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# Character Card Statistics Calculations Explained

#### acowsik

##### MKX Mobile Guru
While many players of MKX Mobile already might have used the Character Stats Calculator to calculate stats at a particular XP and fusion level, how the final figure of a statistic like attack/health/toughness/recovery/specials damage are arrived has been a mystery until now.

The below guide will explain in detail, the mystery behind how the numbers are arrived at and this is meant to be more of an informational guide for those who are truly interested in knowing the math behind the numbers.

The statistic for a given level and fusion is arrived at by determining two factors individually and combining them for the calculation. The first factor is for the XP level and the second factor is for the fusion level.

Determining the factor based on XP level

As the XP level increases from 1 towards 50, the rate at which the statistic increases is driven by a specific pattern. This factor is the same across all card tiers so whether its a bronze tier card or a diamond tier card, the same rules apply.

Calculating Health

We start with health first as the rate of increase of this statistic has a simple and straightforward pattern. The factor for health increases at a linear rate which is an increase of 0.2 per level from a base value of 1 which is of course the case if the card is at level 1. Calculating progress at this rate, the factor to be applied at various levels is as follows.. This is of course assuming that your card is not fused at all as the fusion factor is applied separately which will be explained later.

Calculating Attack / Tougness / Recovery / Specials Damage

Unlike Health, the factor for statistics like Attack, Toughness, Recovery or minimum/maximum damage of special attacks doesn't change at a constant rate. The rate of increase totally depends on the XP level range in which the current level of the card is in. The XP level range is split into 3 slabs to differentiate the rate of increase to the factor value per level up as shown in the table below. Applying these increments, the factor values at specific levels are as follows... With the above tables, you can calculate the correct factor to be applied for all stats at any given level if the correct pattern is followed.

Determining the factor based on fusion level

Now that we have covered the XP level, its time to move on to the fusion aspect of the calculations. With fusions, the factor has a constant rate of increase like how health does but its specific to a card tier i.e. the rate at which the stats increase per fusion for a bronze card is different from that of a gold or a diamond card. The below table shows the rate of increase in the fusion factor based on the card tier. Applying the above, the fusion factor at each fusion level for all card tiers is listed in the table below.. Now that the factors for both level and fusion are known, the final statistic value is derived using the formula below.

Base stat value at given level and fusion = Starting base stat value (at lvl 1 with no fusion or support card bonus) x XP Level Factor x Fusion Level Factor

If you are calculating attack/health/specials damage, support card bonus is multiplied with the above result to arrive at the final value. This additional calculation does not apply to toughness and recovery.

If any decimal places exist in the final calculation result, those are to be ignored completely and only the integer value is to be taken. No rounding off is performed.

Applying the factors into a calculation scenario

Now that the forumula to calculate the stats have been explained in detail, its time to put them into practice. Lets take a card from each tier and apply some scenarios to determine the results.

Sample cards - Ninja Mime Johnny Cage, Silver Kenshi, Ravenous Mileena

Calculation scenarios:

Bronze - all stats at max level and fusion
Silver - attack/toughness/recovery at lvl 11 fusion VII and health at lvl 23 fusion VII
Gold/Diamond - attack/toughness/recovery at lvl 9 fusion III and health at lvl 26 fusion II

Lets start with the bronze card.. Ninja Mime Johnny Cage has base stats of 350 attack, 250 health, 320 toughness and 280 recovery

To determine his stats at max level and fusion, we need to know the level factor and fusion factor to apply at lvl 50 fusion VII. Looking at the table, level factor is 10.8 for health, 5.8 for the other stats and fusion factor is 3.1.

So final values are...

Attack = 350 x 5.8 x 3.1 x 1.15 = 7236
Health = 250 x 10.8 x 3.1 x 1.15 = 9625
Toughness = 320 x 5.8 x 3.1 = 5753
Recovery = 280 x 5.8 x 3.1 = 5034

Moving on to the silver card, silver Kenshi has base stats of 590 attack, 510 health, 520 toughness and 700 recovery.

For the two calc scenarios, the factors are below...

lvl 11 fusion VII - attack/toughness/recovery level factor is 2.9 (factor at lvl 10 is 2.8 and increment is 0.1 per level from 11 through 30) and fusion factor is 3.8

lvl 23 fusion VII - health level factor is 5.4 (factor at lvl 20 is 4.8 and increment is 0.2 per level) and fusion factor is 3.8

So final values are...

Attack = 590 x 2.9 x 3.8 x 1.15 = 7477
Health = 510 x 5.4 x 3.8 x 1.15 = 12034
Toughness = 520 x 2.9 x 3.8 = 5730
Recovery = 700 x 2.9 x 3.8 = 7714

Finally the diamond card... Ravenous Mileena has base stats of 1625 attack, 1235 health, 1417 toughness and 1105 recovery.

For the two calc scenarios, the factors are below...

lvl 9 fusion III - attack/toughness/recovery level factor is 2.6 (factor at lvl 1 is 1 and increment is 0.2 per level from 1 through 10) and fusion factor is 2.5

lvl 26 fusion II - health level factor is 6 (factor at lvl 20 is 4.8 and increment is 0.2 per level) and fusion factor is 2

So final values are...

Attack = 1625 x 2.6 x 2.5 x 1.15 = 12146
Health = 1235 x 6 x 2 x 1.15 = 17043
Toughness = 1417 x 2.6 x 2.5 = 9210
Recovery = 1105 x 2.6 x 2.5 = 7182

Hope this guide provides a thorough understanding of how stats are calculated and you can apply this to any card in the game to calculate at any level and fusion.

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