To start things off, let's review what your stats do.
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Variable/Derived Stats (These get modified by core stats and other sources)
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Hit Points (HP): If this hits 0, you die/become incapacitated. It's probably in your best interest to avoid that. You get 1 HP for free on any invested core stat point.
Focus Points (FP): Used as the universal skill/magic resource in the game. Most skills and spells will utilize fp in varying degrees, and a lack of it will prevent the usage of said abilities.
Encumbrance (Encum): This is represented in the stat menu with the little chest icon. Most non-donationc/rafting/key items will weight 1 unit. Be sure that you keep that weight under your encumbrance, or you gonna regret it when you got to lug your sorry self slowly back to the nearest pawn shop.
Battle Weight (BW): Displayed right below encumbrance. While unequiped weapons/gear weigh 1 unit in your bag, they have their own weight value for when they are worn. If you go over your max BW, you'll lose hit/eva/movement/momentum in battle which scales with how far above you are. Needless to say, you always want to keep within your capacity here.
Elemental Attack: In the stat menu are values for various elements. There's one for Fire/Ice/Wind/Earth/Dark/Water/Light/Lightning/Acid/Sound, and there is a core stat associated with each one. These values are utilized for attacks of said elements.
Elemental Resistance: Located to the right of Ele-Atk as a %. This is gained largely from equipment or racial traits, but SAN also provides a small amount as well. If you take an attack with a 25% resistance to it or higher, then you trigger
RESIST! which will usually reduce the attacker's momentum by 1. The opposite is also true however, and taking an attack with a -25% res will cause
WEAK!, granting the attacker 1 momentum instead.
Hit: Used to calculate chance to hit with most attacks. Mostly raised via stats and weapon upgrades.
Evade (Eva): Used to calculate chance to avoid an attack. Hit vs Eva is a flat check between the attacker and defender. (Ex: An 210 hit attacker vs 130 eva defender would have a 80% chance to hit). This gets a bit more complicated with the recent evasion rework (GR2), but more on that later.
Critical Chance (Crit): The percent odds of a basic attack action becoming a critical hit. Successful criticals will increase the attack's damage by the Crit Dmg mod, and if it's the first time a specific weapon crit during a turn, the critter get refunded 1 momentum.
Critical Evade (Crit Eva): Similar to how Eva works for Hit, Crit Eva gives a flat reduction to the attacker's crit.
Critical Damage (Crit Dmg): The damage amount that a basic attack is modded by on a Crit (200% Crit mod would make the attack do 2x the normal damage for example).
Initiative (Ini): Used to determine initial turn order. The turn order goes from highest to lowest Ini, however the game has a system in place to alternate which team is going. That means even if one team has only people who are 50+ Ini vs a team of sub 10 Ini, the turn order would cause the fastest person on the slower team to move 2nd.
Physical Defense (Phys Def): The amount of damage reduced by a % for physical damage. Note that any skills/passives/etc that increase this such as Black Knight's 10% Phys Dmg reduction are
multiplicative with Phys Def.
Magical Defense (Mag Def): The same as above, but for magic damage.
Status Inflict (Stat Inf): If you see anything refer to a chance or a luck-based chance for a status/effect, then this is the value used. Just like Hit, it's the flat % chance that the effect occurs.
Status Resistance (Stat Res): Same as Eva, but for status inflicts.
Flanking (Flank): If you attack someone from the sides/behind, you gain an increased chance to hit based on this value. You gain 33% of the value from the sides in hit and 66% from behind. If there is an ally next to that enemy, then the bonuses become 66% and 100% respectively.
Skill Pool (SP): Determines how many skills you can equip. Humans get two more of these from their racial, and Destiny will grant 5 more (More on that later.)
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Core Stats (These are what you put stat points into)
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