Mechanics guide

Sephiria Stats Guide: Chaos Damage, Life Steal & MP Steal

Chaos, Life Steal, MP Steal and Evasion are easy to misread because several values live in separate stat panels and some effects use diminishing returns. This guide separates documented behavior from player testing.

Community-tested mechanics · Exact formulas: To be confirmed

Chaos

What Does Chaos Damage Do?

The current discussion describes Chaos damage as counting as all three elemental damage types. When the required Flame Touch, Frost Touch and Shock Touch effects are active, Chaos can therefore interact with the corresponding elemental status effects. Another player reports seeing burn, freeze and electrocute together on enemies after applying a Chaos conversion.

This is a useful build rule, not a universal formula: the discussion is player testing rather than a developer tooltip. Verify the Touch requirements in the current Artifact Combo panel, and do not assume Chaos automatically grants every status without the relevant element conditions.

Recovery

How Does Life Steal Work?

A player test in the cited discussion describes Life Steal as converting roughly 0.1% of dealt damage into health and notes that minion damage was not included in that observation. The same thread explains that stat potions are permanent and that the stat has diminishing returns after enough investment.

Treat 0.1% as a community observation from a specific test, not a guaranteed current formula. Check the separate stats tab beside the Common stats tab, compare a controlled hit with and without the stat, and record whether the damage came from the player, a Weapon, an Artifact, or a Companion.

Resources

MP Steal and Evasion

MP Steal restores mana from qualifying damage according to the researched stat guide, but the supplied sources do not provide a final-release percentage or a complete list of excluded damage sources. Pair it with the current Weapon's MP costs rather than assuming every Companion or reflected hit qualifies.

Evasion is a chance-based defensive stat. The existing guide notes diminishing effectiveness as defensive values rise; it should be treated as a layer alongside movement, blocking and Dash Recovery, not as a replacement for reading boss patterns. Exact soft-cap formulas are To be confirmed.

Testing

A Safer Way to Compare Stats

Use the training target and record one variable at a time. Keep the Weapon, target, Artifact board, difficulty and damage type constant; then compare healing, mana recovery or avoided hits over repeated samples. Do not infer a formula from one critical hit or one Companion proc.

Related guides

Build Around the Mechanic

Use the Artifacts and Tablets guide for Touch requirements, the build library for tested engines, and the Companions guide when checking whether an effect applies to allied units.

Verification note

Source and version limits

Last verified against the supplied Sephiria research set. Version-sensitive claims retain their source version; missing paths, compatibility details, and current balance values are marked To be confirmed rather than guessed. See the site's research sources for the full method.