Stats Calculation
Hit calculation
Hit rate: The accuracy rating, which is calculated as
175 + BaseLv + DEX + LUK / 3 + Bonus
The chance to land a hit is calculated as
[AttackerHit  DefenderFlee]%.
Note: The chance cannot be below 5% (Except in WoE).
Flee calculation
Flee rate: The dodge rating. It is shown as A + B in the Status Window, where A is calculated as
100 + BaseLv + AGI + LUK / 5 + Bonus and B represents the
Perfect Dodge, which is a direct percentage of dodging any regular hit, including
Critical Hits.
The chance to dodge a hit is calculated as
[100  (AttackerHit  DefenderFlee)]%.
When dealing with monsters, the chance is calculated as
[95 + PlayerFlee  FleeRequiredFor100%]%.

FleeRequiredFor100% is the value from the monster's table which shows the player's Flee rate required for making 95% chance of dodging the monster's attacks. This value is calculated as 170 + Level + DEX.
Note: The chance cannot be above 95% (Except in WoE). Also, there is a huge penalty to Flee rate when attacked by over enemies at same time.
Prefect Dodge calculation
Perfect Dodge allows the player to dodge a physical attack by a chance in percentage corresponding to the second value from the
Flee rate. The LUK stat affects the Perfect Dodge value of a character directly.

Every character starts with a value of 1.

10 luk increases your Perfect Dodge by 1.
Critical calculation
Critical Hit Rate: The Critical Hit rating, which
increases damage by 40%. Offensive skills do not take CRIT into account except for a few exceptions like
Focused Arrow Strike.
Critical Hit also ignores Flee rate but not Perfect Dodge nor DEF. Critical Hit Rate is doubled when wielding a Katar type weapon (not shown on Status Window). Critical Hit rate is reduced based on the enemy's Critical Hit Shield.

Note: The Crit rate being displayed in the Status Window isn't the true value which is applied against monsters. The "status crit" is calculated by dividing current LUK by 3 and adding the Crit rate bonuses from equips/cards. The real Crit rate is a little different, as LUK / 0.3 + Bonus.
 Critical hit can proc physical autocasts (such as CD in Mouth), so 100+ crit for autocast builds like SC/Sorc is a viable way to make up for a low DEX build.
 Critical damage always goes with the highest weapon level variance. Weapons under the safe refine level will always have the same exact damage. Refinement bonus variance, on the other hand, will vary.
 Critical damage modifiers like Aunoe Card/Temporal Luk Boots goes right after the original critical damage, it goes like Final Critical Damage = Highest Weapon Level Variance Damage x 1.4 x Critical Damage Modifier %
 Example: your critical damage goes for 500 with a clean Faceworm Queen Leg [2], if you put 2 Aunoe Cards inside it, your critical damage will be 700.