Statting (Customize Equipment) Checklist for Beginners

We think there will be some people blacksmithing Statting for the first time in preparation for the anniversary, so we've created a checklist at 2025-6.

Notes about Positive and Negative Stats

Points to note when performing Statting

Tips to avoid mistakes when statting

(Maniac) [Only for Flip Statting]

About Explanation of Statting (Customize Equipment) Checklist

Explanation of terms

Term Explanation
Statting In game terms, this refers to the EX skill Customize Equipment.
100% Statting This is a statting that has a 100% success rate.
Gamble Statting This is a statting with a success rate of less than 100%.
Flip Statting This is a statting that deliberately makes a stat that you want to make positive negative.
For details, please refer to Is Flip Statting really that strong?.

Notes about Positive and Negative Stats

A note on positive and negative stats. Make sure you haven't made any careless mistakes.

Attribute specialization?

Stats can be divided into two types: general purpose and attribute specialization. In the case of attribute specialization, weapons often have both attribute awakening and stronger against attribute, while armor often has stronger against attribute.

[Important]Have you confused the attribute element(matching) with the attribute element(not matching)?

There are two types of attribute awakenings for Statting: attribute (matching) and attribute (not matching).

Attribute(matching) means that if the equipment is dropped, the same attribute will be added by Statting as the original attribute. For example, if the Wind Rapier is dropped, it will have Wind Element, so if you add Wind Element to the Wind Rapier, it will be Statted by the potential of Attribute(matching).

Attribute(matching) consumes 10 points of potential, but Attribute(not matching) consumes 100 points of potential. There is a big difference of 90 points, so please be careful not to make a mistake in your selection.

Did you know there are weapon types that can save on attribute awakening?

For bows, autobows, and dual blades, the attributes of the subweapon will be reflected.
However, for bows and autobows, the attributes of the sub-weapon are only reflected in the case of arrows.

This allows you to save attribute awakenings from your main weapon.

If there are other attributes attached to the skill, those will take priority.

For more information, see Gamerch 属性 for example.

Have you mixed up attribute awakening and stronger against attribute?

Attribute awakening selects the attribute that is the enemy's weakness. Stronger against Attribute selects the enemy's attribute. Therefore, these two are different wordings for selecting attributes, so it is easy to confuse them, so be careful.

List of Attribute Awakening and Stronger Combinations
Awakening Stronger
Fire Stronger Against Earth
Water Stronger Against Fire
Wind Stronger Against Water
Earth Stronger Against Wind
Light Stronger Against Dark
Dark Stronger Against Light

For more information, see Gamerch 属性 for example.

[Important]Have you mixed up your weapons and armor?

Weapons and armor have different consumption potentials.

Weapons have a high defensive consumption potential, while armor has a high offensive consumption potential.

There are many cases where people confuse Statting's weapons and armor. Please be careful not to make the same mistake.

Are you aware that for Statting above a certain level, the consumption potential is doubled?

For the portion of the limit unlocked after level 210, consumption potential will be doubled.

For example, for weapons, the cost is 10 points per unit up to ATK 10%, but 20 points per unit from ATK 11% onwards. Critical Rate costs 1 point per unit up to Lv.20, but 2 points per unit from Lv.21 onwards. Critical damage costs 3 points per unit up to Lv.20, but 6 points per unit from Lv.21 onwards. Stability% and pierce% cost 20 points per unit up to Lv.5, but 40 points per unit from Lv.6 onwards. Critical damage% costs 10 points per unit up to Lv.10, but 20 points per unit from Lv.11 onwards. Stronger against Attribute costs 5 points per unit up to Lv.20, but 10 points per unit from Lv.21 onwards.

The above are the most common choices for positive stats. (The unit price is shown for weapons. For armor, positive stats double the potential consumption. For example, ATK% will cost 40pts per unit from ATK11% onwards.) There are many cases where it is worth statting even if it doubles the potential consumption, but there are also cases where it is more efficient to give up on it and statting another stat. Please be careful.

Is your choice of Positive Stats appropriate? Have you consulted with anyone?

Even if you think you have carefully considered your positive stats, there may be other stats you can choose that will cause even more damage.

For example, it may be more advantageous to set ATK to 10% and use the remainder for STR% rather than ATK to 12%. In the case of automatic bows, since ATK increases greatly with DEX, it may be possible to deal more damage by investing in DEX% rather than STR%. Rather than investing in INT% just because the character is a magic user, it may be better to make the character a critical-specialized magic user and increase critical damage. Nowadays, almost all bosses have critical resistance, so you may need to over-inflate your critical rate.

If you lack the knowledge, we recommend that you consult someone and perform statting carefully.

Have you tried multiple negative stats? Are you aware of the statting penalties?

The basic rule is to try multiple negative stats and aim for the one with the highest success rate. The rule is to choose negative stats that have the greatest return potential, but the final success rate will vary depending on the penalty. Try various combinations of negative stats.

Although the word "penalty" suggests that the lower the number, the better, a slightly higher penalty tends to increase the success rate, so it is difficult to say which pattern will have a higher success rate. Try out various patterns.

Relationship between negative stats and penalties
In most cases, the same final penalty will result in the same success rate, so if you can calculate the penalty, you can try fewer combinations of negative stats.
In addition, to maximize the return potential, adjust it so that the penalty is at its maximum when Statting a negative stat, and your success rate will be higher.

A note on negative stats
If you select Natural MP regen as a minus, your MP may gradually decrease if your MP is low. If your MP is at its maximum of 2000, your MP should not decrease, but this is a negative stat that is a little hard to recommend. Also, although it is a little minor, you may add aggro% minus to your negative stats. Negative stats usually cause disadvantages to the user, but aggro% minus is the only stat that benefits the user (attacker).

For information on how penalties are calculated, please see ゲーム攻略完全図鑑 同項目ペナルティについて for example.

Do you understand the difference between Statting in TEC and Statting in LUCK?

The differences between TEC and LUCK are as follows:

  • LUCK: Only Flip Statting
  • TEC: Other than that
It is unlikely that a beginner will do flip statting, so if you are unsure, I recommend statting with TEC.
For details on flip statting, please refer to Is Flip Statting really that strong?.

Differences between TEC and LUCK Statting
When you increase the stat level of statting, it consumes potential, and when you lower it, it returns a little potential. In the case of TEC, if you lower the stat level, the potential value returned is more than usual. TEC255 has the most potential return.
In the case of LUCK, the return potential is very low.
Therefore, if you want to make a stat negative, you must Statting with TEC.

Conversely, if you want all stats to be positive, you don't need to worry about TEC, and you can use LUCK Statting. (However, you need to acquire skills related to statting.) LUCK Statting reduces the chance of your stat level dropping when you fail, so LUCK Statting is useful in the case of Flip Statting.

In this case too, since there is no chance of failure except for the final one, it is common to use TEC and only the final Statting is done with LUCK.

Also, TEC Statting maximizes the effect of Expert's Customization II, so if you are not using Flip Statting, we recommend using TEC Statting.

Are you aware of the risks if your success rate is not 100%?

The success rate is drawn for each stat. That is, if the success rate is 90% and there are 8 stats, the probability of all succeeding is about 43%. (However, negative stats other than Aggro% Minus are allowed to fail, so the actual success rate is a little higher.)
The probability of failure is higher than the numbers suggest, so until you get used to it, make sure to only do 100% Statting.

Did you know that if your success rate is not 100%, only the first slot will benefit from Expert's Customization II?

If you have Smith Tier 5 Expert's Customization II, you will have a chance of not changing the first slot's ability if you fail. If you have TEC255, there is a 100% chance that the ability will not change, and if you have LUCK255, there is a 50% chance that the ability will not change. In other words, if you Statting with TEC, you will always succeed in the first slot even if you fail.

Therefore, when performing Gamble Statting, putting something with a large number such as C27 in the first slot will increase the chances of a complete success. Conversely, putting something like Attribute Awakening in the first slot will slightly decrease the chances of a complete success, which will be a loss.

If it's a 100% Statting, you don't need to worry about it.

Points to note when performing Statting

These are points to check before actually performing statting.

[Important]For each statting step, are the materials consumed exceeding the upper limit? Does the reduction rate of materials due to Material Compassion level and Smith Proficiency Level match the simulator?

For at once steps, if the amount of materials consumed exceeds the upper limit of materials, you will not be able to perform Statting for that step. Please check in advance whether the upper limit of materials has been exceeded.

Also, make sure the Material Compassion level matches your simulator.
The simulator's default level for Material Compassion is all 10.
Also be sure to check the material reduction based on Smith Proficiency Level.

If the materials required for a step exceed the limit, consider 1. increasing the material limit, 2. reducing the materials consumed, 3. changing the procedure, or 4. asking for someone to do it for you.

1. To increase the material limit, you can either subscribe to a monthly subscription or increase your parameters. Subscribing to a monthly subscription will double your material limit. Increasing your parameters will increase your material limit.
For information on how the material point limit is calculated, please check ソフィアの開架書庫.

2. To reduce material consumption, you can either increase your Smith Proficiency Level or acquire the Smith Tier 5 skill Material Compassion.

3. If you want to change the procedure, don't do it carelessly, but use the Statting -Manual-. If you don't have the knowledge, don't use this method.

4. If you are going to ask someone to do it for you, choose someone you can trust. If the person does not have a monthly subscription, they may not be able to perform Statting due to a lack of material limits, so it may be a good idea to ask whether or not they have a monthly subscription. In addition, people who will do Statting for you should have the know-how, so if you ask a good statting agent, you may be able to get advice about Stats.

Do you know what "one by one" means?

"One by one" is a term that mainly appears when statting critical rate. If you want to statting your critical rate to +4 by using one by one statting, you would change critical rate 0 to 1 and press the confirm button. Change 1 to 2 and press the confirm button. Change 2 to 3 and press the confirm button. Change 3 to 4 and press the confirm button. This means you can stat up to critical rate 4 by repeating the process of changing and confirming by 1. This will minimize the effect of penalties and save potential consumption.

Did you know that the maximum level for statting varies depending on the parameter level?

Up to 200, statting was possible up to the parameter level divided by 10. For example, if the parameter level is 200, you can stat from critical rate -20 to 20, and to stat a critical rate of 21, you need level 210. After 210, this rule may become more complicated, but basically you can think of it as being possible to stat up to the parameter level divided by 10.

If the parameter level has not reached the maximum limit, we recommend that you try to select the level you want to Statting in Customize Equipment beforehand.

Is it set to TEC255? (Or is it set to LUCK255?)

Increase your TEC to 255. Old information may say 252, but now you need to increase it to 255. If you are using LUCK Statting, increase your LUCK to 255. If your TEC is not at 255, the calculations on the website and the remaining potential in the game will not match, so if you feel something is wrong, don't press confirm and stay calm.

Have you acquired any skills regarding statting?

Skills up to Custom Equipment Tier 4 are essential. Be sure to acquire them. Custom Equipment Tier 5 is a support skill, so it is not essential, but you can reduce the deterioration rate in case of failure and save on consumed materials, so acquire it if necessary.

Required Skills (Smith Skills)

Customize Equipment Lv.10, Accurate Customization Lv.10, Expert's Customization Lv.10

Auxiliary Skills (Smith Skills)

Expert's Customization II Lv.10 (There is a small benefit when you fail), Various Material Compassion Lv.10 (Slightly reduced material consumption)

If you lack the skill, the site's calculations will not match the remaining potential values ​​in the game, so if you feel something is not right, do not press confirm and remain calm.

Did you know that the numbers displayed on the site indicate your level and may differ from the numbers displayed in the game?

For example, Dodge Lv.-16 represents 16 levels of Dodge in the negative direction. In the game, this is displayed as Dodge -22. Please note that the numbers for Dodge Lv.-16 and Dodge -22 are different. This is because the numbers on this site are expressed in level notation, and Lv.-16 is interpreted as being -22.

Tips to avoid mistakes when statting

These are ideas to help you avoid making mistakes when actually statting.

If statting fails, there is no going back, so be sure to take all necessary precautions.

If statting fails, there is no going back, so be careful and take all possible measures.

Just in case statting fails, perform statting before opening the slot.

Opening slot will not fail. Even if refining fails, the equipment will not be lost. (If you use a magic hammer, it will be lost, so try not to use a magic hammer.)

However, Statting is special: if you fail, your equipment dies.

Whenever possible, statting should be done before opening the slot or refining. (This is just a suggestion, not a requirement.)

The ideal way to strengthen a weapon is: 1. Statting, 2. Refine, 3. Open the slot. Refine has a higher success rate with fewer slots, so it is recommended to refine before opening the slot.

Before you start statting, try out Statting (Customize Equipment). Just try it out. Do not press Confirm.

Statting can be canceled if you don't press confirm. Try it out in advance to see if you can get the stat you want to the target level. Also, if there is an attribute awakening, check whether it is a potential consumption for the attribute (matching) or the attribute (not matching).

[Important]At each step, make sure the site's calculations match the actual remaining potential.

The calculation results on the site will show you the remaining potential for each step. Be sure to check that your actual remaining potential for each step matches the remaining potential shown on the site.

If something seems wrong, don't go ahead and ask someone.

If you think something is wrong, never click confirm, stay calm, and check with someone. Most mistakes are careless mistakes. The probability of a miscalculation on the site is low. First, suspect a careless mistake.

Be sure to perform statting carefully, meticulously, and without mistakes.

Critical Rate and Critical Rate % are easily confused, so please be careful when statting. ASPD and ASPD% are easily confused, so please be careful when statting. ATK% and MATK% are easily confused, so please be careful when statitng. It is easy to confuse attribute awakening with stronger against attribute, so please be careful when statting.

It is best to avoid statting when you are tired, as it is easy to make mistakes. It is best to avoid statting when you are tired, as it is easy to make mistakes.

(Maniac) [Only for Flip Statting]

Things to keep in mind when doing Flip Statting.

(Maniac)Is Flip Statting really strong?

The following are all opinions of the author, who is an intermediate level user.
Please note that opinions may change for more advanced users.
Also, as explained later, Accuracy flip is not Flip Statting but Gamble Statting, and is a different matter.

What is Flip Statting? (Can be skipped)

When it comes to statting, deliberately making stats that you want to make positive negative is called flip statting.
The aim is to flip a negative to a positive in the rare event that statting fails.
This is a type of statting with a very low success rate and is recommended for advanced users.

The stats you aim to flip with Flip Statting should have high return potential and be attack-type stats that can increase damage to enemies.
Therefore, flip is advantageous in armor statting.
This is because, in the case of weapon statting, attack-related stats have low return potential.
In the case of weapon Statting, attack-related stats have low consumption potential to begin with, so you can just add them to a positive stat and aim for Gamble Statting.

Example of Flip Statting (Armor)

% Stronger Against Fire Lv.23,Critical Damage% Lv.10,Critical Damage Lv.20,STR% Lv.10
ATK% Lv.-14,MATK% Lv.-15,Magic Pierce % Lv.-9,Accuracy % Lv.-6

If all Positive Stats are successful and ATK% is fliped to a positive value (ATK+1% or more), the move is successful.
If the display success rate is 76%, the actual success rate is 1.986%.
Furthermore, if you aim for the maximum value of ATK+6%, the actual success rate is 0.331%.

Is Flip Statting really that strong? (Maximum value halved)

Back to the main topic: Does flip statting offer rewards that are worth the risk?
The stats chosen for flip are ATK% and MATK%.
However, even if you flip it and it becomes positive, the maximum value will be at most one less than half.
If ATK-14% is fliped, the maximum is ATK+6%.
In that case, wouldn't it be stronger to just make ATK+14% (or ATK+10%, since the potential consumption doubles from 11% onwards) into a positive stat?

Flip statting was popular a long time ago.
In the past, Armor's statting had a large potential consumption for attack-related stats, making it very difficult to statting like ATK%.
For this reason, it became popular to make ATK% a negative stat and then flip it to make it a positive.

However, now that Smith Skill Tier 4 has been unlocked, the stats limit is now 8 slots, and you can add 3 to 4 negative stats.
This has greatly improved the lack of potential, to the point where ATK% can be statted even with Armor.
Of course, flip statting may be effective depending on the stat, but it doesn't seem to have as many advantages as it used to.

Is Flip Statting really that strong? (Critical Rate)

Also, if you actually simulate flip statting, you will see that it is difficult to stat critical rate if ATK% is negative. (As of June 2025, with a maximum of 8 slots.)
This is because when statting critical rate, which is a stat that consumes a small amount of potential, it ends up being a huge waste of potential.
If you don't mind having excess potential, you can do statting it, but since Flip Statting is a method to conserve potential, having excess potential will halve the effect of Flip Statting.
Therefore, if you aim for Flip Statting, you will have to give up things like critical rate +30, but the benefit of critical rate +30 is so great that it is necessary to debate whether it is really worth giving up this in order to stick to Flip Statting.

As I wrote at the beginning, what is written here is merely the opinion of an intermediate level user.
I think it depends on the individual situation, such as if you're okay with an ATK% 1 less than half your actual cap, or if you're already over-capped on crits and don't need to compensate with Smith Equpment.
The world you see will change as you become an advanced or super advanced player, so please read this as just one opinion.

Accuracy flip is different

Furthermore, if you aim for an Accuracy flip instead of an ATK% flip, it is considered to be Gamble Statting rather than Flip Statting.

If you don't flip an ATK% flip, your equipment will become useless, but with an Accuracy flip, it's better to flip it, but it's not necessary.
For Armor, Accuracy will almost always be chosen as a negative, but Accuracy's flip has no disadvantages and only advantages, so I think it's worth actively aiming for.

In my personal opinion, increasing Accuracy by 3 increases hit rate by 1%, so it has a moderate effect on damage.
Accuracy is calculated as Level + corrected DEX, so a negative stat of Accuracy-6%-22 will result in a minimum of Accuracy-40, or a hit rate of -13%.
If you can cancel this out or even flip it positively, the damage will increase significantly, so I think Accuracy Flip Statting is quite strong.

However, accuracy is often overlooked for the following reasons: Accuracy's value decreases on a case-by-case basis.

  • In Toram, if you don't hit the target with a critical hit, you will get a Graze instead of a Miss. Graze hits the target but reduces the stability, and it is much more valuable than a Miss because it gives you a Proration Modifier %. Some people say that if you get enough critical hits, you can get a Graze, so it's okay to have a low Accuracy.
  • The boss's Dodge (Flee) increases explosively depending on the difficulty level, so misses and grazes increase, and no matter how much you increase your team's Accuracy, it may not be enough to match the enemy's Dodge. In Lunatic, Ultimate, and some high difficulty levels, there are cases where Accuracy is meaningless, and some people say that low Accuracy is fine.

For more details, please refer to Gamerch 命中率.

Flip for Stronger against Attribute is different.

Another technique is to aim for a Stronger against Attribute flip rather than an ATK% flip.
Since Stronger Against Attribute is an attack-based stat, Armor doubles the potential consumption.
Therefore, ATK% and Stronger against Attribute are both attack-based stats, making it nearly impossible to stat both into Armor without aiming for Flip.
It is very beneficial to aim for the flip of Stronger against Attribute after statting ATK% normally.

However, in the case of Stronger against Attribute Flip, the equipment does not become trash even if you do not flip, so it may be closer to Gamble Statting than Flip Statting.
(It's just a different name... and interpretations may vary from person to person.)

If this is considered as Flip Statting, the final statting will be in LUCK, and if this is considered as Gamble Statting, the final statting will be in TEC.

(Maniac)Do you know the basics of Flip Statting?

Flip Statting Basics and Success Rate Goals

The display success rate at which Flip Statting is likely to be successful is as follows:

Display success rate (LUCK) that makes it easier for Flip Statting to succeed
Number of stats you want to succeed Display success rate
3 stats 70.71%
4 stats 77.45%
5 stats 81.64%
It is a good idea to aim for a display success rate of around ±5% of the figures above.

For example, if you have four stats you want to succeed and one stat you want to flip, aim for a display success rate of around 72% to 83%.
Please note that this figure includes Expert's Customization II.

Points to note about LUCK Statting

Also, since the final statting is done by LUCK, if the procedure does not allow statting by LUCK, Flip Statting is not possible.
Specifically, if the last Statting contains a negative stat, LUCK Statting is not possible.
This is because with LUCK, the return potential is very low when you make the stat negative.

Efficiency of repetitive tasks

In addition, since you will be doing statting repeatedly, it is a good idea to try to make the repetitive task as efficient as possible by manipulating negative stats to save on materials consumed as much as possible, or by slightly changing the statting procedure to reduce the number of steps.

For example, Accuracy Lv.-16 requires 67,320 points of medicine, but if you can save it to Accuracy Lv.-15, you can reduce it to 55,800 points. If you change it from a fixed value to a percentage and change it to Accuracy% Lv.-6, you can reduce it to 8,190 points.
As the materials consumed increase as the cube of the level, if you can keep the level low you can greatly reduce the materials consumed.
Of course, making such savings will reduce the success rate, but since Flip Statting has a set target success rate, we will consider whether we can make such adjustments when fine-tuning the rate to stay within that range.

In addition, in some cases, statting can check whether one by one can be changed to two by one, or there are techniques to reduce the number of steps in exchange for sacrificing a small percentage of the success rate.
Fewer steps save time and are less prone to errors.
This also sacrifices the success rate, so it is merely a way to adjust the success rate.
However, if the penalty is low, it may be possible to change a one by one to a two by one without reducing the success rate.

Please note that these fine adjustments to success rates should be performed at your own risk and only if you have sufficient knowledge.
If you make any changes, please check in the Statting -Manual- to see if the display success rate is as expected.

(Maniac) Do you know that if the maximum level of the stat you want to flip is an odd number, it's better to make the level an even number?

This content is aimed at fairly advanced users.

If the maximum level of the stat you want to flip is an odd number, you will have a higher chance of success if you choose the even number closest to the MAX rather than choosing the MAX when it is negative.

For example, let's say you're aiming for an ATK% Flip.
At the maximum level of 300 as of June 2025, the MAX ATK% is -15%. However, for Flip, it is more advantageous to choose an even number, -14%, rather than MAX.

Because the maximum flip value is half the upper limit minus 1, the maximum flip is +6% whether it is -14% or -15%. However, the lottery number becomes 6/21 instead of 6/22, so the success rate of the flip is lower with -15%.

If you are using 100% statting or gamble statting, you don't need to worry about this.

Also, when aiming for an ATK% flip, it is often the case that both ATK% and MATK% are set to negative, but the only ones who should make them even numbers are those aiming for a flip.

This applies not only to ATK%, but also to MATK% and Stronger against Attribute.

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