresses, players can choose to spend points and upgrade their preferred Traits or use materials to upgrade Weapons and Armor to increase their stats. This page lists all the known attributes that are in the game.
Stats in Remnant: From the Ashes
- Long Gun Damage - determines the attack power of Long Guns.
- Hand Gun Damage - determines the attack power of Hand Guns.
- Melee Weapon Damage - determines the attack power of Melee Weapons.
- Critical Hit Chance - determines the odds of acquiring a Critical Hit Chance on Enemies and/or Bosses.
- Critical Hit Damage - determines the damage value dealt with Critical Hit Damage on enemies and/or bosses.
- Fire Damage - indicates the value of the weapon's Fire Damage.
- Rot Damage - indicates the value of the weapons Rot Damage.
- Radiation Damage - indicates the value of the weapon's Radiation Damage.
- Shock Damage - indicates the value of the weapon's Shock Damage.
- Corrosive Damage - indicates the value of the weapon's Corrosive Damage.
- Frost Damage - indicates the value of the weapon's Frost Damage.
- Armor - determines the overall value of the player's defensive armor. The higher this number, the less damage a player receives. The formula for received damage is as follows: Damage Taken = (armor)/(armor+100) - meaning 100 armor reduces damage by 50%; 200 armor reduces damage by 66.6% and 300 armor reduces damage by 75%.
- Bleed Resistance - identifies the value of damage reduction taken from attacks inflicting BLEED .
- Fire Resistance - specifies the value of damage reduction taken from attacks that inflict Fire .
- Rot Resistance - determines the reduction of damage taken from attacks that inflict Rot, as well as the application of the INFECTED status aliment.
- Radiation Resistance - indicates the reduced value of damage taken from attacks that inflict Radiation , as well as the application of the IRRADIATED status aliment.
- Shock Resistance - specifies the value of damage reduction taken from attacks that inflict Shock , as well as the application of the OVERLOADED status aliment.
- Corrosive Resistance - determines the value of damage reduction taken from attacks that inflict Corrosive , as well as the application of the CORRODED status aliment.
- Frost Resistance - determines the value of damage reduction taken from attacks that inflict Frost , as well as the application of the FROZEN status ailment.
- Melee Damage Reduction - identifies the reduced value of damage taken from enemy Melee Attacks.
- Ranged Damage Reduction - identifies the reduced value of damage taken from enemy Range Attacks.
- There are four difficulty settings in Remnant:
- Detailed information can be found on the page linked above.
- Health (HP) - indicates the total Health value of the player.
- HP/s - specifies the value of HP recovered per second.
- Health Regeneration Effectiveness - identifies the percentage of how potent health regeneration items are to a player. Affects healing received from any source.
- Stamina (SP) - indicates the total Stamina value of the player.
- SP/s - determines the value of Stamina recovered per second after a player executes actions that consume the stamina bar.
- Encumbrance - determines which roll you have, and how much stamina your stamina-consuming actions cost. This number is determined by the weight of your currently equipped armor.
- Scrap Boost - determines the percentage of how much scrap is collected, and how often enemies drop it upon death.
The number displayed in your character's stats is a general measure of how resistant you are to the respective ailment - a higher number means it will take longer for the ailment to build up. Most ailments will not do anything until they have fully built up, at which point their full effects will kick in. Some ailments will wear off on their own, but others will last indefinitely until cured. Some ailments, such as Bleed and Fire, can have multiple stacks applied at once, causing the effects to be even more potent. Each individual ailment can be cured with their own respective items (which will also grant a significant yet temporary increase to that ailment's resistance), but any ailment can be cured by resting at a Checkpoint, dying, or being healed by the Dragon Heart while wearing the Cleansing Jewel.
Although players are capable of inflicting Rot and Radiation on enemies, it is currently unknown whether this actually does anything to them. There is no known way of inflicting Parasite on an enemy.
- BLEEDING - slowly inflicts damage over 20 seconds and halves healing effectiveness. Stacks up to 3 times. Cured by using a Bandage, or it expires after a certain amount of time.
- BURNING - sets the recipient on fire that inflicts damage over 10 seconds. Stacks up to 3 times. Cured by using Hydro Coolant, or it expires after a certain amount of time. Rolling will significantly reduce the amount of time remaining.
- INFECTED - inflicts a virus that causes the player to cough which interrupts a player's actions. Cured by using an Oilskin Tonic.
- IRRADIATED - halves the recipient's Stamina. Cured by using a Heavy Water Elixir.
- CORRODED - Halves the effectiveness of the player's armor. On enemies, it increases instead the amount of damage taken from any source by 5% per stack, stacking up to 5 times. Cured by using a Greenleaf.
- OVERLOADED - Causes an explosive blast shortly after two overloaded entities are within 4 meters each other. Also causes a smaller blast when an overloaded entity suffers shock damage. Cured by using an Ethereal Orb.
- PARASITE - Halves player's max health, but slightly increases health regeneration. Cured by using an Antiserum.
- FROZEN - Reduces movement speed and stamina regeneration. Cured by using a Spiceroot, or it expires after a certain amount of time.
Remnant predicted Covid with the Infected status
Infected status is funny. I've been infected before on voice call with friends during a fight and it sounds like my character is dying of Corona.
Any update on what Ailments do to enemies? Bleed/Burn are easy enough, it's the same. But what about Radiation or Rot?
Referring to a Reddit post (https://www.reddit.com/r/remnantgame/comments/cvj3pj/the_damage_math_in_this_game_is_pleasantly/), the dmg reduction formula posted above may not actually be accurate. The reduction formula should be DmgTaken = (armor)/(armor+100). This means that armor has diminishing returns and that 100% dmg reduction is impossible to acquire through armor alone. For example, 100 armor will reduce dmg taken by 50%, 200 armor by 66.6% and 300 armor by 75%.
i have over 730 armor so i think that the equation above is a little off because i still take damage (unless it applies the damage reduction point by point rather than adding it all together)
Anyone have the actual equation for damage reduction? I'm trying to figure out how little damage i would take when i'm using +19 Leto's, Twisted Idol, and Alchemist Jewel
I was theorycrafting with the new letos armor and I can get up to 100% incoming damage reduction.
There's no way the game will actually let you mitigate 100% of incoming damage, so is there a cap?
At what point is stacking reduction useless?
What all considered elemental damage
The mitigations of 6 points equal to 1% has to he way off because with my 464.3 ÷ by 6 = 77% then add 15% for my ring of aggressors bane and another 15% for my scrapper armor so I have 107% dmg reduction and i get 3 shot? How does that work also its melee dmg no element
I see another status effect in the advanced stats which is frost but idk what enemy or what weapons do frost
Melee weapons can crit?
I hope armor are more useful in this game than in souls.
Does anyone have any idea what total armor values even mean? Like, what does 200 armor do as far as damage mitigation? The number means almost nothing without context.