Here are the character and item stats as used in DotD.
Leveling Speed Index - amount of stat points you have spent on energy and stamina. This is capped at 7 points per character level. It can be boosted above 7 with items, useful for autoleveling. (LSI = (E + (S * 2)) / lvl)
Battle Strength Index - amount of stat points you have spent on attack and defense. (BSI = (Att + Def) / lvl)
Your base damage. Each point increases raid damage by 4
Your base defense. Each point increases raid damage by 1.
Increases the value of Perception Rewards while doing quests. Also slightly increases the chance of finding Perception Rewards, however this is negligible after 10,000 perception. A higher value brings more valuable Perception Items.
Perception slightly increases critical hit damage bonus.
Up to total player Perception of 500,000, for every 5,000 total Player Perception, a player gains 1% critical damage bonus.
Starting at total player Perception 500,001 and beyond, the formula changes to 1% critical damage for every 10,000 total Player Perception.
It has no influence on critical hit chance.
Attack Value (AV)
AV is raid power, which is Attack*4 + Defense. This number represents the actual average damage that item would give you in a raid on a 1 stamina or honor hit. Note that AV does not figure in additional damage given from abilities. NOTE: AV= attack + defence/4, whereas Raid Power= AV*4. Raid Power is the average damage per 1 stamina/honor hit.
AV= 18 + (9 / 4)= 20.25
Average 1-stamina raid hit= 20.25 x 4= 81 damage
Elven Blade has Attack of 18 and Defense of 9. Average 1-stamina raid hit= (ATKx 4) + DEF
Average 1-stamina raid hit= (18 x 4) + 9= 81 damage
Legion damage formula (LD)
Legion damage for units is calculated as follows:
Relics = 4*Attack + .8*Defense
Support = 3*Attack + .6*Defense
Siege = 2*attack + .4*Defense (same as generals)
Generals = 2*Attack + .4*Defense
Troops = 1.44*Attack + .36*Defense
Legion power = (100% + % bonus from boosts/generals/legion + % bonus vs raid type [if any])*(Generals + Troops)
Health is needed to attack Raids, Quest Bosses, and Mini Boss encounters. Every Hit you take lowers your Health Bar. If your health bar reaches 0 the fight against Quest and Mini Bosses is lost. When your health bar is 10 and below you have to refill it to attack a Raid. The bar slowly fills up over time (+1 every 2 min); completely fills after you level. The Costs (gold) for a refill is calculated: HP to refill multiplied by your level multiplied by 2
Your Health is 100 and you are level 10
Refill Costs = 100 x 10 x 2 = 2000 gold
PVP Health is needed for PVP Attacks (Duel, Invasion, The Colosseum, Joust). The amount of PVP Health you have is the same as your normal Health. For each hit you take the bar is lowered. If your PVP Health is 10 or below, you cannot attack. When your bar hits 0 your PVP death counter is incremented, when your opponent bar hits 0 your PVP kill counter is incremented.
The bar slowly fills up over time (+1 every 2 min); completely fills after you level.
Energy is used for quests. The more energy you have, the more quests you can do per level. Slowly fills up over time (speed depends on your chosen class); completely fills after you level.
Stamina is used for Raids. The more stamina you have, the more attacks you can cast an Raids. Slowly fills up over time (speed depends on your chosen class); completely fills after you level.
Honor is used for Guild Raids or Joust Attacks. The more honor you have, the more attacks you can cast an Raids and Jousts. Slowly fills up over time (+1 every 2 min); completely fills after you level. The basic amount of honor you have is the same as your level
Power is your PVP strength. At a pvp match the player with the highest power wins. Each of the different PVP Types calculates your PVP power in another way.
Damage is the amount of damage you do to another player, if he would have no defense and deflect.
Deflect is a defensive stat. Deflect is an amount that reduces the damage you take. This amount is returned to the attacker.