How damage is calculated
Base formula
damage = ATK × 100 / (100 + DEF)
Defense has diminishing returns: 100 DEF halves the damage, 200 cuts it to a third. It never reduces damage to zero — the minimum is always 1.
Multipliers, in the order they apply
- Area penalty — skills hitting several targets deal less per target (2 targets: 80%; beyond that
2 ÷ number of targets, floored at 40%). - Element — elemental advantage gives +25%, disadvantage −25%.
- Skill power — the skill's
power(100 = normal damage, 150 = +50%). - Defending — a defending target takes half.
- Critical — on a critical hit, damage is multiplied by 1.75 (+75%).
Critical rate
Every character has a crit rate (base 5%) that grows with gear and passive skills. The roll has 0.01% precision. With an amplifier spirit active, your next strike may gain crit or extra damage (see Support spirits).
Elements
The elemental triangle is Fire > Earth > Water > Fire. Attacks with no element get neither bonus nor penalty.
Where your DEF comes from
DEF takes no attribute points (see Attributes, levels and points). The base grows on its own with your level, and it is the same for all three classes — Warrior, Mage and Archer get exactly the same base defense at the same level:
base DEF = 120 + level × 12
| Level | Base DEF | Damage that gets through (no gear) |
|---|---|---|
| 1 | 132 | 43% of ATK |
| 10 | 240 | 29% |
| 30 | 480 | 17% |
| 60 | 840 | 11% |
| 100 | 1,320 | 7% |
| 120 (max) | 1,560 | 6% |
What separates a Warrior from a Mage on defense is everything that comes after the base:
- gear (and its refining) — most of a built character's DEF;
- guild bonuses;
- passives that add % DEF, such as the Warrior's Steel Skin (+25% at level 5) and the Mage's Frozen Heart (+20%);
- temporary buffs from skills like Taunt, Living Shield and Ice Armor.
The final sum is (base + gear + guild + flat passives) × (1 + passive %).