AT

AT (attack) is a weapon Statistic in Skitchy swap that determines the damage a character can inflict on an enemy with a Weapons.

Minimum and maximum AT
AT is represented in the form X-Y, where X is the lowest possible damage the weapon can do each hit and Y is the highest possible damage. Therefore, X and Y are also called the minimum and maximum attack values.

The minimum AT value is capped at the maximum AT value. Even if the minimum AT value exceeds the maximum AT value, it doesn't render the extra minimum AT useless - if the maximum AT value is raised, the minimum AT value will also adjust to fit the new cap.

Weapons
Weapons have one AT that is the Base AT for that weapon and will be added to however much damage any moves that use that weapon have does.

Moves
Weapons have two AT values. The first is the damage done when the projectile/weapon hits the enemy. The second AT value can be referred to as "Bonus AT". It is only used in some moves and can have two different meanings. For a magical weapon it indicates the damage done by the magical attack which is triggered when enough SP was collected, and which is often related to a certain an elemental Type. For a normal move which is not magical the bonus AT indicates the damage of a secondary attack effect.

Increasing AT

 * Equipping a weapon. This is the most important criterion - without a weapon, a character will simply be incapable of dealing damage.
 * Most weapons found later in the game tend to grant more AT to the wielder.
 * Equipping a Move. This is an important criterion - without a moves, weapons will simply be incapable of dealing damage.
 * Investing EP into a stat. This stat varies from class to class.
 * Some Combo Items directly increase AT.
 * Certain Stones may indirectly increase AT through increasing STR, DEX, MAG, INS, LUK, or SPD. The effect of stones differ from Weapon to Weapon.
 * Certain jewels increase Bonus AT for weapons of the same type.
 * Certain cards create a Critical hit on the opponent increasing damage tremendously.
 * An offensive aura (AT) from a Staff.

Priority
Due to the large number of AT-increasing methods and the possibility of stacking them up, priority determines the order in which damage bonuses are calculated. The priority is as follows: After applying each of the bonuses the AT values are then rounded down to the nearest integer to give the damage value.
 * Modifications to character's main stat (STR, DEX, MAG, INS, LUK, SPD)
 * Crystals: Crystal's have own Hierarchy
 * All other cards except the Critical cards
 * Staff's AT aura and Zerker cards
 * Critical Cards