Secondary stats in AQW are the stats that impact your class' performance in a PvE/PvP scenario, both directly and indirectly. They come in two forms: Derived stats, which are the stats derived from your primary stats, and modifier stats, which can either increase or decrease the effectiveness of your skills, depending upon their classification. Below can be seen a list of all of these stats in their respective forms.
Derived Stats:
Hit Chance (has a base of 90%)
Critical Chance (has a base of 5%)
Critical Multiplier (has a base of 150%)
Evasion Chance (has a base of 4%)
Haste (Hard capped at 50%)
Non-Base Health (health from END)
Attack Power
Spell Power
Weapon DPS
Spell DPS
Modifier Stats (All have a base of 1.0)
All Out: Damage output across the board
All In: Damage received
Phys out: Physical Damage output
Phys In: Physical Damage received
Mag Out: Magical damage output
Mag In: Magical damage received
Heal In: Healing received (does not work)
Heal Out: Healing supplied (Partially works)
DoT In: Damage over time received
DoT OuT: Damage over time output
Mana Cost: Cost of mana
Both derived stats and modifier stats interact multiplcatively between one another, and additively within themselves, commonly referred to as inter-stat interactions, and Intra-stat interactions respectively. For example: if your class had a base All Out of 25% (1.25) and then you applied an aura which increases your All Out by 50%, then your final total All Out would be (1.0 + 0.25 + 0.50) which is 1.75 or 75% extra All Out damage. That is intra-stat interactions. Now, let's say that instead, the same class dealt physical damage, and then applied a different aura which increased its Phys Out by 30%, then your final damage output would be; (1.25*1.30) which is 1.625, or 62.5% extra damage.
It is important to note that Mag In and Mag Out are both modifier and derived stats, depending on the circumstance. Both of them scale with your total INT value, Mag In for instance (most commonly known as INT shield) increases your magical damage resistance depending on your total INT. Every class has this intrinsic property, but its effects can rarely be observed outside of PvP, since very few monsters deal magical damage in PvE. More on INT Shield can be seen in the INT Shield section.
Mag Out on the other hand is only awarded to Casters and the hybrid class models (not luck hybrid). Therefore, a caster's damage output is not only outsourced from it's Spell Power, but also with an increase in its innate Mag Out.
Unlike primary stats, secondary stats can have hard-caps which will be detailed below:
Haste is hard-capped at 50%.
Physical, Magical, and All In damage resistance are all hard-capped at 80% (or at an All/Phys/Mag in of 0.2), although with inter-stat interactions, your total damage mitigation can get well above this value. These values are also treated as negative, for example: increasing your damage resistance by 25% leaves you at an All in of 0.75, meaning you now only take 75% of the original damage. When a skill increases enemy all in by 25%, this value would be 1.25 damage received. All In = 1 - Damage Resistance.
All Out has a global bottomcap at 0.1, i.e. you can't reduce an enemy's All Out damage by more than 90% (Magically classified skills are an exception to this rule, they are not bound to this cap). However, All/Phys/Mag out have no bottom cap.
As for all the other stats, having a value of over 100% has no real mechanical meaning, other than giving you some protection against debuffs in said stats.
Negative damage (i.e. heals) are unaffected by damage resistance at every capacity.
As discussed in the primary stats section, each primary stat increases a particular secondary stat depending on the class model. However, these conversions are not fixed and are in fact on diminishing returns. What this means is that as your level increases, the amount of each derived stat that is awarded (save for END, Attack Power and Spell Power,which remain fixed) per point of its associated primary stat decreases. These type of systems are not uncommon, and are usually put in place to prevent something from being severely underpowered in the early game, and severely overpowered in the late game.The easiest way to observe this is to create a new account, and observe how high your secondary stats are relative to your primary stats, and then compare both variables at level 100 and observe how little each secondary stat is awarded per unit primary stat.
Interestingly, if it were possible for a level 1 character to equip level 100 enhancements, then its secondary stat values would be incredibly high, for example: a level 1 Offensive-Caster, with level 100 full Wizard enhancements would have a Hit Chance of 116.46%, a Crit Chance of 84.38%, a Haste of 74.76%, and an Evasion of 39.28%. When calculating stat conversions it is important to add the base of a stat where applicable to get their true in game value.
Below you will see a spreadsheet which contains the primary to secondary stat conversions for every class model, from level 1 to level 100. It is important to keep in mind that the values listed are on a unit stat basis, that is to say per 1 point of each primary stat. Just as with the primary stat scaling chart, certain columns will also be highlighted green. The highest primary to secondary stat conversion ratios will be highlighted in green.