How a hit is worked out
A hit starts from your Power, adds up every percent bonus once, loses the target's defense, then takes the spell's coefficient. It is rounded up at the end. A critical hit multiplies that rounded number and rounds up again.
The steps
- Your Physical or Magic Power comes from your attributes, gear and skill nodes. Strike Damage, Thrust Damage, Blunt Damage use Physical Power, every other type uses Magic Power.
- All percent bonuses for the hit add together into one number: the damage type's own bonus, its family bonus, and the bonuses against the target's condition. Power is multiplied by that sum once, then rounded to 2 decimals.
- Buffs and debuffs on damage apply next. The result is cut to a whole number.
- The target's armor or resistance removes its share, never leaving less than 1.
- The spell's damage coefficient multiplies the result.
- A creature's hit grows with the number of players near it, when that creature has group scaling.
- A creature's hit is then multiplied by its empowered bonus and the difficulty's damage setting.
- The game rounds up to a whole number.
- The critical roll happens last. On a critical hit the rounded number is multiplied again and rounded up again.
Damage over time skips this path. It has its own rule, with no critical hits.
When a creature takes the hit, the difficulty's damage-taken setting applies, then any shield absorbs damage before Health does.
Worked example
A new Echo Weaver casts
Fireball at
Forest Heart, before any gear, skill node or buff.
Magic Power7 Charisma x 0.5 + 6 Adventure x 0.5 + 8 Intelligence x 1 = 14.5
Its archetype passive adds 0.5 per point of Agility: 3.5 more.
Magic Power, whole number18
Target defense30
Damage removed23.08%
After defense13.8462
Spell coefficient2.2
Before rounding30.4615
Damage on screen31
As a critical hit (+50%)47